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Monday, June 19, 2006

Rest State

The Rest State modifier gives players a time-limited bonus to combat (PvE) experience. This frees up time for exploring other aspects of the game without penalty, such as tradeskilling and social activities, and helps players avoid level-grinding. Inns serve as a good place to hang up your sword or staff for the night because they confer special bonuses. Inns also act as home locations. Hearthstones provide a speedy way to travel back to an Inn when you need to take care of business in town, or when you're ready to check in and call it a night.


Rest State

  • The Rest state modifier only affects experience earned from killing monsters. It does not affect experience earned from quest rewards or other experience rewards in the game (such as future PvP experience rewards).
  • As players kill monsters and gain experience points, they become increasingly tired. Their rest level reflects this tiredness in two tiers: Rested = 200% experience and Normal = 100% experience.
  • At level one, players will all start in the normal tier. When a player rests in a city or at an inn they will gain rest bonus at a very slow rate. Eight hours of rest will be needed for a player to gain one "bubble" of rest bonus. At any given time, players will be able to accumulate a maximum of 30 "bubbles" worth of rest bonus which translates into approximately 1.5 levels worth of rested play (before your character returns to normal rest state).
  • Rested players receive bonus experience points for killing monsters. Normal players receive no bonus experience points for killing monsters.
  • To become rested and start earning bonus experience from killing monsters again, players must rest for many hours.
  • Thanks to the comforts of a warm bed and a hearty meal, players who rest or log out at an Inn will accumulate rest credit four times faster than players logged off outside of an Inn or City. Players who log out anywhere else in the world will earn rest credit four times slower.
  • Note that while your character is resting at an Inn, you can play other characters on your account. The Rest State is per character only.
  • Players have the ability to rest anywhere in the world. This helps players who forget or choose not to log off at an Inn. Resting at an Inn is still the preferred method, as rest credit will accumulate four times faster for players logged off inside of an Inn.
  • There is no penalty for leaving an Inn early. You are constantly accumulating bonus experience while in an Inn or City. If you leave and come back, the only time lost is the time you were outside.
  • Most players will be in the Normal experience tier most of the time. The Rested tier is primarily intended for players that take a day or more off from playing or are very casual with their play schedules. This has enabled us to greatly reduce the experience necessary for all players to level regardless of which rest state tier they play under.


Article from : http://www.worldofwarcraft.com/info/basics/resting.html

History - Chapter 2 The New World

The Founding of Quel'Thalas
6,800 years before Warcraft I


The high elves, led by Dath'Remar, left Kalimdor behind them and challenged the storms of the Maelstrom. Their fleets wandered the wreckage of the world for many long years, and they discovered mysteries and lost kingdoms along their sojourn. Dath'Remar, who had taken the name Sunstrider (or "he who walks the day"), sought out places of considerable ley power upon which to build a new homeland for his people.

His fleet finally landed on the beaches of the kingdom men would later call Lordaeron. Forging inland, the high elves founded a settlement within the tranquil Tirisfal Glades. After a few years, many of them began to go mad. It was theorized that something evil slept beneath that particular part of the world, but the rumors were never proven to be true. The high elves packed up their encampment and moved northward towards another land rich with ley energies.

As the high elves crossed the rugged, mountainous lands of Lordaeron, their journey became more perilous. Since they were effectively cut off from the life-giving energies of the Well of Eternity, many of them fell ill from the frigid climate or died from starvation. The most disconcerting change, however, was the fact that they were no longer immortal or immune to the elements. They also shrank somewhat in height, and their skin lost its characteristic violet hue. Despite their hardships, they encountered many wondrous creatures that had never been seen in Kalimdor. They also found tribes of primitive humans who hunted throughout the ancient forestlands. However, the direst threat they encountered were the voracious and cunning forest trolls of Zul'Aman.

These moss-skinned trolls could regenerate lost limbs and heal grievous physical injuries, but they proved to be a barbaric, evil race. The Amani empire stretched across most of northern Lordaeron, and the trolls fought hard to keep unwanted strangers from their borders. The elves developed a deep loathing for the vicious trolls and killed them on sight whenever they were encountered.

After many long years, the high elves finally found a land which was reminiscent of Kalimdor. Deep within the northern forests of the continent, they founded the kingdom of Quel'Thalas and vowed to create a mighty empire which would dwarf that of their Kaldorei cousins. Unfortunately they soon learned that Quel'Thalas was founded upon an ancient troll city that the trolls still held to be sacred. Almost immediately, the trolls began to attack the elven settlements en masse.

The stubborn elves, unwilling to give up their new land, utilized the magics which they had gleaned from the Well of Eternity and kept the savage trolls at bay. Under Dath'Remar's leadership, they were able to defeat the Amani warbands that outnumbered them ten to one. Some elves, wary of the Kaldorei's ancient warnings, felt that their use of magic might possibly draw the attention of the banished Burning Legion. Therefore, they decided to mask their lands within a protective barrier which would still allow them to work their enchantments. They constructed a series of monolithic Runestones at various points around Quel'Thalas which marked the boundaries of the magic barrier. The Runestones not only masked the elves' magic from extra-dimensional threats, but helped to frighten away the superstitious troll warbands as well.

As time wore on, Quel'Thalas became a shining monument to the high elves' efforts and magical prowess. Its beauteous palaces were crafted in the same architectural style as the ancient halls of Kalimdor, yet they were interwoven with the natural topography of the land. Quel'Thalas had become the shining jewel that the elves had longed to create. The Convocation of Silvermoon was founded as the ruling power over Quel'Thalas, though the Sunstrider Dynasty maintained a modicum of political power. Comprised of seven of the greatest high elf lords, the Convocation worked to secure the safety of the elven lands and people. Surrounded by their protective barrier, the high elves remained unmoved by the old warnings of the Kaldorei and continued to use magic flagrantly in almost all aspects of their lives.

For nearly four thousand years the high elves lived peacefully within the secluded safety of their kingdom. Nevertheless, the vindictive trolls were not so easily defeated. They plotted and schemed in the depths of the forests and waited for the numbers of their warbands to grow. Finally, a mighty troll army charged out from the shadowy forests and once again laid siege to the shining spires of Quel'Thalas.


Arathor and the Troll Wars
2,800 years before Warcraft I


As the high elves fought for their lives against the trolls' fierce onslaught, the scattered, nomadic humans of Lordaeron fought to consolidate their own tribal lands. The tribes of early humanity raided each other's settlements with little heed for racial unification or honor. Yet one tribe, known as the Arathi, saw that the trolls were becoming too great a threat to ignore. The Arathi wished to bring all of the tribes under its rule so that they could provide a unified front against the troll warbands.

Over the course of six years, the cunning Arathi outmaneuvered and outfought the rival tribes. After every victory, the Arathi offered peace and equality to the conquered people; thus, they won the loyalty of those they had beaten. Eventually the Arathi tribe came to include many disparate tribes, and the ranks of its army grew vast. Confident that they could hold their own against the troll warbands or even the reclusive elves if need be, the Arathi warlords decided to construct a mighty fortress city in the southern regions of Lordaeron. The city-state, named Strom, became the capital of the Arathi nation, Arathor. As Arathor prospered, humans from all over the vast continent traveled south to the protection and safety of Strom.

United under one banner, the human tribes developed a strong, optimistic culture. Thoradin, the king of Arathor, knew that the mysterious elves in the northlands were under constant siege by the trolls, but refused to risk the safety of his people in defense of reclusive strangers. Many months passed as rumors of the elves' supposed defeat trickled down from the north. It was only when weary ambassadors from Quel'Thalas reached Strom that Thoradin realized how great the troll threat truly was.

The elves informed Thoradin that the troll armies were vast and that once the trolls had destroyed Quel'Thalas, they would move on to attack the southlands. The desperate elves, in dire need of military aid, hastily agreed to teach certain select humans to wield magic in exchange for their help against the warbands. Thoradin, distrustful of any magic, agreed to aid the elves out of necessity. Almost immediately, elven sorcerers arrived in Arathor and began to instruct a group of humans in the ways of magic.

The elves found that although humans were innately clumsy in their handling of magic, they possessed a startling natural affinity for it. One hundred men were taught the very basics of the elves' magical secrets: no more than was absolutely necessary to combat the trolls. Convinced that their human students were ready to aid in the struggle, the elves left Strom and traveled north alongside the mighty armies of King Thoradin.

The united elf and human armies clashed against the overwhelming troll warbands at the foot of the Alterac Mountains. The battle lasted for many days, but the unflagging armies of Arathor never tired or gave an inch of ground before the troll onslaught. The elven lords deemed that the time had come to release the powers of their magic upon the enemy. The hundred human magi and a multitude of elven sorcerers called down the fury of the heavens and set the troll armies ablaze. The elemental fires prevented the trolls from regenerating their wounds and burned their tortured forms from the inside out.

As the troll armies broke and attempted to flee, Thoradin's armies ran them down and slaughtered every last one of their soldiers. The trolls would never fully recover from their defeat, and history would never see the trolls rise as one nation again. Assured that Quel'Thalas was saved from destruction, the elves made a pledge of loyalty and friendship to the nation of Arathor and to the bloodline of its king, Thoradin. Humans and elves would nurture peaceful relations for ages to come.


