First off, I have to
apologise for being tardy. I was sick for a bit, and after that, I
was also busy playing the new expansion, which I have thusfar really enjoyed.
I have been looking
forward to this book and the two after, as they're generally
considered the best of the RPG books, of which a lot of lore was kept
for world of warcraft. This book in particular gave us most of the
lay-out of Northrend, still used in Wrath of the Lich King.
Lands of Mystery exists to
finish what Lands of Conflict started: describing the world of
Azeroth. Like Lands of Conflict, the book is supposed to be composed
of the research notes of Brann Bronzebeard, one of the greatest
explorers in existence, giving us some nice perspective on the people
of Azeroth as well as the world.
Chapter One: Northern
Kalimdor
Ashenvale:
The great forests of Ashenvale were the first night elf lands visited
by Brann, and his reaction to seeing the ancients walking around is
really amusing (“I
think a few of them gave me bad looks when
they saw my axe”).
Brann notes that the night elf sentinels lack any real combat
experience, which is a weird claim considering most of them are
thousands of years old and there has been plenty of conflict, even in
night elf lands (most notably the satyr). Brann also claims that
Ashenvale is one of the few territories that is under undisputed
alliance control, despite the fact that he himself describes the
warsong lumber mill and satyrnaar in the chapter.
Azshara:
One thing, not limited to the RPG, which I've always wondered: Why
didn't the horde simply start cutting wood in Azshara, rather than
Ashenvale? The night elves only have a minimal presence, due to
considering the entire region haunted, and it's very close to
Orgrimmar. Sure, the trees are not as
big as the ones in Ashenvale, but you won't lose any wood shipments
due to night elf raids either. Plus, you can't possibly need that
much wood anyway, considering your low population. Aside from that,
the Azshara description is fine, though I have to wonder about the
tauren having a listed presence.
Darkshore:
Aside from the night elf presence, darkshore has a considerable
number of dwarves (which Brann gushes over) investigating the local
titan ruins. As another aside, world of warcraft, for some reason,
gave all the ruins in the region highborne architecture, despite half
of them supposedly being titan ruins. For some odd reason, Brann
decides to randomly insult Onu, an ancient of lore, in the
description. Otherwise the description is fine.
Felwood:
One thing that irks me about the RPG is its literalistic approach to
world of warcraft, as it often states that only the locations we see
in world of warcraft exist in the game. A good example is seen here,
as the book says that there are only two furbolg villages, one for
each tribe, in the entire region, rather than saying that there are
Deadwood and Felpaw villages spread throughout the region. As a
result, the books often make the world seem small and limited.
Mount
Hyjal:
And here we get the first major stumble of the book, as it says that
Astranaar, a town in ashenvale, is the capital of mount hyjal. Even
better, the listed population for astranaar is 4000, despite there
only being 1000 night elves on mount hyjal. Another fun fact is that
humans are described as being a major part of the guard that defends
the world tree, despite not being listed in the population chart. The
dark trolls and furbolgs that live in the region and joined during
the battle of mount Hyjal are also notably absent from the population
chart.
Moonglade:
In a contradiction to the previous RPG books, Moonglade is treated as
if it has always been the home of the night elf druids, and only the
druids. There's no real mention of any other former major night elf
cities either, so I wonder where the hell they were supposed to have
lived before the establishment of Teldrassil. We also get to see a
wonderful bit of editing, with Remulos giving a request to Brann
Bronzebeard, which is included in the book. However, the request is
located in the wrong section, being put in the mount hyjal part
instead.
Teldrassil:
I'm actually going to skip over Teldrassil. The entire concept and
execution of Teldrassil in WoW is so absurd that I can't possibly
judge this book over it. Instead, I am planning on making a separate
post about the subject. However, one thing I do have to comment on is
the description of Archdruid Fandral Staghelm, who upholds the old
night elf belief that only night elves should be druids. Considering
the fact that dryads and keepers of the grove act as the teachers to
night elf druids and have done so since the war of the ancients,
that's a really weird belief to have once been widespread.
Winterspring:
For some reason, the RPG insists on listing a capital for every zone,
even if the zone does not have any faction that is really in charge
of the zone. In this case, the capital is Everlook, which is
absolutely absurd, as Everlook claims no authority on any location
except the town itself.
