The sorcerer Medivh - scion of Aegwyn - promised to divulge the location of the Tomb to Gul'dan in exchange for the destruction of Azeroth. Before Medivh could do so, his tower was invaded and he was slain by the warriors of Azeroth. Gul'dan, believing that the Tomb contains power absolute, hopes to find and claim it as his own. Success may indeed make him a living god.
Encircled by a ring of towering obsidian stones, the Portal stands some fifty feet above the marshy ground of the Black Morass. Being the original gateway to Azeroth that was opened by the wizard Medivh before the First War, its constant use has increased it in both size and power. It serves as a passage to untold number of Orc and Ogre warriors, reinforcing the Horde's already overflowing ranks.
The lands around the Portal that were once dead swamps have been transformed into barren soil the color of blood and are now teeming with strange, demonic beasts. This dark perversion of the land is steadily spreading across the continent of Azeroth and threatens to consume the entire world. My name is Aegwyn, and for over one thousand years I have wandered the realms of this world and endeavored to safeguard the peoples of its lands against the ethereal powers of the Great Dark Beyond.
I have seen mighty kingdoms rise and fall. I have witnessed the deeds of high nobility and the lowliest of rabble both conspire to define the destiny of mankind. It has been only recently that I have, regrettably, become directly involved in the matters of men. For countless ages it has been the charge of my Order to shelter and protect mortal man from the mysteries of the Great Dark , and the palpable, heinous evils of the realms beyond.
To battle these dark forces of the Twisting Nether we were given considerable power. With this power came one grave burden - The Guardian must not interfere with the affairs of men until the time comes when a successor must be chosen and the mantle of guardianship is passed to another.
Forty-two winters had passed since I first came to the kingdom of Azeroth in search of the Conjurer Nielas Aran. It was he whom I had chosen to sire the heir of my powers. Nielas was exceptionally talented in the simple conjurative magiks of men, and I believed that he would be the perfect mortal father for my child I gave birth to a son and named him Medivh - or "Keeper of Secrets" in the ancient tongue of the Elves - in the fall of the year I transferred all of my knowledge and power into the infant, locking it deeply within him to manifest itself only when he reached physical maturity.
Believing that my work on this world was done and seeing that my son would be cared for by Nielas' people, I wandered across the fields of time, preparing myself for the passing. I kept a distant, watchful eye on my son for much of his young life. I was assured that the deep-seeded altruism of Tirisfal would guide him in his trials and temper his heart and mind as to make him worthy of the Guardianship that was, I believed, his destiny. On the eve of the marking of his thirteenth birthday, the power locked deep inside of my son awakened.
Unable to deal with the raw, cosmic energies surging inside him, Medivh suffered a massive psychic trauma. He was pacified by the good Clerics of the Northshire. They removed the youth to their sacred Abbey and for six years tended to his all but comatose body. Eventually, Medivh awakened from his sleep seemingly in full control of his faculties and powers.
Yet, underneath the confident and almost arrogant facade, I somehow knew that my son had become malevolent and corrupt. The wisdom and power that was his birthright had been perverted by distant forces within the Twisting Nether, altering the Human part of his soul and marking him with its evil touch forever. It was not until the first wave of those wretched creatures known as the Orcs thundered through the dark rift that I realized how incredibly dangerous my son had become With his mastery over the arcane energies increasing almost by the moment, Medivh had set out to probe the extent of his ability to manipulate the world around him.
Delving into the forbidden arts of Necromancy, Medivh began to unravel the mysteries of life and death. He took to consorting with Daemons from the lower plans, using their powers to augment his own. His hunger for power became stronger, and with every minor success Medivh fell ever deeper into the dark abyss of madness. He traveled far throughout the astral plane, exploring the infinite secrets of the Great Dark Beyond. It was then, in the midst of swirling chaotic hallucinations, that Medivh first encountered a world beyond his own and captured a glimpse of the aberrant, murderous denizens of that place.