The Guardians of Tirisfal
2,700 years before Warcraft I


With the absence of trolls in the northlands, the elves of Quel'Thalas bent their efforts towards rebuilding their glorious homeland. The victorious armies of Arathor returned home to southlands of Strom. The human society of Arathor grew and prospered, yet Thoradin, fearful that his kingdom would splinter apart if it overextended itself, maintained that Strom was the center of the Arathorian empire. After many peaceful years of growth and commerce, mighty Thoradin died of old age, leaving Arathor's younger generation free to expand the empire beyond the lands of Strom.

The original hundred magi, who were tutored in the ways of magic by the elves, expanded their powers and studied the mystic disciplines of spell-weaving in much greater detail. These magi, initially chosen for their strong wills and noble spirits, had always practiced their magic with care and responsibility; however, they passed their secrets and powers onto a newer generation that had no concept of the rigors of war or the necessity for self-restraint. These younger magicians began to practice magic for personal gain rather than out of any responsibility towards their fellows.

As the empire grew and expanded into new lands, the young magicians also spread out into the southlands. Wielding their mystical powers, the magicians protected their brethren from the wild creatures of the land and made it possible for new city-states to be constructed in the wilderness. Yet, as their powers grew, the magicians became ever more conceited and isolated from the rest of society.

The second Arathorian city-state of Dalaran was founded in the lands north of Strom. Many fledgling wizards left the restraining confines of Strom behind and traveled to Dalaran, where they hoped to use their new powers with greater freedom. These magicians used their skills to build up the enchanted spires of Dalaran and reveled in the pursuit of their studies. The citizens of Dalaran tolerated the magicians' endeavors and built up a bustling economy under the protection of their magic-using defenders. Yet, as more and more magicians practiced their arts, the fabric of reality around Dalaran began to weaken and tear.

The sinister agents of the Burning Legion, who had been banished when the Well of Eternity collapsed, were lured back into the world by the heedless spellcasting of the magicians of Dalaran. Though these relatively weak demons did not appear in force, they did sow considerable confusion and chaos within the streets of Dalaran. Most of these demonic encounters were isolated events, and the ruling Magocrats did what they could to keep such events hidden from the public. The most powerful magicians were sent to capture the elusive demons, but they often found themselves hopelessly outmatched by the lone agents of the mighty Legion.

After a few months the superstitious peasantry began to suspect that their sorcerous rulers were hiding something terrible from them. Rumors of revolution began to sweep through the streets of Dalaran as the paranoid citizenry questioned the motives and practices of the magicians they had once admired. The Magocrats, fearing that the peasants would revolt and that Strom would take action against them, turned to the only group they felt would understand their particular problem: the elves.

Upon hearing the Magocrats' news of demonic activity in Dalaran, the elves quickly dispatched their mightiest wizards to the human lands. The elven wizards studied the energy currents in Dalaran and made detailed reports of all demonic activity that they beheld. They concluded that although there were only a few demons loose in the world, the Legion itself would remain a dire threat so long as humans continued to wield the forces of magic.

The Council of Silvermoon, which ruled over the elves of Quel'Thalas, entered into a secret pact with the Magocrat lords of Dalaran. The elves told the Magocrats about the history of ancient Kalimdor and of the Burning Legion, a history which still threatened the world. They informed the humans that so long as they used magic, they would need to protect their citizenry from the malicious agents of the Legion. The Magocrats proposed the notion of empowering a single mortal champion who would utilize their collective powers in order to fight a never-ending secret war against the Legion. It was stressed that the majority of mankind could never know about the Guardians or the threat of the Legion for fear that they would riot in fear and paranoia. The elves agreed to the proposal and founded a secret society that would watch over the selection of the Guardian and help to stem the rise of chaos in the world.

The society held its secret meetings in the shadowed Tirisfal Glades, where the high elves had first settled in Lordaeron. Thus, they named the secret sect the Guardians of Tirisfal. The mortal champions who were chosen to be Guardians were imbued with incredible powers of both elven and human magic. Though there would only ever be one Guardian at a time, they held such vast power that they could single-handedly fight back the Legion's agents wherever they were found in the world. The Guardian power was so great that only the Council of Tirisfal was allowed to choose potential successors to the mantle of Guardianship. Whenever a Guardian grew too old, or wearied of the secret war against chaos, the Council chose a new champion, and under controlled conditions, formally channeled the Guardian power into its new agent.

As the generations passed, Guardians defended the masses of humanity from the invisible threat of the Burning Legion throughout the lands of Arathor and Quel'Thalas. Arathor grew and prospered while the use of magic spread throughout the empire. Meanwhile, the Guardians kept careful watch for signs of demonic activity.


Ironforge - the Awakening of the Dwarves
2,500 years before Warcraft I


In the ancient times, after the Titans departed Azeroth, their children, known as the earthen, continued to shape and guard the deep recesses of the world. The earthen were largely unconcerned with the affairs of the surface-dwelling races and longed only to plumb the dark depths of the earth.

When the world was sundered by the Well of Eternity's implosion, the earthen were deeply affected. Reeling with the pain of the earth itself, the earthen lost much of their identity and sealed themselves within the stone chambers where they were first created. Uldaman, Uldum, Ulduar... these were the names of the ancient Titan cities where the earthen first took shape and form. Buried deep beneath the world, the earthen rested in peace for nearly eight thousand years.

Though it is unclear what awakened them, the earthen sealed within Uldaman eventually arose from their self-imposed slumber. These earthen found that they had changed significantly during their hibernation. Their rocky hides had softened and become smooth skin, and their powers over stone and earth had waned. They had become mortal creatures.

Calling themselves dwarves, the last of the earthen left the halls of Uldaman and ventured out into the waking world. Still lulled by the safety and wonders of the deep places, they founded a vast kingdom under the highest mountain in the land. They named their land Khaz Modan, or "Mountain of Khaz", in honor of the Titan shaper, Khaz'goroth. Constructing an altar for their Titan father, the dwarves crafted a mighty forge within the heart of the mountain. Thus, the city that grew around the forge would be called Ironforge ever after.

The dwarves, by nature fascinated with shaping gems and stone, set out to mine the surrounding mountains for riches and precious minerals. Content with their labors under the world, the dwarves remained isolated from the affairs of their surface-dwelling neighbors.


The Seven Kingdoms
1,200 years before Warcraft I


Strom continued to act as the central hub of Arathor, but as with Dalaran, many new city-states arose across the continent of Lordaeron. Gilneas, Alterac, and Kul Tiras were the first city-states to arise, and although they each had their own customs and commercial workings, they all held to the unifying authority of Strom.

Under the vigilant watch of the Order of Tirisfal, Dalaran became the chief center of learning for magicians throughout the land. The Magocrats who ruled Dalaran founded the Kirin Tor, a specialized sect that was charged with cataloguing and researching every spell, artifact, and magic item known to mankind at the time.

Gilneas and Alterac became strong supporters of Strom and developed mighty armies that explored the mountainous southern lands of Khaz Modan. It was during this period that humans first met the ancient race of dwarves and traveled to their cavernous subterranean city of Ironforge. The humans and dwarves shared many secrets of metal-smithing and engineering and discovered a common love for battle and storytelling.

The city-state of Kul Tiras, founded upon a large island south of Lordaeron, developed a prosperous economy based on fishing and shipping. Over time, Kul Tiras built up a mighty fleet of merchant vessels that sailed throughout the known lands in search of exotic goods to trade and sell. Yet even as the economy of Arathor flourished, its strongest elements began to disintegrate.

In time, the lords of Strom sought to move their estates to the lush northlands of Lordaeron and leave the arid lands of the south. The heirs of King Thoradin, the last descendants of the Arathi bloodline, argued that Strom should not be abandoned and thus incurred the displeasure of the greater citizenry, who were likewise eager to leave. The lords of Strom, seeking to find purity and enlightenment in the untamed north, decided to leave their ancient city behind. Far to the north of Dalaran, the lords of Strom built a new city-state which they named Lordaeron. The entire continent would take its name from this city-state. Lordaeron became a mecca for religious travelers and all those who sought inner peace and security.

The descendents of the Arathi, left within the crumbling walls of ancient Strom, decided to travel south past the rocky mountains of Khaz Modan. Their journey finally ended after many long seasons, and they settled in the northern region of the continent they would name Azeroth. In a fertile valley they founded the kingdom of Stormwind, which quickly became a self-sufficient power in its own right.

The few warriors still left in Strom decided to remain and guard the ancient walls of their city. Strom was no longer the center of the empire, but it developed into a new nation known as Stromgarde. Though each of the city-states became prosperous in its own right, the empire of Arathor had effectively disintegrated. As each nation developed its own customs and beliefs, they became increasingly segregated from one another. King Thoradin's vision of a unified humanity had faded at last.


Aegwynn and the Dragon Hunt
823 years before Warcraft I


As the politics and rivalries of the seven human nations waxed and waned, the line of Guardians kept its constant vigil against chaos. There were many Guardians over the years, but only one ever held the magical powers of Tirisfal at any given time. One of the last Guardians of the age distinguished herself as a mighty warrior against the shadow. Aegwynn, a fiery human girl, won the approbation of the Order and was given the mantle of Guardianship. Aegwynn vigorously worked to hunt down and eradicate demons wherever she found them, but she often questioned the authority of the male-dominated Council of Tirisfal. She believed that the ancient elves and the elderly men who presided over the council were too rigid in their thinking and not farsighted enough to put a decisive end to the conflict against chaos. Impatient with lengthy discussion and debate, she yearned to prove herself worthy to her peers and superiors, and as a result frequently chose valor over wisdom in crucial situations.