The book states that
Winterspring was home to the dragonflights until the third war, which
raises the question why the hell they weren't present during the
battle of mount hyjal (something the book pointed out in the Mount
Hyjal Section).
As another aside,
did you ever notice that the effects of the sundering are only ever
described for regions in Kalimdor? Roughly half the zones in Kalimdor
are still suffering from the damage the sundering caused, yet
apparently, northrend and the eastern kingdoms suffered no problems
at all.
Chapter
two: Central Kalimdor
I think Brann might
be suffering from a sunstroke as he writes this section, as he says
that Desolace, the Barrens and Stonetalon Mountains have been reduced
to little more than ash and rubble.
The
Barrens: The weird idea that
dwarves are going to move to Bael Modan in massive numbers is again
brought up, with Brann speculating that there will be thousands of
dwarves living in Bael Modan in a few years. Why? The only real
reason Bael Modan exists is because of its importance to
archeologists. Even if the dwarves are so enthusiastic about that,
why would they move to Bael Modan rather than the Badlands?
The presence of
Northwatch and Bael Modan as official members of the alliance also
brings up a few questions regarding the formation of the alliance of
Stormwind, but that entire issue is also a post for another time.
Desolace:
Okay, so one of the alliance main goals in Desolace is to battle the
growing number of undead. Except that there is no scourge presence in
Desolace, just a number of necromantic centaur. Like with attacking
the blood elves for their use of fel magic, it seems kind of weird
that the alliance is wasting troops on attacking necromancers far
away when there are still groups of necromancers actively waging war
against the alliance.
Durotar:
Brann says that Durotar is similar in climate to the original orcish
homeworld of Draenor. Aside from the fact that TBC would later show
that the orcish homeworld is a lot more varied than what we saw in
Warcraft III, Warcraft I's manual had already established that the
orcish homeworld was cooler than the lands of Stormwind, which are in
turn much cooler than Durotar
The RPG book brings
up the idea that Zalazane is allied with the scourge, which is all
but confirmed in one of the adventures, where Zalazane starts
creating abominations. The source of this idea is apparently that
Zalazane uses zombies and “the scourge seems to have a monopoly on
zombie-creating crazies”, a point which is blatantly wrong, as we
see forest, jungle and sand trolls throughout the world utilising
zombies.
The person who wrote
the Durotar section is a lot better with the idea of scaling in video
games than the guy who wrote the felwood section, as Brann speculates
that Skull Rock is but one of many caves used by the burning blade to
prepare for an attack on Orgrimmar.
Dustwallow
Marsh: The book is very
inconsistent regarding the status of Daelin Proudmoore's legacy and
that of his surviving forces. In the barrens section, Brann called
Northwatch an alliance stronghold, while in the Durotar section,
Brann says that the inhabitants of Tiragarde (the same forces that
occupy northwatch) aren't real members of the alliance and are as
dangerously insane as the scarlet crusade. Another example occurs
here, as the introduction had stated that the weight of Daelin's
death still hangs over the people of Theramore, while this section
states that the population of Theramore supports Jaina and the people
who agreed with Daelin have left the city.
Mulgore:
Brann makes it seem here that the dwarven archeologists of bael'dun
have committed no aggressions, with the tauren only attacking them
because they misunderstood the purpose of the expedition. Brann even
hopes that he can just explain to Cairne that the dwarves are just
looking for more knowledge of their ancestors. However, he seems to
entirely ignore the fact that the dwarves of Bael'dun destroyed an
entire tauren tribe. Now to be fair, its possible that Brann doesn't
actually know about the stonespire tribe, but it's still odd that he
never questions why the local dwarves started blowing holes in the
mountain without ever talking to the tauren.
Orgrimmar:
This section easily wins the award for best section in the book.
Something that especially stands out is Thrall's dialogue with Magni,
which reveals the true reason for the forsaken allying with the horde
(Thrall is afraid of the growing hostilities with the alliance and
knows that they far outnumber him) and shows Thrall still actively
working towards peace.
Stonetalon
Mountains: Some minor
foreshadowing for Wrath of the Lich King here, as an adventure
reveals that Balnazzar survived the death at the hands of
Varimathras. Otherwise, the section is unremarkable.