Desirous of complete dominion over Azeroth, Medivh used the insights gained from the knowledge of Tirisfal to strike a bargain with Gul'dan the Warlock - the mightiest of the rulers on the dark, res world that haunted Medivh's visions. Communicating through deep trances and astral projection, Medivh told Gul'dan of an ancient tomb lost beneath the north sea that contained power beyond imagination.
It was to this tomb that I had banished the ancient Daemonlord Sargeras after a long and exhausting battle eight hundred years before. Even I cannot say whether or not the power of Sargeras remains entombed there. The promise of incredible power tapped from a true monarch of the underworld was enough to make the insatiable Gul'dan agree to do Medivh's bidding. Medivh agreed to furnish the location of the Tomb of Sargeras to Gul'dan as well as an entire world to conquer.
In exchange for this gift, Medivh required the total destruction of the only force he believed capable of contending his ascendancy to power - the great Kingdom of Azeroth. Thus, in the year , the first of Medivh's unnatural Portals was opened between the world of Azeroth and the red world of the Orcs. Although the time of my passing had drawn near, I traveled to Medivh's mystic tower to reason with him and attempt to dissuade him from a path that would surely lead to his own destruction.
The power that was once of Tirisfal had become so twisted inside him that my pleas seemed as nothing. I fought with what energy remained in my weakened body, but having given all of my powers to him so long ago, I was easily defeated and banished from his sight.
The arrival of Gul'dan and the Horde War Chief Blackhand heralded a war that tore the realm of Azeroth asunder for nearly five years. The once rich lands of the kingdom were razed and left fallow by the merciless Orc armies. And yet, for all of his craft and guile, Medivh did not survive to see his plans come to fruition. My son was killed by a bold Azerothien raiding party who broke into his power and slew him in the very room where he first made contact with the minions of the Horde.
Even the great War Chief Blackhand was eventually destroyed as his ultimate victory drew near, betrayed by his servant Orgrim Doomhammer.
The greatest loss to the peoples of Azeroth came when King Llane, their benevolent and just ruler, was killed as Stormwind Keep fell under the siege and was overthrown by the Orcish Hordes.
Only the valiant leadership of Anduin Lothar, Knight errant in the Brotherhood of the Horse and a hero in the war, allowed the survivors of Azeroth to escape from their decimated homeland with their lives.
Even with Medivh and his vile magiks gone, the Portal continued to channel hundreds of Orcs into the Human lands every day. With the death of Blackhand, Orgrim was quick to seize control over the Blackrock clan - the most powerful Orcish force on Azeroth. While others still vie for supremacy over the rest of the scattered Orc clans, Gul'dan, the infamous Warlock and chieftain of the Stormreaver Clan, is rumored to be amassing a great navy to find the legendary Tomb of Sargeras for himself.
Rend and Maim, the barbarous sons of Blackhand, also have secured a strong following amongst the Orcs, and hope to wrest ultimate control of the Horde away from the treacherous Doomhammer. Although other factions grow stronger within the chaotic Horde, it seems certain that all of the clans will follow Doomhammer's plans to hunt down and destroy the renegade Humans of Azeroth wherever they choose to run. With the arrival of the Azerothien refugees upon the shores of Lordaeron, King Terenas formed a council of delegates from each of the seven kingdoms under his rule.
Recounting terrible tales of destruction and carnage wrought by the Orcish invaders in Azeroth, the Steward Lord Anduin Lothar convinced the sovereign of Lordaeron to unite themselves against this great threat. Despite much quarreling and debate, the lords acquiesced to Lothar and Terenas, and agreed to unite their armies under the general command of Lothar himself.