As her mastery over the cosmic power of Tirisfal grew, Aegwynn became aware of a number of powerful demons that stalked the icy northern continent of Northrend. Traveling to the distant north, Aegwynn tracked the demons into the mountains. There, she found that the demons were hunting one of the last surviving dragonflights and draining the ancient creatures of their innate magic. The mighty dragons, who had fled from the ever-advancing march of mortal societies, found themselves too evenly matched against the dark magics of the Legion. Aegwynn confronted the demons, and with help from the noble dragons, eradicated them. Yet, as the last demon was banished from the mortal world, a great storm erupted throughout the north. An enormous dark visage appeared in the sky above Northrend. Sargeras, the demon king and lord of the Burning Legion, appeared before Aegwynn and bristled with hellish energy. He informed the young Guardian that the time of Tirisfal was about to come to an end and that the world would soon bow before the onslaught of the Legion.

The proud Aegwynn, believing herself to be a match for the menacing god, unleashed her powers against Sargeras' avatar. With disconcerting ease, Aegwynn battered the demonlord with her powers and succeeded in killing his physical shell. Fearing that Sargeras' spirit would linger on, the naive Aegwynn locked the ruined husk of his body within one of the ancient halls of Kalimdor that had been blasted to the bottom of the sea when the Well of Eternity collapsed. Aegwynn would never know that she had done exactly as Sargeras had planned. She had inadvertently sealed the fate of the mortal world, for Sargeras, at the time of his corporeal death, had transferred his spirit into Aegwynn's weakened body. Unbeknownst to the young Guardian, Sargeras would remain cloaked within the darkest recesses of her soul for many long years.


War of the Three Hammers
230 years before Warcraft I


The dwarves of Ironforge Mountain lived in peace for many long centuries. However, their society grew too large within the confines of their mountain cities. Though the mighty High King, Modimus Anvilmar, ruled over all dwarves with justice and wisdom, three powerful factions had arisen amongst the dwarven society.

The Bronzebeard clan, ruled by Thane Madoran Bronzebeard, held close ties to the High King and stood as the traditional defenders of Ironforge Mountain. The Wildhammer clan, ruled by Thane Khardros Wildhammer, inhabited the foothills and crags around the base of the mountain and sought to gain more control within the city. The third faction, the Dark Iron clan, was ruled by the sorcerer-thane Thaurissan. The Dark Irons hid within the deepest shadows under the mountain and plotted against both their Bronzebeard and the Wildhammer cousins.

For a time the three factions kept a tenuous peace, but tensions erupted when High King Anvilmar passed away from old age. The three ruling clans went to war for control of Ironforge itself. The dwarf civil war raged under the earth for many years. Eventually the Bronzebeards, who had the largest standing army, banished the Dark Irons and Wildhammers from under the mountain.

Khardros and his Wildhammer warriors traveled north through the barrier gates of Dun Algaz, and they founded their own kingdom within the distant peak of Grim Batol. There, the Wildhammers thrived and rebuilt their stores of treasure. Thaurissan and his Dark Irons did not fare as well. Humiliated and enraged by their defeat, they vowed revenge against Ironforge. Leading his people far to the south, Thaurissan founded a city (which he named after himself) within the beautiful Redridge Mountains. Prosperity and the passing of years did little to ease the Dark Iron's rancor toward their cousins. Thaurissan and his sorceress wife, Modgud, launched a two-pronged assault against both Ironforge and Grim Batol. The Dark Irons were intent on claiming all of Khaz Modan for their own.

The Dark Iron armies smashed against their cousins' strongholds and very nearly took both kingdoms. However, Madoran Bronzebeard ultimately led his clan to a decisive victory over Thaurissan's sorcerous army. Thaurissan and his servants fled back to the safety of their city, unaware of the events transpiring at Grim Batol, where Modgud's army would fare no better against Khardros and his Wildhammer warriors.

As she confronted the enemy warriors, Modgud used her powers to strike fear into their hearts. Shadows moved at her command, and dark things crawled up from the depths of the earth to stalk the Wildhammers in their own halls. Eventually Modgud broke through the gates and laid siege to the fortress itself. The Wildhammers fought desperately, Khardros himself wading through the roiling masses to slay the sorceress queen. With their queen lost, the Dark Irons fled before the fury of the Wildhammers. They raced south toward their king's stronghold, only to meet the armies of Ironforge, which had come to aid Grim Batol. Crushed between two armies, the remaining Dark Iron forces were utterly destroyed.

The combined armies of Ironforge and Grim Batol then turned south, intent on destroying Thaurissan and his Dark Irons once and for all. They had not gone far when Thaurissan's fury resulted in a spell of cataclysmic proportions. Seeking to summon a supernatural minion that would ensure his victory, Thaurissan called upon the ancient powers sleeping beneath the world. To his shock, and ultimately his doom, the creature that emerged was more terrible than any nightmare he could have imagined.

Ragnaros the Firelord, immortal lord of all fire elementals, had been banished by the Titans when the world was young. Now, freed by Thaurissan's call, Ragnaros erupted into being once again. Ragnaros' apocalyptic rebirth into Azeroth shattered the Redridge Mountains and created a raging volcano at the center of the devastation. The volcano, known as Blackrock Spire, was bordered by the Searing Gorge to the north and the Burning Steppes to the south. Though Thaurissan was killed by the forces he had unleashed, his surviving brethren were ultimately enslaved by Ragnaros and his elementals. They remain within the Spire to this day.

Witnessing the horrific devastation and the fires spreading across the southern mountains, King Madoran and King Khardros halted their armies and hastily turned back towards their kingdoms, unwilling to face the awesome wrath of Ragnaros.

The Bronzebeards returned to Ironforge and rebuilt their glorious city. The Wildhammers also returned home to Grim Batol. However, the death of the Modgud had left an evil stain on the mountain fortress, and the Wildhammers found it uninhabitable. They were bitter in their hearts over the loss of their beloved home. King Bronzebeard offered the Wildhammers a place to live within the borders of Ironforge, but the Wildhammers steadfastly refused. Khardros took his people north towards the lands of Lordaeron. Settling within the lush forests of the Hinterlands, the Wildhammers crafted the city of Aerie Peak, where the Wildhammers grew closer to nature and even bonded with the mighty gryphons of the area.

Seeking to retain relations and trade with their cousins, the dwarves of Ironforge constructed two massive arches, the Thandol Span, to bridge the gap between Khaz Modan and Lordaeron. Bolstered by mutual trade, the two kingdoms prospered. After the deaths of Madoran and Khardros, their sons jointly commissioned two great statues in honor of their fathers. The two statues would stand guard over the pass into the southlands, which had become volcanic in the wake of Ragnaros' scorching presence. They served as both a warning to all who would attack the dwarven kingdoms, and as a reminder of what price the Dark Irons paid for their crimes.

The two kingdoms retained close ties for some years, but the Wildhammers were much changed by the horrors they witnessed at Grim Batol. They took to living above ground on the slopes of Aerie Peak, instead of carving a vast kingdom within the mountain. The ideological differences between the two remaining dwarven clans eventually led to their parting of ways.


The Last Guardian
45 years before Warcraft I


The Guardian Aegwynn grew powerful over the years and used the Tirisfal energies to greatly extend her life. Foolishly believing that she had defeated Sargeras for good, she continued to safeguard the world from the demon king's minions for nearly nine hundred years. However, the Council of Tirisfal finally decreed that her stewardship had come to an end. The Council ordered Aegwynn to return to Dalaran so that they could choose a new successor for the Guardian power. Yet Aegwynn, ever distrustful of the Council, decided to choose a successor on her own.

The proud Aegwynn planned to give birth to a son whom she would divest her power to. She had no intention of allowing the Order of Tirisfal to manipulate her successor as they had tried to manipulate her. Traveling to the southern nation of Azeroth, Aegwynn found the perfect man to father her son: a skilled human magician known as Nielas Aran. Aran was the court conjuror and advisor for Azeroth's king. Aegwynn seduced the magician and conceived a son by him. Nielas' natural affinity for magic would run deep within the unborn child and define the tragic steps the child would later take. The power of Tirisfal was also implanted in the child, yet it wasn't to awaken until he reached physical maturity.

Time passed, and Aegwynn gave birth to her son in a secluded grove. Naming the boy Medivh, which means "keeper of secrets" in the high elven tongue, Aegwynn believed that the boy would mature to become the next Guardian. Unfortunately the malignant spirit of Sargeras, which had been hiding inside her, had possessed the defenseless child while it was still in her womb. Aegwynn had no idea that the world's newest Guardian was already possessed by its greatest nemesis.

Certain that her baby was healthy and sound, Aegwynn delivered young Medivh to the court of Azeroth and left him there to be raised by his mortal father and his people. She then wandered into the wilderness and prepared to pass into whatever afterlife awaited her. Medivh grew to become a strong boy and had no idea of the potential power of his Tirisfalin birthright.

Sargeras bided his time until the youth's power manifested itself. By the time Medivh had reached his teenage years, he had become very popular in Azeroth for his magical prowess and often went off on adventures with his two friends: Llane, the prince of Azeroth, and Anduin Lothar, one of the last descendents of the Arathi bloodline. The three boys constantly caused mischief around the kingdom, but they were well liked by the general citizenry.