Thunder
Bluff: There is a bit of
confusion regarding the difference between shamans and druids here,
though it can be attributed to Brann being confused. However, it
doesn't really seem like something someone as experienced as him
should be confused in. Shamans deal with the elemental spirits and
the spirits of the dead, while druids follow the teachings of
Cenarius passed down via the night elves to invoke the power of the
emerald dream and the ancient guardians. Otherwise, the section is
pretty good, though I'd hardly call the tauren a druidic race like
Brann does (considering they have been practising druidism for at
most four years at this point).
There is also a bit
of a minor inconsistency regarding the tauren's backstory, something
which carried over to WoW. Some times, the tauren are a race of
nomads that travelled around the barrens, until they were forced to
move to Mulgore with the aid of Thrall due to pressure of the
centaur. Other times, the tauren actually originated from Mulgore,
having recently been driven out by the centaur and having moved back
into their old home with the help of Thrall.
Chapter
Three: Southern Kalimdor
Feralas:
It appears that the tauren of Feralas are a bit different from those
of Thunder Bluff, with Feralas being their ancestral lands and there
being no suggestion of them having been nomads. I always found it a
shame that tauren history has never really been developed, as I would
love to learn what they were like before the third war.
Silithus:
Actually a pretty interesting section (having been written before the
opening of the scarab gates in WoW), though some of the gaps in the
knowledge of the local night elves seem a bit odd in retrospect.
Tanaris:
Another pretty good section. I like Brann's speculation that the
Caverns of Time may actually be Uldum. Given the knowledge he has,
that's actually a pretty reasonable idea.
Thousand
Needles: As this is one of
their strongholds, lets discuss the grimtotem tauren for a while.
Playing World of Warcraft, I always assumed that the grimtotems were
just another tribe of tauren. However, the RPG establishes that they
actually only formed recently, as a counter-movement to Cairne's
vision of uniting the tauren tribes. In some ways, this makes sense,
as it explains their wide spread and their great numbers (relative to
the other tribes). On the other hand, it is hard to ignore the fact
that the grimtotem tauren united to prevent taurens from uniting. And
it's not just a temporary alliance either, as the grimtotem are all
loyal to Magatha. I also have to scratch my head at why the grimtotem
are even allowed in Thunder Bluff, when they are actively attacking
other tauren tribes.
Un'goro
Crater: An absolutely great
section. This section is far more realistic about the size of the
world than most other sections, saying that Brann spent weeks in
Un'goro crater and still didn't find everything. It's a real contrast
with the barrens, which Brann apparently explored in only a few days
despite it being about a third of the continent in length.
Chapter
Four: South Seas
Alright, now we're
getting into some new territory. Players of the Warcraft games have
only seen fairly small bits of this region (the ruins of Suramar and
the tomb of Sargeras in Warcraft 3 and Bilgewater Port and the lost
isles in Cataclysm), so this is almost completely new.
The
Broken Isles: This is the range
of islands that includes the ruins of Suramar and the Tomb of
Sargeras. Since we last saw them in Warcraft III, the naga have
mostly taken over the island range, though the murlocs and makrura
also have a rather large presence. The description is really good at
presenting the parts we saw in the earlier games, but doesn't really
expand the lore regarding the isles, which is a shame.
The Eye:
Ooh, now we're getting into really unfamiliar territory. The Eye is
the area around the maelstrom, which includes the naga capital of
Nazjatar and the Makrura capital of Mak'aru, which are at war with
one another. I was a bit surprised that the makrura have any sort of
civilisation, considering the fact that in World of Warcraft, they
don't even have any buildings. The environment of the eye is
described absolutely fantastically, with lots of cool ideas.
Apparently, the sundering tore open the land beneath the maelstrom to
the extent that the molten core of Azeroth lies exposed in an area
called The Rift, which is where the naga built their capital city.
I'd love to one day see this place in World of Warcraft.
Isle of Kezan:
The RPG version of Kezan provides a rather interesting contrast with
the World of Warcraft version, which we would see in Cataclysm. While
bilgewater port in Cataclysm was mostly home to goblins, the
bilgewater port of the RPG is the biggest of the goblin ports and
people of all races can be found here. Most notably, Kezan of the RPG
is a lot less technologically and sociologically advanced. Think 17th
century Amsterdam rather than 21st
century New York. A notable change from World of Warcraft is that the
Blackwater Raiders are not affiliated with any of the cartels, which
means booty bay isn't a member of the Steamwheedle Cartel, but an
independent faction. Overall, the Kezan section is pretty good.