As the shores of Lordaeron had already been savaged by small bands of Orc marauders, Lothar found a strong ally in his longtime friend Admiral Daelin Proudmoore of the seaside kingdom of Kul Tiras. Thoras Trollbane, lord of Stromgarde, was also quick to offer his support to this newly forged Alliance, sensing that the time for glorious battle was at hand. These warriors were not the only ones to get ready for battle As the holy writ commandeth that the whole armor of rightousness be worn in the war against evil, Alonsus Faol - Abbot of the now destroyed Northshire Abbey - convinced the ecclesiastic ministers of Lordaeron to gird their priests and followers alike with weapons of war.
As the guardians took up sword of light to defend the heavens, so must the holy men of earth be prepared to combat the dark tide that was quickly approaching from the south.
From the ancient subterranean halls of Khaz Modan came the stoic Dwarves of Ironforge, reporting that the Orcs had already begun to assault their mountain kingdom. The Dwarves offered their support n arms and ingenious technologies to the Alliance, who in turn assured them that the Orcs would be driven back at all costs.
The reclusive Elves of Silvermoon ventured forth from the shadowy forests of Quel'thalas to offer their services to the Alliance. Their magiks, so closely tied to the forces of the earth, had shown evidence that the Orcs had been defiling the very lands of Lordaeron as part of their sinister plans. The ill-bred prejudice that had existed for eons amongst the three races was put aside, and a bond was formed between these ancient neighbors.
This bond would become a force known across the whole of Lordaeron as the Alliance. Thus, united in arms against a common foe, the Alliance stands upon the shores of destiny and awaits the coming of the Tides of Darkness. Background : Before the coming of the Age of Chaos when the Portal was first opened, the kingdom of Azeroth was the mightiest of all Human nations.
Ruled by the wise and just King Llane, Azeroth stood as a beacon of light and truth throughout the known world. After the First War, Azeroth and all of its lands were devastated by the Horde. King Terenas, ruler of Lordaeron, agreed to support the landless Azerothiens.
The peoples of Azeroth settled near the Southshore region of Lordaeron, pledging their loyalty to the Alliance. Battle-hardened and brave, the last of the once great armies of Azeroth now seek retribution for the loss of their homeland. Background : Ruled by the benevolent King Terenas, the nation of Lordaeron stands as the last bastion of hope for humanity.
The armies of Lordaeron were the first to heed the call to arms issued by Sir Lothar and the people of Azeroth. As patron of the Alliance, King Terenas has assumed the mantle of leadership to protect all who abide in his domain. The armies of Lordaeron are deeply religious and are driven by the belief that humanity must stand steadfast against the blasphemous onslaught of the Horde. Background : The kingdom of Stromgarde retains a strict martial philosophy which makes it a highly regarded addition to the Alliance.
Situated amongst the foothills of the Alterac Mountains, Stromgarde serves as a sentinel against any invasion across the Orc-controlled borders of Khaz Modan. Possessing a long history of warfare against the Trolls, the warriors of Stromgarde are well prepared to engage in open combat with all enemies of humanity. Background : Before the First War, the far ranging merchant ships of Kul Tiras made it the most prosperous nation in the known world.
When the Orcs began to raid the coastal settlements of Lordaeron, Admiral Proudmoore took it upon himself to construct an armada of warships. At the behest of his long time friend Anduin Lothar, Proudmoore has pledged the assistance of his merchant-nation to the Alliance. Background : Despite the impending Orcish invasion, Gilneas has remained separate from the Alliance of Lordaeron.
As ruler of one of the strongest Human nations, Genn Greymane is convinced that his own armies can deal with any threat, and has therefore remained unmoved by Lord Lothar's pleas for unity. Despite this apparent disdain for the Alliance, the denizens of Gilneas harbor no fondness for the Orcs or their allies and are prepared to meet them blade for blade. Background : Dalaran is a small, magocratic nation ruled by a conclave of Wizards known as the Kirin Tor.
This nexus of supernatural forces is home to the four great towers that are sanctum to many of the land's greatest sorcerers. The Kirin Tor are strong supporters of the Alliance and to its cause have devoted the knowledge contained within their voluminous libraries as well as the power of their awesome magiks. Background : Alterac is the weakest of the Human nations and is only a minor contributor of troops and equipment to the Alliance.