When Medivh reached the age of fourteen, the cosmic power inside him awakened and clashed with the pervasive spirit of Sargeras that lurked within his soul. Medivh fell into a catatonic state which lasted for many years. When he awakened from his coma, he found that he had grown to adulthood, and his friends Llane and Anduin had become the regents of Azeroth. Though he wished to use his incredible newfound powers to protect the land he called home, the dark spirit of Sargeras twisted his thoughts and emotions towards an insidious end.

Sargeras reveled within the darkening heart of Medivh, for he knew that his plans for the second invasion of the world were nearing completion, and that the world's last Guardian would bring them all to fruition.

Article from : http://www.worldofwarcraft.com/info/story/chapter2.html
Sunday, June 18, 2006

Dwarves Guide

i. Background History

The stoic dwarves of Ironforge are an ancient race of robust humanoids who live beneath e snow-capped mountains of Khaz Modan. The Dwarves have always been fast allies with the Humans, and they revel in the prospects of battle and storytelling alike. In past ages, the Dwarves rarely left the safety of their mountain fortresses. However, whenever the call to battle sounded, they rose up to defend their friends and allies with unmatched

courage and valor. Due to a recent discovery that uncovered fragments of their ancient origins, the Dwarves have undergone a remarkable transformation. The discovery convinced the Dwarves that the mighty Titans created them from stone when the world was young. They feel that their destiny is now to search the world over for more signs and proof of their enchanted heritage and to rediscover the Titans' hidden legacies. To this end, the Dwarves have sent out their Prospectors to all ends of the world in the hopes of discovering new insight into their shrouded past. These journeys led to Dwarven excavation sites all over the known world, some of which serve as outposts and some of which serve as potential hunting grounds for enemies of the Dwarven race.

ii. Racial Traits

- Frost Resistance
* passive
* +10 to cold resistance

- Gun Specialization
* passive
* +5 to gun skills

- Stoneform
* active
* activate to become immune to poison, disease, and bleed
* +5% AC bonus
* Stoneform lasts 20 seconds
* 3 minute cooldown

- Treasure Finding
* active
* activate to see the location of treasure chests on the minimap
* trait remains active until deactivated by player
* no cooldown

iii. Misc. Info
- Starting Location: Anvilmar, Dun Morogh
- Home City: Ironforge
- Racial Mount: Ram
- Mount Trainer Location: Amberstill Ranch, Dun Morogh
- Known Languages: Common, Dwarvish

iv. Classes
a. Hunter
b. Paladin
* Paladins are able to obtain a mount via a Quest

c. Priest
- Desperate Prayer
* holy spell that instantly heals the caster for X to Y HP
* gained at level 10
* instant cast
* zero mana cost
* 30 minute cooldown
- Fear Ward
* Protects the target from one fear effect. If the target is under a fear effect when cast, the effect is removed and target gains Fear Ward for 10 minues.
* gained at level 20
* instant cast
* 100 mana cost
* 30 yard range
* 30 second cooldown

d. Rogue
e. Warrior

Introduction of Profession

In the World of Warcraft, there are two types of professions, primary and secondary. Every player may have as many Secondary Professions as he or she desires, but will only be able to choose two Primary Professions. All professions also fall into three categories: gathering, production, and service.


Gathering Professions

Gathering professions support production professions by providing the materials necessary to create goods. Players may choose to become pure gatherers and sell gathered materials to other players.


Herbalism
Primary Profession
Supports: Alchemy

Fishing
Secondary Profession
Supports: Cooking & Alchemy

Mining
Primary Profession
Supports: Blacksmithing & Engineering

Skinning
Primary Profession
Supports: Leatherworking

Production Professions

Production professions allow players to create trade goods to be sold or used by the creator. However, some goods cannot be sold and are designed only to be used by the one who made the item.


Alchemy
Primary Profession
Supported by: Herbalism & Fishing
Suggested for: All Classes
Comments: Excellent for those who need an extra boost of health or mana during battle. Also can be used to create many interesting potions such as water breathing, feather fall, speed boosts, etc...

Blacksmithing
Primary Profession
Supported by: Mining
Suggested for: Warriors & Paladins
Comments: Forge your own powerful weapons and armor to wear or sell.

Cooking
Secondary Profession
Supported by: Fishing & Killing Beasts
Suggested for: All Classes
Comments: Cook your own food rather than buying from vendors.

Engineering
Primary Profession
Supported by: Mining
Suggested for: All Classes
Subclasses: Gnomish, Goblin
Comments: As an engineer, you won't make a lot of gold, but you'll be able to create the most powerful trade items in the game. Also you'll be able to make some items unique only to engineers like mechanical chickens, squirells, yeti's, etc...

Leatherworking
Primary Profession
Supported by: Skinning
Suggested for: Druids, Hunters, Rogues, Shaman
Subclasses: Dragonscale, Elemental, Tribal
Comments: Create your own armor and make patches to increase the armor on some of your existing gear. Can make a decent profit in the AH at high levels.

Tailoring
Supported by: Killing Humanoids
Suggested for: Mages, Priests, Warlocks
Comments: Sew your own armor to wear or sell. You can also make gold by selling shirts and bags. Bags are the main source of a tailors income as 16 slot backpacks are known to go for upwards of 25-30g a piece in the auction house and are in high demand.

Service Professions

Although no goods are produced with service professions, they are still valuable skills to learn that will aid players in their adventures.


Enchanting
Supported by: Disenchanting items
Suggested for: All Classes
Comments: Disenchant existing magical items and use the materials to enhance your weapons and armor. Enchanting is a powerful gold making tool key enchants such as fiery, crusader, and recently life stealing are power sellers.

First Aid
Supported by: Killing Humanoids
Suggested for: All Classes
Comments: Create bandages and heal yourself after battles to minimize down time. Very good money making profession up until the gate is opened.

Article from : http://worldofwarcraft.gameamp.com

Profession FAQ

Q. How many professions may I have at once?
A. You can have two Main Professions, and all three Secondary professions (Fishing, Cooking, First Aid)

Q. What main professions are there?
A. Skinning, Mining, Leatherworking, Blacksmithing, Herbalism, Alchemy, Engineering, Enchanting, Tailoring.

Q. Why so many? How should I decide which to pick?
A. There are many various suggested combinations. MOST will work, but a few of the more popular ones include: Skinning/Leatherworking, Mining/Blacksmithing, kinning/Mining, Enchanting/Tailoring, Herbalism/Alchemy.

Q. Should I only use professions my classes can use?
A. Absolutely not. While there are certain professions that greatly help certain classes, there are a ton of them that are great at generating revenue regardless of class. That being said, having your human mage be a blacksmith/leatherworker might not be the best idea.

Q. Ok, so where do I go to learn how to become a _________?
A. This varies greatly dependent on your race, class, and intended profession. You can get directions to any trainer from a guard in a major city. It's not hard, trust me.

Guide to Making Gold

Q. Gold? What's that?
A. At low levels, you might not even have gold yet.
For those unaware:

100 copper - 1 silver
100 silver - 1 gold
100 gold - A lot of money

Q. So, how do I make gold? And fast.
A. Making gold is almost an inappropriate term. Quite often, you'll be making silver over and over again, which will turn into gold. Very few drops in this game sell for a gold or more. When they do, it will almost always be at the auction house.

Q. Auction House?
A. There are three Auction Houses in the game: Ironforge (Alliance), Orgrimmar (Horde), and Gadgetzan (Both). These can be either an excellent place to make money, or a slow, certain doom that results in you blowing all your money on equipment. Be advised, you WILL want to buy anything you can use once you get to the auction house. That being said, you can greatly increase your revenue by visiting here frequently. As a very basic example, consider linen cloth: A stack of 20 sells for 2s60c to vendors. While this isn't nothing, the same stack can go from anywhere to 25s-30s (or more, if you're lucky) at the AH. That's a 1000% increase. Generally, any profession created items or items needed by professions sell very well at the AH, as well as any rare items. More detailed specifics will be covered elsewhere in the guide.

Q. What if I don't wan't to/Can't get to the AH?
A. Well, you have a couple of options: - Save your "greens"/rare items in your bank - Collect VERYTHING you see, and NPC it - Try trading to other players on an individual basis

I highly reccommend saving anything that looks valuable, and eventually selling it at the auction house, because it most likely is. As far as regular junk is concerned, you should have no trouble etting 5 bags of some slot value very early on, so pick up everything you see and sell it. It does add up.

Q. That's all good and all, but so far you're just telling me to "kill stuff". A. Again, specifics will be covered later. However, in general, if you want immediate "money", humanoids drop opper/silver, as well as various types of cloth. Both add up VERY quickly if you decide to "Farm" them for a while. They also seem to drop equipment more often than other types of enemies, so you can almost never go wrong with fighting them. Other than that, nothing short of game experience and selling items to vendors will let you know what enemies are worth more than thers. Spiders tend to have good drops as well. It all depends.

Q. What professions make the most gold?
A. I'm not nearly experienced with all the trade skills, especially at 200+ skill levels, but in general, if you want to make money, especially at lower levels, you can't go wrong with kinning/mining. Both ore and leather sell very well at the auction house. Even a stack of copper bars goes for upwards of 20s/stack.