Plunder Isle:
Home of the Bloodsail Buccaneers. Pretty boring section really. Only
notable feature other than pirates is the presence of a large group
of basilisks.
Zandalar Isle:
While the description of Zandalar is pretty good, the history section
contains a number of major flubs, like claiming trolls built
Zuldazar, the capital of Zandalar, thousands of years after the
sundering to be one of their first permanent strongholds, when the
amani, drakkari and gurubashi troll empires already existed before
the night elves even came into being, or claiming that all the troll
races participated in the troll wars, when it was just the forest
trolls.
Chapter Five:
Northrend
The
groundwork for Wrath of the Lich King is lain here. While there are a
few minor differences (Scholazar Basin is part of the Borean Tundra,
Coldarra is its own region and Dragonblight and Borean Tundra are
notably bigger), the geography is almost exactly the same. However,
there are a number of key differences. Most notable is the absence of
the frost dwarves, the iron dwarves and the vrykul. Oddly enough,
both Thor Modan and Valgarde do already exist, the former being a stronghold of Ironforge and the latter being constructed by Arthas' remaining forces instead. The scourge is also a lot less
wide-spread than it was in WotLK. I criticised WoW and will criticise
WotLK for having the scourge be such a reduced presence, but the RPG
is a lot worse in that regard, with the scourge having little
presence outside Icecrown, Azjol-Nerub and Grizzly Hills.
Azjol-Nerub:
I always found it a shame that the Azjol-Nerub zone got cut from
WotLK, so seeing it here as a full zone is cool. One odd thing is the
fact that Baelgun, the dwarf Arthas killed to get access to the blood
key, is still alive in the RPG. While I'd normally chalk it up to
just being part of the shoddy timeline, this was apparently confirmed
by Luke Johnson (I can't find the forum post, so I can't confirm),
developer of the WoW RPG. Out of any character to retcon into being
alive, what possible reason could you have to choose Baelgun? Aside
from that, the description of Azjol-nerub is also really lacking,
with no specific locations described beyond Baelgun's old holdings.
Borean Tundra:
The only reasonable excuses for the scourge to not have taken control
of the other regions of Northrend are that the natives are so low in
population it's simply not worth it or that the natives are too
well-defended to make the amount of undead that could be raised worth
it. However, in the Tundra, we see those excuses fall flat on their
face for the first time, with over 20000 tuskarr and 2800 trolls
living in the region, with the largest settlement, Kaskala, having a
population of 12500. Considering that the tuskarr have no defensive
structures at all and a poorly organised military, this place should
be like candy to the scourge. The tuskarr in the RPG also seem oddly
friendly, considering that they were hostile creeps in warcraft 3.
The description of Scholazar also feels really lacking considering
it's a mysterious massive jungle in the place least likely to have
it, yet somehow remaining uninhabited.
Coldarra:
Home of the blue dragonflight. The nexus as seen in WoW hasn't been
thought up yet, so it's simply an extensive network of caves here,
like seen in Day of the Dragon. One odd remark that Brann makes here
is that the lich king knows better than to invade this place and
wouldn't get much from it anyway. While the former makes some sense,
the latter doesn't. While the expense in troops would probably be
massive, the lich king would still get 500 frost wyrms and, more
importantly, access to the knowledge of Malygos, meaning he would
have full and complete knowledge of magic.
Crystalsong
Forest: There is a bit of an
inconsistency in the RPG regarding the location of the genocide of
the blue dragonflight. While the Coldarra section say that the
destruction of the blue dragonflight resulted in the creation of the
dragonblight, this section and the Dragonblight section say it
resulted in the creation of Crystalsong forest. Unlike in WoW, there
are no dryads, nymphs, satyr or ancients here, so the population is
pretty boring, consisting solely of green dragons and crystalline
golems (beings created by the storm giants of Ulduar to gather
crystals). Brann also gives these races the hilariously specific
population count of 141. Considering he didn't have conversations
with members of either race beyond convincing them not to kill him,
you got to wonder how in the world he arrived at that number.