Although Lord Perenolde praises Lothar and Terenas for their ongoing efforts, he is beset by the fear that when the Horde comes, the Alliance will fail, and only the surrender of his forces and his sovereignty will save the lives of his subjects. Perenolde alone knows whether or not - when the final call to arms is sounded - Alterac will fight for its freedom alongside the other nations of the Alliance.
Peasants are trained from the hard-working and stout-hearted citizens that live in the numerous kingdoms of Lordaeron. By mining gold and harvesting lumber to meet the ever-increasing needs of the fighting force which must push back the unrelenting Horde, they are the backbone of the Alliance. Trained not only in the construction and maintenance of the myriad buildings found in every community, but also those necessary to wage war, they take great pride in the invaluable service they provide.
Roused by tales of the Orcish atrocities in Azeroth, these Peasants have learned to use both pick and axe for their own defense if threatened. Footmen are the initial line of defense against the Horde. Arrayed in hardened steel armor, they courageously wield broadsword and shield in hand-to-hand combat against their vile Orcish foes.
The valorous Footmen are ever prepared to heed the call to arms. Out of the mysterious forests of Quel'thalas come the Elven Archers to aid the Alliance in its darkest hour.
Descendants of the elder race of Lordaeron, these sylvan woodsmen are unmatched in their use of the bow. Unencumbered by helm or heavy armor, Archers are keen of eye and fleet of foot. These Elves have long been embroiled in a bloody conflict with the hated Trolls of Lordaeron and are swift to let loose a rain of arrows upon any foe, including those that attack from the skies above. Rangers are a special cadre of Elven Archers who are intimately bound to the wildlands of Lordaeron.
Their pursuit of mastery in Longbow, Marksmanship and Scouting make them more rugged and even deadlier than their brothers - traits for which they are greatly feared amongst their enemies.
These secretive and elite warriors have never involved themselves in the affairs of Humans, but when Horde onslaughts threatened to destroy the Elven homelands, they quickly offered their services to the Alliance. Although their numbers are few, their presence could change the course of the war if they are deployed wisely. The Knights of Lordaeron represents the fiercest fighting force in the armies of the Alliance. Protected by suits of heavy armor, they carry mighty warhammers with which to crush all who would threaten the freedom of their lands.
Astride great warhorses, these honorable and just warriors serve as a symbol of order to the peoples of Lordaeron in these dark and chaotic times. Having learned of the fate the Knights of Azeroth suffered after the First War, they have sworn to both avenge their fallen brethren and free their homelands from the grip of the Orcish Hordes.
Paladins are a holy order of warriors whose purpose is to defend and shepherd the war-torn populace of Lordaeron. The Archbishop Alonsus Faol perceived that the pious Clerics of Northshire, who suffered such terrible attrition in the First War, were ill-suited for the dangers of combat. Along with many of the surviving Clerics of Northshire, he sought those of only the greatest virtue among the knighthood of Lordaeron and tutored them in the ways of magic.
Led by the crusading Uther Lightbringer, it now rests upon these Paladins - christened the Knights of the Silver Hand - to heal the wounds sustained in combat and to restore faith in the promise of freedom from Orcish Tyranny.
Ballista launch steel-tipped bolts to impale all in their path. As they require an awesome amount of force to be placed upon their tremendous bowstrings, these machines of war are reinforced with lumber from the precious Ironwood trees. The Ballista, a product of Human design and Elven craftsmanship, is a symbol of the unity between all those who have allied themselves against the Horde. The Dwarves prove to be another valuable ally, in that they may be employed to design improved missiles which make the Ballista the most devastating weapon of the Alliance.