Q. I followed your advice, and I barely make anything!

A. Context is important:
At level 1-10, you'll be lucky to sell any individual item for more than a silver. Stacks of things will still sell generally low, as will equipment. Also consider that killing level 8 humanoids will get you around 30c, while fighting level 30s can get you upwards of 2s if you're lucky. Don't expect to make gold at any decent rate before level 20. At level 25 you may start to see gold amounts increase slowly. The only exception to this is of course, professions. You can make a bunch of gold mining and skinning early on. At low levels, it's more about being able to afford skills for your class and professions than anything else.

WoW Mount FAQ

Q. When can I get a mount?
A. Level 40. No sooner. Please don't ask how to get one before level 40.

Q. How much do they cost?
A. 90G.

Q. What's this about "Epic Mounts"?
A. Epic Mounts can be acquired only once you've reached level 60, and they cost an impressive 1000g to buy. They increase your movement speed by 100%, however. And no, that's not an extra 0.

Q. How am I supposed to afford these?
A. Save. It's really not that hard. I'll include a strategy for earning gold for your mount later, but I assure you there's no magical formula. Spending less and selling more will eventually result in you earning 90g. It picks up a bit as you get closer and closer to 40.

Q. So what do I get for my 90g exactly?
A. Besides looking cool riding around on some random animal, when summoned, your mount increases your movement speed by 60%.

Q. Is it really worth it?
A. If it wasn't, do you think everyone would be buying one? In short, yes. However, don't ignore equipment for 20 levels just to get a mount. Careful balancing will result in you getting your mount and still having decent equipment.

Guide and FAQ

Here i will post site that supple free guides and faqs.

GameFAQ World of Warcraft FAQs and Guides

Guide to Beginner

Learn the Controls
You should first familiarize yourself with the interface. Be sure to look up the controls and read about tips for better controlling your character. After you know the basics, it's time to play!

Find a Quest!
Quest givers have exclamation marks over their heads. Go talk to the quest giver by right-clicking on them. Go around to every NPC with a "!" above their head and see what they want you to do.

Find your class trainer or go fight!
You might want to go find your class trainer, located in the town/area near where your character started in the land. However, most players decide to immediately rush out and start working on their first quest!

Targets
Left-Click selects a target and Right-Click interacts with them.

Health
You can eat some food to regain your health faster. Click on the food icon in the action panel across the bottom left of your screen and your character will sit down to eat. Food will not work in combat, however, and standing up or moving will remove the increased health regeneration effect.

You regain health faster when sitting down.

Mana
You can drink water to regain your mana faster. Click on the drink icon in the action panel across the bottom left of your screen. The mana regeneration will stop if you use any other ability or get in combat.

Combat
You can cast spells and use special abilities on the enemy by clicking on the buttons along the lower left portion of the screen.

Attacking
You can attack a hostile target by Right-Clicking on it.

Selecting Aggressive Monsters
A target with a red selection circle will attack if you get too close.

Leveling Up
Every time your character gains a level, you get an increase in stats. Every even numbered level, your character gains access to new skills, which can be learned at your class trainer. At level 10, your character begins gaining a talent point per level, which can be used to learn new talents, by hitting the "n" key.

At Level 3 or 4
You can go to your trainer in your starting area and learn a new skill. Your trainer is in the area near to where you started, but you might have to search a little. You can ask other players for help if you cannot find them. The class trainer will show your class name under their name. For example, .

Reputation Changes
You can look at your reputation with different groups in the world in the character panel under the reputation tab. This will show what they think about you and how they will react. You can change your reputation through various methods in the game such as combat and quests.

Looting Your First Item
Right-Click on a monster's corpse to loot it. You can then right-click on items in the loot panel to place them in your backpack. After the item is in your backpack you can click on the backpack button in the lower right part of the screen to open your backpack and then mouse-over the item to see what it is.

Getting Your First Bag
You can put the bag in the empty bag spaces in the lower right part of your screen next to the backpack, and then right-click on the bag to open it.

Talking to Other Players Near You
Hit the enter button, type your message, then hit enter again. Players that are near you will see your message.

Sending a Player a Private Message
Type "/w playername message" such as "/w nebu hi!"

Responding to private messages from other players
You can respond to that player by hitting the "R" key to reply, and then you can type your message, or by hitting "Enter" and typing /w (or /tell) and then the message. In addition, you may respond to the player that sent you a private message by simply clicking on their name in the chat window. You can scroll across players names that have recently whispered to you by pressing the Tab key.

Chat Bubbles
Now when a player or NPC uses a /say or /yell chat command, it is displayed in the game screen by default as a chat bubble as well as in the chat log. It displays above the head of the character talking, but only if you can see the character. This functionality can be turned off should you desire. This functionality also exists for party chat, but is turned off by default. Both options are turned on or off in the "Interface" options window.

Getting New Abilities or Spells
You can move the ability to your action bar by opening the abilities panel with the button in the bottom center of the screen and then clicking and dragging the ability to your action bar. You can also use a spell or ability from the abilities page by clicking on it.

Spells are located on the spells tab. Hit "P" to open your spellbook.

Items with Clickable Effects
You can drag that item to your action bar if you want to be able to use it without opening your backpack.

Conclusion
That should get you going. Continue to find and complete quests. Follow the NPC's instructions and consult your quest log for help. Feel free to ask other players for help if you get stuck.

Article from : http://www.worldofwarcraft.com

Classes Information

Druid

Druids are the keepers of the world. Locked in slumber for generations, they awoke to meet the threat of the Burning Legion during its recent invasion. After Archimonde's defeat, the Druids chose to remain in the waking world and help to rebuild their shattered lands. The Legion's attack left a terrible scar on the natural order, and the Druids seek to heal it.

Hunter

Azeroth is home to a wide variety of beasts. From the new world of Lordaeron to the old world of Kalimdor, all manner of creatures can be found. Some are friendly, some are ferocious and aggressive - yet they all have one thing in common. Each creature shares a special connection with Hunters. Hunters track, tame, and slay all manner of animals and beasts found in the wild. Whether they rely on bows or firearms, Hunters consider their weapons and pets to be their only true friends.

Mage

The Mages of Warcraft once centered their powers within the magocracy of Dalaran. After that kingdom's destruction by the Burning Legion, however, the arcane arts spread to the far corners of the world.

Paladin

Upholders of the Holy Light and defenders of the Alliance, the Paladins can be found from the northern forests of the Tirisfal Glades, fighting back the advance of the Forsaken, to the southern reaches of the Blasted Lands, ceaselessly upholding their vigil against demonic forces from beyond the Dark Portal. Wielding their mighty hammers and the strength of the Light, these holy warriors command forces in battle, all the while throwing themselves to where the fighting is the thickest.

Priest

Priests lead the many faiths spread throughout the disparate lands of the world of Azeroth. In Kalimdor, Night Elf Priestesses revere the moon goddess Elune, while Dwarven priests in Khaz Modan deliver the message of the Light to their people. In the ruins of Lordaeron, the undead priests of the Forsaken, their faith twisted and tainted by their tortured existences, spread a dark interpretation of the Holy Light. Regardless of their faith, however, all Priests share in their ability to manipulate the minds of those who turn to them for spiritual guidance.

Rogue

At home in the shadows and skilled at disappearing from sight, the Rogues of Azeroth are most comfortable when acting in the background. Twisting events to their favor, striking only when advantage is greatest: this is where a Rogue excels. With their cunning tricks, physical abilities, and mastery of concealment and disguise, Rogues have no trouble finding employment as thieves, cutthroats, spies, and assassins.

Shaman

Shamans are the spiritual leaders of their tribes and clans. They communicate with spirits, have visions of the future, and guide their people through the darkest of times. Many mistake their wisdom and serenity for a pacifist nature. When challenged, though, shamans have a range of powers available for dealing with threats to the natural order.

Warlock

Warlocks were mages that delved too deeply into the roots of demonic power. Consumed by a lust for dark knowledge, they've tapped into chaotic magics from beyond the world. The Burning Legion now feeds them their powers, allowing them to channel destructive energies and call upon the powerful emissaries of their demon masters.

Warrior

Warriors are the melee-centered class. These characters are tough as nails and masters of weaponry and tactics. The special abilities of the Warrior are naturally combat-oriented. The Warrior is the ultimate toe-to-toe fighter with the most options available to him. Unlike other Warriors you might have played in other games, the Warrior of World of Warcraft has many different options and abilities to use during combat.

Article from : http://wowvault.ign.com/

History - Chapter 1 Mythos

The Titans and the Shaping of the Universe


No one knows exactly how the universe began. Some theorize that a catastrophic cosmic explosion sent the infinite worlds spinning out into the vastness of the Great Dark - worlds that would one day bear life forms of wondrous and terrible diversity. Others believe that the universe was created as a whole by a single all-powerful entity. Though the exact origins of the chaotic universe remain uncertain, it is clear that a race of powerful beings arose to bring stability to the various worlds and ensure a safe future for the beings that would follow in their footsteps.

The Titans, colossal, metallic-skinned gods from the far reaches of the cosmos, explored the newborn universe and set to work on the worlds they encountered. They shaped the worlds by raising mighty mountains and dredging out vast seas. They breathed skies and raging atmospheres into being. It was all part of their unfathomable, far-sighted plan to create order out of chaos. They even empowered primitive races to tend to their works and maintain the integrity of their respective worlds.