Otherwise, the section is actually pretty good.
Dragonblight:
Of all the regions in Northrend to not have a scourge presence (okay,
there's 160 scourge in the region, but that's such a tiny presence it
can be disregarded), this region is the most ridiculous, since it's
covered entirely in dragon skeletons and its defenses are minimal to
non-existent, with only the 80 blue dragons of wymrest forming any
threat. There's no presence from the other dragonflights, no
magnataur, the icemist tauren (the inspiration for the taunka) have a
population so small they'll go extinct even without any action by the
scourge and the nerubians here are doing everything to avoid the
scourge. Yet, for some reason, the scourge apparently has no
interest. Brann even makes it sound like the scourge is still trying
to find a use for hundreds of dragon skeletons. Hey, here's an idea:
RAISE FROST WYRMS, YOU IDIOTS! Has staying in northrend frozen your
brains or something? Actually, that would explain a lot about their
actions in WotLK.
One of the
adventures here is also particularly odd, with Deathwing going to
dragonblight because he is dying and wants to be at peace. The
adventure doesn't mention a reason for Deathwing to be dying, and
there is no suggestion of Deathwing faking this, so we're probably
supposed to infer that ol' Fluffywing is simply dying due to old age.
However, I was always under the impression that the dragon aspects,
being godlike creatures, were immortal. And why would Deathwing even
want a peaceful resting place anyway? He's trying to kill everything
because he's been corrupted by the old gods. I don't think you get
out of that gig just by virtue of being old.
Grizzly Hills:
Remember my comment about how silly it would be for thousands of
dwarves to move to Bael Modan? Originally, I just chalked it up to
Brann being overenthusiastic about archeology. However, Grizzly Hills
has a population of over 14000 ironforge dwarves, putting that excuse
to rest once and for all. It also has over 28000 furbolg, making it
another odd zone for the scourge to not yet have conquered, though
they at least have more than a token presence here (4750 undead
present).
There also seems to
be a major contradiction to World of Warcraft here, with the dwarves
having discovered evidence that they're originally from the grizzly
hills, placed there as a test by the titans. While it isn't
explicitly confirmed, the listed adventure gives the implication that
it probably is (with an ancient dwarven artifact found in the grizzly
hills). This would be a major contradiction to the history given in
the Uldaman dungeon in WoW, where it was revealed that the dwarves
were created from a species called earthen by an external force,
something which happened about half a planet to the south of the
grizzly hills.
Howling Fjord:
Howling Fjord is home to Valgarde, the keep built by the remains of
Arthas' expedition after he ran off after the final human mission,
making this the only alliance-dominated region in Northrend. Not
really much else to say, though I like the small bit about most
travellers wearing some kind of ear protection in order not to have
to listen to the howling winds.
Icecrown Glacier:
Well, we at least know where all the undead are, with Brann
speculation that there are 250000 living here. Damn, that is a lot.
Hey, you know what would be a good use for those legions? Conquering
stuff! I know, I know, I keep going on about that, but it's something
that seriously irks me. The scourge was such a huge threat in
warcraft 3, yet here it's reduced to sitting on its ass.
The Storm Peaks:
And another brilliant population count from the people who gave us
stormwind. I suspect the writers are really, really bad at math, as
this one's a doozy. The storm peaks is the only zone with a listed
population of Magnataur, meaning their entire population resides
here. Storm peaks has a listed population of 300. The magnataur make
up 3% of that population. Ouch. The zone description is okay
otherwise, though I find the descriptions a bit lacking. Especially
Ulduar feels dull. Come on, it's a legendary titan city. There's
gotta be something more impressive to comment on than the smoothness
of the walls.
Zul'drak:
To close off northrend, we get another zone with a large population
yet no scourge presence, with over 33000 trolls living in Zul'drak.
Aside from that, the description is actually pretty good. However, we
get the most hilarious editing mistake I've ever seen in any of these
RPG books: They left in the editor's notes!
“Or
were the trolls more intelligent and more sophisticated long ago?
Why
highlighted?
Oh
yeah. Waiting on word from Blizz. I’ll nudge them.”
Chapter Six:
Civilisations
The
review is starting to run far too long, even by my standards, so I'll
try to keep the next few chapters short. Chapter six gives us insight
into four civilisations and gives us rules to play their members.