Once students of the Conjurers of Azeroth, this new order of Mages have been forced to discover untapped magical forces to command in their war against the ruthless Orcs. Although masters of their arts, the Conjurers who fell during the First War were unprepared for the rigors of warfare. Determined to avoid a similar fate, the Mages have undertaken a regimen equally demanding on body and soul, thus dedicating themselves to the command of more aggressive and destructive magiks.
Whether in their sanctum at the Violet Citadel in Dalaran or on the many battlefields of Lordaeron, the Mages are resolute in their efforts to defend the people. From the deep, subterranean halls of Khaz Modan, the Dwarven Demolition Squads come to aid the Alliance in their crusade for the liberation of Khaz Modan. As masters in the handling and arming of explosives, these Squads are renowned for their ability to demolish any obstacle - from a mighty wall to a bulwark of solid stone.
Reckless and bold, these Dwarves are zealous in their loyalty to the Alliance and would not hesitate to detonate their explosive payload should the situation turn grim The Gnomes of Khaz Modan have long offset their lack of physical strength with ingenuity and daring. As members of the Alliance, they have continued to display their talents by inventing and piloting the unbelievable Flying Machine.
Although having no armaments, these awkward contraptions can be used to survey vast areas of terrain, and detecting the otherwise hidden movements of underwater units as all flying units can , making them invaluable for discovering the movements of the Horde.
From the ominous and foreboding peaks of Northeron come the Dwarven Gryphon Riders. Mounted upon their legendary beasts and wielding the mystic Stormhammers forged deep within the secret chambers of their Aviaries, these feral Dwarves fear no enemy - and rely upon no friend. They have allied themselves only with the Elves of Quel'thalas, distrusting both their Dwarven cousins and the Humans alike. When the call to battle is sounded, however, they can be counted upon to fight alongside any who oppose the Horde.
As the only ships which do not require oil to be built, Oil Tankers make possible the construction of the Alliance fleet. They are manned by hard working, dependable mariners who search for the rich oil deposits which lie beneath the waves. The crew of every Tanker is skilled in building Oil Platforms and ferrying the oil back to a Shipyard or Oil Refinery where it may be processed and put to use.
Elven Destroyers are powerful warships from the fleets of Quel'thalas. Crewed with highly-skilled Elven seafarers, these swift-sailing vessels are prepared to engage the enemy wherever they may be found. Elven destroyers constitute a critical part of the Alliance naval defense forces as they can unleash their firepower upon dreaded aerial forces of the Horde. Transports are a vital part of the Alliance war effort, for it is these sturdy vessels which allow troops to traverse various waterways to engage in battle.
Designed to carry and deliver several ground units directly onto the shore, Transports are slow and unarmed, and thus rely upon protection from Destroyers and Battleships.
The Alliance relies upon its great battleships to control the seas. These hulking behemoths possess armor and weaponry far greater than that of any other Alliance vessel. The combination of devastating weaponry and substantial armor that they brandish more than outweigh their somewhat slow speeds in waterborne combat. The resourceful Gnomish Inventors have designed an amazing craft known as the Submarine. This watertight vessel can submerge beneath the waves and surreptitiously keep watch on enemy forces above the surface.
The Gnomish Submarine is visible only to Towers, aerial forces, and other vessels that move beneath the waves. Using cunning and craft to carry out surprise attacks on more powerful enemies makes the Submarine an invaluable part of the Lordaeron armada. As the spirit of mankind is everywhere, so the Holy Vision of the Paladin extends to all corners of the land. The area unveiled by this incantation grants the Paladin knowledge of the terrain and of all those who may dwell there.
When this spell dims, the Paladin maintains knowledge of the lands he has seen, although he loses sight of the denizens in these lands. Aiding our brethren in times of pain and illness remains the fundamental concern of any within the holy Order. By focusing his spiritual powers, the Paladin can heal those who have been wounded in battle.
While only one being at a time may be healed in this fashion, it serves to replenish the strength and courage of all who strive for victory against the unfeeling Orcs. Calling upon the forces of light and purity, the Paladin is able to dispel the walking dead that plague the lands of Azeroth. Exorcism can be used to cause injury to entire groups of these undead terrors, or to utterly eradicate a lone creature.