Ruled by an elite sect known as the Pantheon, the Titans brought order to a hundred million worlds scattered throughout the Great Dark Beyond during the first ages of creation. The benevolent Pantheon, which sought to safeguard these structured worlds, was ever vigilant against the threat of attack from the vile extra-dimensional entities of the Twisting Nether. The Nether, an ethereal dimension of chaotic magics that connected the myriad worlds of the universe, was home to an infinite number of malefic, demonic beings who sought only to destroy life and devour the energies of the living universe. Unable to conceive of evil or wickedness in any form, the Titans struggled to find a way to end the demons' constant threat.


Sargeras and the Betrayal


Over time, demonic entities made their way into the Titans' worlds from the Twisting Nether, and the Pantheon elected its greatest warrior, Sargeras, to act as its first line of defense. A noble giant of molten bronze, Sargeras carried out his duties for countless millennia, seeking out and destroying these demons wherever he could find them. Over the eons, Sargeras encountered two powerful demonic races, both of which were bent on gaining power and dominance over the physical universe.

The eredar, an insidious race of devilish sorcerers, used their warlock magics to invade and enslave a number of worlds. The indigenous races of those worlds were mutated by the eredar's malevolent powers and turned into demons themselves. Though Sargeras' nearly limitless powers were more than enough to defeat the vile eredar, he was greatly troubled by the creatures' corruption and all-consuming evil. Incapable of fathoming such depravity, the great Titan began to slip into a brooding depression. Despite his growing unease, Sargeras rid the universe of the warlocks by trapping them within a corner of the Twisting Nether.

While his confusion and misery deepened, Sargeras was forced to contend with another group intent on disrupting the Titans' order: the Nathrezim. This dark race of vampiric demons (also known as dreadlords) conquered a number of populated worlds by possessing their inhabitants and turning them to the shadow. The nefarious, scheming dreadlords turned whole nations against one another by manipulating them into unthinking hatred and mistrust. Sargeras defeated the Nathrezim easily, but their corruption affected him deeply.

As doubt and despair overwhelmed Sargeras' senses, he lost all faith not only in his mission, but also in the Titans' vision of an ordered universe. Eventually he came to believe that the concept of order itself was folly, and that chaos and depravity were the only absolutes within the dark, lonely universe. His fellow Titans tried to persuade him of his error and calm his raging emotions, but he disregarded their more optimistic beliefs as self-serving delusions. Storming from their ranks forever, Sargeras set out to find his own place in the universe. Although the Pantheon was sorrowful at his departure, the Titans could never have predicted just how far their lost brother would go.

By the time Sargeras' madness had consumed the last vestiges of his valiant spirit, he believed that the Titans themselves were responsible for creation's failure. Deciding, at last, to undo their works throughout the universe, he resolved to form an unstoppable army that would set the physical universe aflame.

Even Sargeras' titanic form became distorted from the corruption that plagued his once-noble heart. His eyes, hair, and beard erupted in fire, and his metallic bronze skin split open to reveal an endless furnace of blistering hate.

In his fury, Sargeras shattered the prisons of the eredar and the Nathrezim and set the loathsome demons free. These cunning creatures bowed before the dark Titan's vast rage and offered to serve him in whatever malicious ways they could. From the ranks of the powerful Eredar, Sargeras picked two champions to command his demonic army of destruction. Kil'jaeden the Deceiver was chosen to seek out the darkest races in the universe and recruit them into Sargeras' ranks. The second champion, Archimonde the Defiler, was chosen to lead Sargeras' vast armies into battle against any who might resist the Titan's will.

Kil'jaeden's first move was to enslave the vampiric dreadlords under his terrible power. The dreadlords served as his personal agents throughout the universe, and they took pleasure in locating primitive races for their master to corrupt and bring into the fold. First amongst the dreadlords was Tichondrius the Darkener. Tichondrius served Kil'jaeden as the perfect soldier and agreed to bring Sargeras' burning will to all the dark corners of the universe.

The mighty Archimonde also empowered agents of his own. Calling upon the malefic pit lords and their barbarous leader, Mannoroth the Destructor, Archimonde hoped to establish a fighting elite that would scour creation of all life.

Once Sargeras saw that his armies were amassed and ready to follow his every command, he launched his raging forces into the vastness of the Great Dark. He referred to his growing army as the Burning Legion. To this date, it is still unclear how many worlds they consumed and burned on their unholy Burning Crusade across the universe.


The Old Gods and the Ordering of Azeroth


Unaware of Sargeras' mission to undo their countless works, the Titans continued to move from world to world, shaping and ordering each planet as they saw fit. Along their journey they happened upon a small world that its inhabitants would later name Azeroth. As the Titans made their way across the primordial landscape, they encountered a number of hostile elemental beings. These elementals, who worshipped a race of unfathomably evil beings known only as the Old Gods, vowed to drive the Titans back and keep their world inviolate from the invaders' metallic touch.

The Pantheon, disturbed by the Old Gods' penchant for evil, waged war upon the elementals and their dark masters. The Old Gods' armies were led by the most powerful elemental lieutenants: Ragnaros the Firelord, Therazane the Stonemother, Al'Akir the Windlord, and Neptulon the Tidehunter. Their chaotic forces raged across the face of the world and clashed with the colossal Titans. Though the elementals were powerful beyond mortal comprehension, their combined forces could not stop the mighty Titans. One by one, the elemental lords fell, and their forces dispersed.

The Pantheon shattered the Old Gods' citadels and chained the four evil gods far beneath the surface of the world. Without the Old Gods' power to keep their raging spirits bound to the physical world, the elementals were banished to an abyssal plane, where they would contend with one another for all eternity. With the elementals' departure, nature calmed, and the world settled into a peaceful harmony. The Titans saw that the threat was contained and set to work.

The Titans empowered a number of races to help them fashion the world. To help them carve out the fathomless caverns beneath the earth, the Titans created the dwarf-like earthen from magical, living stone. To help them dredge out the seas and lift the land from the sea floor, the Titans created the immense but gentle sea giants. For many ages the Titans moved and shaped the earth, until at last there remained one perfect continent. At the continent's center, the Titans crafted a lake of scintillating energies. The lake, which they named the Well of Eternity, was to be the fount of life for the world. Its potent energies would nurture the bones of the world and empower life to take root in the land's rich soil. Over time, plants, trees, monsters, and creatures of every kind began to thrive on the primordial continent. As twilight fell on the final day of their labors, the Titans named the continent Kalimdor: "land of eternal starlight".


Charge of the Dragonflights


Satisfied that the small world had been ordered and that their work was done, the Titans prepared to leave Azeroth. However, before they departed, they charged the greatest species of the world with the task of watching over Kalimdor, lest any force should threaten its perfect tranquility. In that age, there were many dragonflights. Yet there were five flights that held dominion over their brethren. It was these five flights that the Titans chose to shepherd the budding world. The greatest members of the Pantheon imbued a portion of their power upon each of the flights' leaders. These majestic dragons (as listed below) became known as the Great Aspects, or the Dragon Aspects.

Aman'Thul, the Highfather of the Pantheon, bestowed a portion of his cosmic power upon the massive bronze dragon, Nozdormu. The Highfather empowered Nozdormu to guard time itself and police the ever-spinning pathways of fate and destiny. The stoic, honorable Nozdormu became known as the Timeless One.

Eonar, the Titan patron of all life, gave a portion of her power to the red leviathan, Alexstrasza. Ever after, Alexstrasza would be known as the Life-Binder, and she would work to safeguard all living creatures within the world. Due to her supreme wisdom and limitless compassion for all living things, Alexstrasza was crowned the Dragonqueen and given dominion over her kind.

Eonar also blessed Alexstrasza's younger sister, the lithe green dragon Ysera, with a portion of nature's influence. Ysera fell into an eternal trance, bound to the waking Dream of Creation. Known as the Dreamer, she would watch over the growing wilds of the world from her verdant realm, the Emerald Dream.

Norgannon, the Titan lore keeper and master-magician, granted the blue dragon, Malygos, a portion of his vast power. From then on, Malygos would be known as the Spell-Weaver, the guardian of magic and hidden arcanum.

Khaz'goroth, the Titan shaper and forger of the world, bestowed some of his vast power upon the mighty black wyrm, Neltharion. The great-hearted Neltharion, known afterwards as the Earth-Warder, was given dominion over the earth and the deep places of the world. He embodied the strength of the world and served as Alexstrasza's greatest supporter.

Thus empowered, the Five Aspects were charged with the world's defense in the Titans' absence. With the dragons prepared to safeguard their creation, the Titans left Azeroth behind forever. Unfortunately it was only a matter of time before Sargeras learned of the newborn world's existence....


The Waking World and the Well of Eternity


Ten thousand years before the orcs and humans clashed in their First War, the world of Azeroth cradled only one massive continent, surrounded by the sea. That landmass, known as Kalimdor, was home to a number of disparate races and creatures, all vying for survival amongst the savage elements of the waking world. At the dark continent's center was a mysterious lake of incandescent energies. The lake, which would later be called the Well of Eternity, was the true heart of the world's magic and natural power. Drawing its energies from the infinite Great Dark beyond the world, the Well acted as a mystical fount, sending its potent energies out across the world to nourish life in all its wondrous forms.

In time, a primitive tribe of nocturnal humanoids cautiously made their way to the edges of the mesmerizing enchanted lake. The feral, nomadic humanoids, drawn by the Well's strange energies, built crude homes upon its tranquil shores. Over time, the Well's cosmic power affected the tribe, making them strong, wise, and virtually immortal. The tribe adopted the name Kaldorei, which meant "children of the stars" in their native tongue. To celebrate their budding society, they constructed great structures and temples around the lake's periphery.