They all look really interesting for people who like to play less
conventional campains.
Blue Dragonflight:
The blue dragonflight section is exceptionally well-done, giving us
lots of clever details. One idea I especially like is the fact that
some blue dragons have actually started investigating the holy light,
as it is a divine form of magic that requires no worship of any
deities (something which the blue dragons don't practice), with some
of them likely having infiltrated the church of holy light. The only
real mistakes in the section is stating that Malygos blessed the
world tree and calling Rhonin Korialstrasz' apprentice, neither of
which is true.
Magnataur:
Yeah, just throw the storm peaks population count out the window, as
the magnataur count as their own civilisation now. One thing that I
always find funny about both this book and lands of conflict is how
Brann randomly speculates that things are related to the old gods,
despite there not being any thing to hint in that direction. The
magnataur take the cake in this regard though, as even brann admits
that he has absolutely no idea of any aspect of their history, yet he
still thinks they're related to the old gods.
The
magnataur of the RPG are a bit more intelligent than their WotLK
counterparts, having only a minor -2 intelligence penalty, and there
is mention of magnataur arcanists, shamans and trap-makers. Overall,
the section feels a bit bipolar, with any given example contradicting
facts that were established earlier. For example, one of the
described characters is Dammia Frostcut, who other magnataur ofteen
seek out for advice, assistance or alliance, despite the section
earlier saying that the magnataur consider each other enemies and
only work together when a strong one dominates others.
Murloc:
This is one of the oddest sections I think I've had to comment on. On
the one hand, it's really interesting, setting up murlocs as an
ancient race that worship mysterious beings beneath the oceans and
that, one day, simply appeared out of nowhere. On the other hand, it
feels really disconnected from warcraft lore, as there are frequent
references to murloc traders, the murlocs are described as being as
tall and intelligent as grown humans and the first section almost
makes them look like some sort of mythical species, the rumours of
which were initially dismissed even by Brann. One other odd thing
that I've noted is how much this section focuses on murlocs in
Northrend. Coupled with the fact that all other civilisations are
centred in northrend, I kinda suspect that Lands of Mystery was
originally two books, one about Kalimdor, one about Northrend, which
were thrown together.
Nerubians:
The nerubians seem to be a big case of “Oops, we didn't think this
through”. For example, a nerubian from the warrior caste or the
seer caste may be promoted to spiderlord. This is despite the fact
that spiderlords have entirely different bodies than warriors or
seers. The same applies to random females and queens (who are three
times as large). Yet there is no mention of any magic involved or
anything. Similarly, the nerubians believe that any religion is by
definition futile, yet they were apparently divided into five or six
different schools of religious thought before they were slaughtered
by the scourge (and one of their listed characters is a shaman). The
nerubians are immune to the plague, yet they burn any nerubian who
has it in the fear of it spreading. Still, the nerubians manage to be
fairly interesting.
Chapter Seven:
Adventures
We're
gonna skip this chapter, since it's hard to cover adventures without
spoiling them.
Chapter Eight:
Organisations
Four
organisations are given here: The bloodsail buccaneers, the burning
blade, the druids of the fang and the scourge. I'll admit I'm not
really fond of the choice to pick those specific four factions. The
bloodsail buccaneers and the druids of the fang are fine, but it's
odd to discuss the burning blade without talking about any of the
other orcish clans and/or demonic cults, and the lore behind the
scourge is about a hundred times more extensive than that for the
other three organisations, to the point that you could probably
dedicate a whole book to it.
Bloodsail Buccaneers:
Okay, the backstory for this makes no sense. Falrevere, the leader of
the buccaneers, was once a racist Kul Tiran merchant. When asked by a
gryphon rider to defend Drisburg, a city on Kul Tiras that was mostly
dwarven/gnomish immigrants, from the scourge, he calculated that the
chances of victory were too low and prospective losses too great to
assist the town, so he retreated. And then he decided he was never
allowed to set foot on Kul Tiras again. Yeah, I don't get it either.