These creatures of Hades seem to gain strength in numbers, thus the greater number of undead that are exorcised within a group, the less actual damage each undead will take. This act is extremely taxing upon the Paladin, making it necessary for him to observe a period of rest before once again invoking this great power.
The Mages of Lordaeron have the ability to discharge lightning from their hands when entering into a melee. These swift bolts of energy strike their victims regardless of any armor they may wear. Being the simplest of nature's forces to command, Lightning requires but a fraction of the caster's mana to employ.
Magiks involving the cardinal elements of the universe are favorites of the Mages. The Fireball is launched from the palms of the Mage and streaks like a comet blazing across the battlefield - slamming its fiery bulk into whatever stands in its path. Serving as both a weapon and a barrier, the Flame Shield is a binding of the chaotic force of fire to the aura of the chosen target. A twisting helix of fire that whirls about, the Flame Shield accompanies the one so enchanted wherever he may roam.
Flame Shield will deliver damage to any grounded barrier that it comes into contact with. The Mages of Lordaeron have been able to create a spell that hinders both movement and reflex. By warping the very patterns of time that surround his target, Slow enables the caster to bring an enemy's offensive to a crawl. Time cannot be held in check by even the mightiest of Mages, however, so the effects of this temporal shift cease as the power of the spell wanes.
Gleaned from sacred tomes rescued from the debris of Northshire Abbey, this spell grants the ability to cloud the perceptions of others so that they cannot perceive the physical existence of the caster's target. The individual that is rendered Invisible may not perform any tasks such as attacking, harvesting or spellcasting.
Should the individual interact with his environment in any fashion more aggressive than simple movement, the Invisibility will be dispelled and their personage shall be revealed. Perhaps the most fearsome of the Mage spells, Polymorph alters the physical form of its target.
This metamorphosis changed man to beast, forever warping both mind and body. This sorcery wholly transforms the victim into a creature of the wilds, thus losing their reasoning - making commands for direction or battle impossible. Although there is no counter for this spell, possessing a greater stamina does decrease the possibility of this enchantment taking effect. Summoning torrential storms from the frozen Mountains of Northeron, this potent spell calls down a fierce tempest of ice to assault the enemies of the Mage with a flurry of cold blades.
Blizzard can be cast over large portions of the battlefield, making it an extremely powerful spell when facing legions of Orcish troops.
The Town Hall serves as a center for the community and commerce of the various towns and military outposts in Lordaeron. As the chief economic building in any settlements, these sites are equipped to process vital resources such as lumber and gold.
The steady stream of peasants, who laboriously harvest and transport resources, makes for constant activity near the Town Hall. The training that Peasants require to assist in the growth of their community is also given here. In time the Town Hall may be improved and upgraded into a Keep. Farms are a vital part of the many communities in Lordaeron. Producing various grains and foodstuffs, Farms not only generate sustenance for peasants and workers, but for the armies as well.
The overall amount of food produced from a town's Farms is vital to the number of hew workers or soldiers that the community can accommodate.
It is imperative that this production be monitored at all times, so that the population remains well fed and the town runs smoothly. Barracks are large, fortified structures that offer training and housing for the many warriors in the Alliance.
An integral part of any defended community, the Barracks foster unity and good will between the races. Human Footmen live alongside Elves and Dwarves - all training together under one roof. The training of Ballista crews and the construction of these war machines also take place within the Barracks compound.
Seeking insight into the mysteries of the great ironwood trees of Northeron, the Elves of Quel'thalas constructed Lumber Mills where they became exceptional craftsmen.
The Elves offered their superior skills in service to the Alliance, providing more efficient means for processing lumber. The production of ships and war machines becomes possible with the addition of these structures. Lumber mills are also responsible for producing the perfectly crafted arrows that make the Elven Archers feared throughout the Horde. When given the necessary resources, Elven craftsmen will upgrade the quality of these arrows, thus increasing the possible damage that can be inflicted.