The Kaldorei, or night elves as they would later be known, worshipped the moon goddess, Elune, and believed that she slept within the Well's shimmering depths during the daylight hours. The early night elf priests and seers studied the Well with an insatiable curiosity, driven to plumb its untold secrets and power. As their society grew, the night elves explored the breadth of Kalimdor and encountered its other denizens. The only creatures that gave them pause were the ancient and powerful dragons. The great serpentine beasts were often reclusive, but they did much to safeguard the known lands from potential threats. The night elves discovered that the dragons held themselves to be the protectors of the world - and agreed that they and their secrets were best left alone.

In time, the night elves' curiosity led them to meet and befriend a number of powerful entities, not the least of which was Cenarius, a mighty demigod of the primordial forestlands. The greathearted Cenarius grew fond of the inquisitive night elves and spent a great deal of time teaching them about the natural world. The tranquil Kaldorei developed a strong empathy for the living forests of Kalimdor and reveled in the harmonious balance of nature.

As the seemingly endless ages passed, the night elves' civilization expanded both territorially and culturally. Their temples, roads, and dwelling places stretched across the breadth of the dark continent. Azshara, the night elves' beautiful and gifted queen, built an immense, wondrous palace on the Well's shore that housed her favored servitors within its bejeweled halls. Her servitors, whom she called the Quel'dorei or "Highborne", doted on her every command and believed themselves to be greater than the rest of their brethren. Though Queen Azshara was loved equally by all of her people, the Highborne were secretly envied and disliked by the rest of the night elves.

Sharing the priests' curiosity towards the Well of Eternity, Azshara ordered the Highborne to plumb its secrets and reveal its true purpose in the world. The Highborne buried themselves in their work and studied the Well ceaselessly. In time they developed the ability to manipulate and control the Well's cosmic energies. As their experiments progressed, the Highborne found that they could use their newfound powers to either create or destroy at their leisure. The heedless Highborne had stumbled upon primitive magic and were now resolved to devote themselves to its mastery. Although they agreed that magic was inherently dangerous if handled irresponsibly, Azshara and her Highborne began to practice their spellcraft with reckless abandon. Cenarius and many wizened night elf scholars warned that only calamity would result from toying with the clearly volatile arts of magic. Even so, Azshara and her followers stubbornly continued to expand their burgeoning powers.

As their powers grew, a distinct change came over Azshara and the Highborne. The haughty, aloof upper class became increasingly callous and cruel towards their fellow night elves. A dark, brooding pall veiled Azshara's once-entrancing beauty. She began to withdraw from her loving subjects and refused to interact with any but her trusted Highborne priests.

A young scholar named Malfurion Stormrage, who had spent much of his time studying the primitive arts of druidism, began to suspect that a terrible power was corrupting the Highborne and his beloved queen. Though he could not conceive of the evil that was to come, he knew that the night elves' lives would soon be changed forever....


The War of the Ancients
10,000 years before Warcraft I


The Highborne's reckless use of magic sent ripples of energy spiraling out from the Well of Eternity and into the Great Dark Beyond. The streaming ripples of energy were felt by terrible alien minds. Sargeras - the Great Enemy of all life, the Destroyer of Worlds - felt the potent ripples and was drawn to their distant point of origin. Spying the primordial world of Azeroth and sensing the limitless energies of the Well of Eternity, Sargeras was consumed by an insatiable hunger. The great dark god of the Nameless Void resolved to destroy the fledgling world and claim its energies as his own.

Sargeras gathered his vast Burning Legion and made his way towards the unsuspecting world of Azeroth. The Legion was comprised of a million screaming demons, all ripped from the far corners of the universe, and the demons hungered for conquest. Sargeras' lieutenants, Archimonde the Defiler and Mannoroth the Destructor, prepared their infernal minions to strike.

Queen Azshara, overwhelmed by the terrible ecstasy of her magic, fell victim to Sargeras' undeniable power and agreed to grant him entrance to her world. Even her Highborne servitors gave themselves over to magic's inevitable corruption and began to worship Sargeras as their god. To show their allegiance to the Legion, the Highborne aided their queen in opening a vast, swirling portal within the depths of the Well of Eternity.

Once all his preparations had been made, Sargeras began his catastrophic invasion of Azeroth. The warrior-demons of the Burning Legion stormed into the world through the Well of Eternity and laid siege to the night elves' sleeping cities. Led by Archimonde and Mannoroth, the Legion swarmed over the lands of Kalimdor, leaving only ash and sorrow in its wake. The demon warlocks called down searing infernals that crashed like hellish meteors into the graceful spires of Kalimdor's temples. A band of burning, bloodletting killers known as the Doomguard marched across Kalimdor's fields, slaughtering everyone in their path. Packs of wild, demonic felhounds ravaged the countryside unopposed. Though the brave Kaldorei warriors rushed to defend their ancient homeland, they were forced to give ground, inch by inch, before the fury of the Legion's onslaught.

It fell to Malfurion Stormrage to find help for his beleaguered people. Stormrage, whose own brother, Illidan, practiced the Highborne's magics, was incensed by the growing corruption amongst the upper class. Convincing Illidan to forsake his dangerous obsession, Malfurion set out to find Cenarius and muster a resistance force. The beautiful young priestess, Tyrande, agreed to accompany the brothers in the name of Elune. Though Malfurion and Illidan shared a love for the idealistic priestess, Tyrande's heart belonged to Malfurion alone. Illidan resented his brother's budding romance with Tyrande, but knew that his heartache was nothing compared to the pain of his magical addiction.

Illidan, who had grown dependent on magic's empowering energies, struggled to keep control of his nearly overwhelming hunger to tap the Well's energies once again. However, with Tyrande's patient support, he was able to restrain himself and help his brother find the reclusive demigod, Cenarius. Cenarius, who dwelt within the sacred Moonglades of the distant Mount Hyjal, agreed to help the night elves by finding the ancient dragons and enlisting their aid. The dragons, led by the great red leviathan, Alexstrasza, agreed to send their mighty flights to engage the demons and their infernal masters.

Cenarius, calling on the spirits of the enchanted forests, rallied an army of ancient tree-men and led them against the Legion in a daring ground assault. As the night elves' allies converged upon Azshara's temple and the Well of Eternity, all-out warfare erupted. Despite the strength of their newfound allies, Malfurion and his colleagues realized that the Legion could not be defeated by martial strength alone.

As the titanic battle raged around Azshara's capital city, the delusional queen waited in anticipation for Sargeras' arrival. The lord of the Legion was preparing to pass through the Well of Eternity and enter the ravaged world. As his impossibly huge shadow drew ever closer to the Well's raging surface, Azshara gathered the most powerful of her Highborne followers. Only by linking their magics together in one focused spell would they be able to create a gateway large enough for Sargeras to enter.

As the battle raged across the burning fields of Kalimdor, a terrible turn of events unfolded. The details of the event have been lost to time, but it is known that Neltharion, the Dragon Aspect of the Earth, went mad during a critical engagement against the Burning Legion. He began to split apart as flame and rage erupted from his dark hide. Renaming himself Deathwing, the burning dragon turned on his brethren and drove the five dragonflights from the field of battle.

Deathwing's sudden betrayal was so destructive that the five dragonflights never truly recovered. Wounded and shocked, Alexstrasza and the other noble dragons were forced to abandon their mortal allies. Malfurion and his companions, now hopelessly outnumbered, barely survived the ensuing onslaught.

Malfurion, convinced that the Well of Eternity was the demons' umbilical link to the physical world, insisted that it should be destroyed. His companions, knowing that the Well was the source of their immortality and powers, were horrified by the rash notion. Yet Tyrande saw the wisdom of Malfurion's theory, so she convinced Cenarius and their comrades to storm Azshara's temple and find a way to shut the Well down for good.


The Sundering of the World


Knowing that the Well's destruction would prevent him from ever wielding magic again, Illidan selfishly abandoned the group and set out to warn the Highborne of Malfurion's plan. Due to the insanity brought on by his addiction and the stinging resentment towards his brother's affair with Tyrande, Illidan felt no remorse at betraying Malfurion and siding with Azshara and her ilk. Above all else, Illidan vowed to protect the Well's power by any means necessary.

Heartbroken by his brother's departure, Malfurion led his companions into the heart of Azshara's temple. Yet as they stormed into the main audience chamber, they found the Highborne in the midst of their final dark incantation. The communal spell created an unstable vortex of power within the Well's turbulent depths. As Sargeras' ominous shadow drew ever closer to the surface, Malfurion and his allies rushed to attack.

Azshara, having received Illidan's warning, was more than prepared for them. Nearly all of Malfurion's followers fell before the mad queen's powers. Tyrande, attempting to attack Azshara from behind, was caught off-guard by the queen's Highborne guardsmen. Though she vanquished the guardsmen, Tyrande suffered grievous wounds at their hands. When Malfurion saw his love fall, he went into a murderous rage and resolved to end Azshara's life.

As the battle raged inside and outside of the temple, Illidan appeared from the shadows near the shores of the great Well. Producing a set of specially crafted vials, Illidan knelt and filled each with the Well's shimmering waters. Convinced that the demons would crush the night elves' civilization, he planned to steal the sacred waters and keep their energies for himself.