Elven Rangers, after being trained at the Barracks, have been known to gather at the mills, honing their skills in Longbow, Marksmanship and Scouting. Blacksmiths are an important part of many settlements dependent on military protection.
While the metals that they forge are a vital component in the construction of advanced buildings, they are especially known for their skill at weapon-crafting and armoring. The smiths of Lordaeron, occasionally aided by their skillful Dwarven allies, are renowned for producing some of the finest quality weapons in the Northlands.
The Blacksmiths and Elves are rumored to be developing a machine that may alter the course of the war against the Horde. Scout Towers are tall, sturdy structures constructed to guard the borders of many settlements. From these sites, the defenders of Lordaeron can spot enemy troops from high above, making it difficult for the Orcs to launch surprise attacks.
Their presence in the wildlands assures the swift deployment of our armies to meet any Orc incursion. These Towers may be outfitted with either deadly bolts that can pierce targets on land, sea and air, or with great cannon that while powerful, cannot attack threats from above. Shipyards are primarily responsible for the construction of the various warships in the Alliance's naval forces.
Elevated on strong pillars of Ironwood, these waterfront structures are also responsible for receiving and processing the oil necessary to construct these ships of war. Shipyards are manned by dedicated sailors and shipwrights who strive tirelessly to keep the fleet running smoothly and efficiently. The introduction of Foundries makes the construction of the mighty vessels known as Transports and Battleships possible. Obsessed with creating the strongest force in the Alliance, these skilled artisans need only ample resources to design better armor and weaponry for the fleet.
Located on the coast to easier supplement Alliance shipyards, they are an integral part of warship maintenance. Constantly filled with heavy clouds of soot and ash, the intense heat that radiates from the huge smelting pools cause some to jest that they may be in an Orcish building instead of a Human one. These large steel-shod buildings are designed to refine raw oil for use in the construction and maintenance of the Alliance fleet as well as the creation of unconventional war machines.
Like the Shipyard, a Refinery is built along the coastline so that Tankers can deliver their cargo directly to its doors. A Refinery allows oil to be processed with far greater efficiency, increasing the amount of usable oil garnered from every load of crude.
In large and well-defended settlements, the Keep replaces the Town Hall as the center of commerce where peasants can deliver shipments of gold and lumber for processing. The artisans who dwell here have mastered means of better extracting the gold from the ore mined by the Peasants, thus increasing the yield of mining operation. The Keep is also a military structure protected by high granite walls, making it difficult to destroy.
Advanced legions of Orcish warriors force the Alliance to assign their elite troops - the Knights of Lordaeron and the mysterious Elven Rangers - only to such places, where their presence will serve to deny the Horde further strategic gains. As control of these towns becomes more critical, the Keep may need to be upgraded into a Castle. Stables are maintained to breed and house Lordaeron's prized warhorses. Determined to condition the horses to be faster, stronger, and more responsive to their riders, the trainers at these sites take great pride in their work.
These brave and loyal stallions carry Knights into battle. I still facepalm to this day. I do, and just about did 10 minutes ago, because I wanted to see if class info was in it. I ended up googling. I have all of it, the box, manual, CDs, product catalog, and even a not yet claimed guest pass. Blizzard has actually put it up for download on the Classic web page:. I have it somewhere, but in a box, I did run across my old atlas the other day.
I got my boxes and stuff from classic, tbc and wrath. Nothing else happened in WoW after that. Yeah, pre-release they promised that ganking would be penalized but they never put it in the game… I actually wanted to be on a PVP server for this reason.
Heh, I know right? Software Images icon An illustration of two photographs. Images Donate icon An illustration of a heart shape Donate Ellipses icon An illustration of text ellipses. World of Warcraft Master Guide 2nd ed. Item Preview. EMBED for wordpress. Want more?
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