The ensuing battle between Malfurion and Azshara threw the Highborne's carefully crafted spellwork into chaos. The unstable vortex within the Well's depths exploded and ignited a catastrophic chain of events that would sunder the world forever. The massive explosion rocked the temple to its foundations and sent massive quakes ripping through the tortured earth. As the horrific battle between the Legion and the night elves' allies raged around and above the ruined capital city, the surging Well of Eternity buckled in upon itself and collapsed.

The resultant catastrophic explosion shattered the earth and blotted out the skies.

As the aftershocks from the Well's implosion rattled the bones of the world, the seas rushed in to fill the gaping wound left in the earth. Nearly eighty percent of Kalimdor's landmass had been blasted apart, leaving only a handful of separate continents surrounding the new, raging sea. At the center of the new sea, where the Well of Eternity once stood, was a tumultuous storm of tidal fury and chaotic energies. This terrible scar, known as the Maelstrom, would never cease its furious spinning. It would remain a constant reminder of the terrible catastrophe... and the utopian era that had been lost forever.

Somehow, against all odds, Queen Azshara and her Highborne elite managed to survive the ordeal. Tortured and twisted by the powers they had released, Azshara and her followers were dragged down beneath the raging sea by the Well's implosion. Cursed - transformed - they took on new shapes and became the hateful serpentine naga. Azshara herself expanded with hate and rage, becoming a massive monstrosity, reflecting the wickedness and malice that had always hidden within her core.

There, at the bottom of the Maelstrom, the naga built for themselves a new city, Nazjatar, from which they would rebuild their power. It would take over ten thousand years before the naga would reveal their existence to the surface world.


Mount Hyjal and Illidan's Gift


The few night elves that survived the horrific explosion rallied together on crudely made rafts and slowly made their way to the only landmass in sight. Somehow, by the grace of Elune, Malfurion, Tyrande, and Cenarius had survived the Great Sundering. The weary heroes agreed to lead their fellow survivors and establish a new home for their people. As they journeyed in silence, they surveyed the wreckage of their world and realized that their passions had wrought the destruction all around them. Though Sargeras and his Legion had been ripped from the world by the Well's destruction, Malfurion and his companions were left to ponder the terrible cost of victory.

There were many Highborne who did survive the cataclysm unscathed. They made their way to the shores of the new land along with the other night elves. Though Malfurion mistrusted the Highborne's motivations, he was satisfied that they could cause no real mischief without the Well's energies.

As the weary mass of night elves landed upon the shores of the new land, they found that the holy mountain, Hyjal, had survived the catastrophe. Seeking to establish a new home for themselves, Malfurion and the night elves climbed the slopes of Hyjal and reached its windswept summit. As they descended into the wooded bowl, nestled between the mountain's enormous peaks, they found a small, tranquil lake. To their horror, they found that the lake's waters had been fouled by magic.

Illidan, having survived the Sundering as well, had reached Hyjal summit long before Malfurion and the night elves. In his mad bid to maintain the flows of magic in the world, Illidan had poured his vials, which contained the precious waters from the Well of Eternity, into the mountain lake. The Well's potent energies quickly ignited and coalesced into a new Well of Eternity. The exultant Illidan, believing that the new Well was a gift to future generations, was shocked when Malfurion hunted him down. Malfurion explained to his brother that magic was innately chaotic and that its use would inevitably lead to widespread corruption and strife. Still, Illidan refused to relinquish his magical powers.

Knowing full well where Illidan's ruthless schemes would eventually lead, Malfurion decided to deal with his power-crazed brother once and for all. With Cenarius' help, Malfurion sealed Illidan within a vast underground barrow prison, where he would remain chained and powerless until the end of time. To ensure his brother's containment, Malfurion empowered the young warden, Maiev Shadowsong, to be Illidan's personal jailor.

Concerned that destroying the new Well might bring about an even greater catastrophe, the night elves resolved to leave it be. However, Malfurion declared that they would never practice the arts of magic again. Under Cenarius' watchful eye, they began to study the ancient arts of druidism that would enable them to heal the ravaged earth and re-grow their beloved forests at the base of Mount Hyjal.


The World Tree and the Emerald Dream
9,000 years before Warcraft I


For many years, the night elves worked tirelessly to rebuild what they could of their ancient homeland. Leaving their broken temples and roads to be overgrown, they constructed their new homes amidst the verdant trees and shadowed hills at Hyjal's base. In time, the dragons that had survived the great Sundering came forth from their secret abodes.

Alexstrasza the red, Ysera the green, and Nozdormu the bronze descended upon the druids' tranquil glades and surveyed the fruits of the night elves' labors. Malfurion, who had become an arch-druid of immense power, greeted the mighty dragons and told them about the creation of the new Well of Eternity. The great dragons were alarmed to hear the dark news and speculated that as long as the Well remained, the Legion might one day return and assault the world once again. Malfurion and the three dragons made a pact to keep the Well safe and ensure that the agents of the Burning Legion would never find their way back into the world.

Alexstrasza, the Lifebinder, placed a single, enchanted acorn within the heart of the Well of Eternity. The acorn, activated by the potent, magical waters, sprung to life as a colossal tree. The mighty tree's roots grew from the Well's waters, and its verdant canopy seemed to scrape the roof of the sky. The immense tree would be an everlasting symbol of the night elves' bond with nature, and its life-giving energies would extend out to heal the rest of the world over time. The night elves' gave their World Tree the new name Nordrassil, which meant "crown of the heavens" in their native tongue.

Nozdormu, the Timeless, placed an enchantment upon the World Tree to ensure that as long as the colossal tree stood, the night elves would never age or fall prey to sickness or disease.

Ysera, the Dreamer, also placed an enchantment upon the World Tree by linking it to her own realm, the ethereal dimension known as the Emerald Dream. The Emerald Dream, a vast, ever-changing spirit world, existed outside the boundaries of the physical world. From the Dream, Ysera regulated the ebb and flow of nature and the evolutionary path of the world itself. The night elf druids, including Malfurion himself, were bound to the Dream through the World Tree. As part of the mystical pact, the druids agreed to sleep for centuries at a time so that their spirits could roam the infinite paths of Ysera's Dreamways. Though the druids were grieved at the prospect of losing so many years of their lives to hibernation, they selflessly agreed to uphold their bargain with Ysera.


Exile of the High Elves
7,300 years before Warcraft I


As the centuries passed, the night elves' new society grew strong and expanded throughout the budding forest that they came to call Ashenvale. Many of the creatures and species that were abundant before the Great Sundering, such as furbolgs and quilboars, reappeared and flourished in the land. Under the druids' benevolent leadership, the night elves enjoyed an era of unprecedented peace and tranquility under the stars.

However, many of the original Highborne survivors grew restless. Like Illidan before them, they fell victim to the withdrawal that came from the loss of their coveted magics. They were tempted to tap the energies of the Well of Eternity and exult in their magical practices. Dath'Remar, the brash, outspoken leader of the Highborne, began to mock the druids publicly, calling them cowards for refusing to wield the magic that he said was theirs by right. Malfurion and the druids dismissed Dath'Remar's arguments and warned the Highborne that any use of magic would be punishable by death. In an insolent and ill-fated attempt to convince the druids to rescind their law, Dath'Remar and his followers unleashed a terrible magical storm upon Ashenvale.

The druids could not bring themselves to put so many of their kin to death, so they decided to exile the reckless Highborne from their lands. Dath'Remar and his followers, glad to be rid of their conservative cousins at last, boarded a number of specially crafted ships and set sail upon the seas. Though none of them knew what awaited them beyond the waters of the raging Maelstrom, they were eager to establish their own homeland, where they could practice their coveted magics with impunity. The Highborne, or Quel'dorei, as Azshara had named them in ages past, would eventually set shore upon the eastern land men would call Lordaeron. They planned to build their own magical kingdom, Quel'Thalas, and reject the night elves' precepts of moon worship and nocturnal activity. Forever after, they would embrace the sun and be known only as the high elves.


The Sentinels and the Long Vigil


With the departure of their wayward cousins, the night elves turned their attention back to the safekeeping of their enchanted homeland. The druids, sensing that their time of hibernation was drawing near, prepared to sleep and leave their loved ones and families behind. Tyrande, who had become the High Priestess of Elune, asked her love, Malfurion, not to leave her for Ysera's Emerald Dream. But Malfurion, honor bound to enter the changing Dreamways, bid the priestess farewell and swore that they would never be apart so long as they held true to their love.

Left alone to protect Kalimdor from the dangers of the new world, Tyrande assembled a powerful fighting force from amongst her night elf sisters. The fearless, highly trained warrior women who pledged themselves to Kalimdor's defense became known as the Sentinels. Though they preferred to patrol the shadowy forests of Ashenvale on their own, they had many allies upon which they could call in times of urgency.

The demigod Cenarius remained nearby in the Moonglades of Mount Hyjal. His sons, known as the Keepers of the Grove, kept close watch on the night elves and regularly helped the Sentinels maintain peace in the land. Even Cenarius' shy daughters, the dryads, appeared in the open with increasing frequency.

The task of policing Ashenvale kept Tyrande busy, but without Malfurion at her side, she knew little joy. As the long centuries passed while the druids slept, her fears of a second demonic invasion grew. She could not shake the unnerving feeling that the Burning Legion might still be out there, beyond the Great Dark of the sky, plotting its revenge upon the night elves and the world of Azeroth.

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