There is no mention of him and his private fleet being drafted into
the Tirasian military, so I don't get why a random merchant was
expected to go on a suicide run. Sure, he threw the people who
protested against the decision overboard, but I think the implication
is supposed to be that he did it because he wasn't going to be able
to return anyway. A lot of Falrevere's remaining troops chose to
defend Lordaeron, which he allowed them to do, and the remaining
troops became the bloodsail buccaneers. However, with this backstory,
you'd expect the buccaneers to be fairly average sailors who just
didn't want to give their lives in the fight against the undead. Yet
they get described as the most bloodthirsty and depraved people
imaginable.
The Burning Blade:
The section's pretty okay, but as I said, it's like having one piece
of a large puzzle. One thing that strikes me as odd though is that
Brann is surprised that the leaders of the burning blade are orcs
from the first war, as he thought orcs couldn't get that old. Wasn't
the first war only 25 years ago? Considering the lethargy of the orcs
in the internment camps likely hampered procreation a bit, shouldn't
most orcs have experienced the first war?
Druids of the Fang:
I always found the backstory of the druids of the fang a bit weird.
What exactly was wrong with the barrens? Yeah, it was damaged in the
sundering, but so were desolace, dustwallow marsh, durotar and
thousand needles. If anything, the barrens got it the best. Why not
help out your allies in dustwallow marsh or get the orcs their own
damn fertile lands so they'll stop cutting down yours? The most
logical explanation that I can think of is that there was something
else wrong with the barrens, but the only thing that comes to mind is
the emerald nightmare, which didn't spring up until thousands of
years after the sundering. Also, why did the druids of the fang get a
snake theme? The emerald nightmare doesn't really seem particularly
snake-themed anywhere else.
I
kinda dislike this section, as the writing seems chaotic and jumbled
and the druids of the fang never come across like an organisation.
Part of the problem is that the section uses the term druid of the
fang to refer to the uncorrupted members of the cult, rather than
referring to the corrupted members, stating they were already named
that before the corruption. However, that doesn't really make sense.
The druids of the fang were (according to the rpg) aligned with the
bear-totem, so why wouldn't they just be druids of the claw?
The Scourge: As
I said, the lore behind the scourge is so incredibly extensive it
could probably get its own book. And this section is certainly not
bringing information in the most efficient manner either. Reading
this, you'd know less about the scourge than the burning blade. What
strikes me as especially odd is the inclusion of Linnena Hallow as
one of the scourge leaders alongside Arthas and Kel'thuzad, despite
us having never seen in her in any media. Wouldn't it be more prudent
to have someone like baron Rivendare, darkmaster Gandling or Ras
Frostwhisper listed here, rather than a fairly-low ranking
necromancer operating in the middle of nowhere?
Chapter Nine: New Rules
A bit
of an appendix, giving some new options for players, including three
prestige classes
Buccaneer:
Now this is another case of being giving too little in a single book.
As an aquatic class, the buccaneer is interesting, but as the only
aquatic class in the game, it feels incredibly lacking. As it is now,
the buccaneer makes for a fun NPC to encounter or something to play
in a short campaign, but nothing I would play long-term with.
Holy Strider:
This is a tauren spy with a few magical abilities and a connection to
the land. Not exactly sure what is supposed to make them holy though.
It looks fun, though the idea of a tauren running up a straight cliff
is incredibly silly.
Techno-mage:
Another class that really belong in another book. At least the
buccaneer had a connection to the blackwater raiders and bloodsail
buccaneers, which featured in the book. However, techno-mages are
found mainly in the eastern kingdoms, which aren't seen in the book.
To make up for this, the book gives us a special gathering of
techno-mages in Kalimdor, in a place called the house of arcane
contraptions. In the barrens. Near the border of Ashenvale. Yeah,
there ain't no one who would object to humans and gnomes
experimenting around with arcane magic in that general area.
Admittedly, the house was built before the orcs arrived. 10 years
before the orcs arrived in fact. Back when Kalimdor was still
supposed to be a hidden continent. *facepalm* Plus, that just makes
the question of why the night elves tolerated it even more important.
Feats:
A couple of fun feat related to working in odd territories. Not
really anything bad, but nothing that really stands out either.
Magic
Items:
I have no idea why these four items are here. None of them save
Hellfire, the blade of Fel'dan, really have enough of an impact to
warrant a list of only four items, and one of them, the argent dawn
insignia, doesn't even have any connection to the subject of this
book.
Steam
Armor & Equipment:
Again, I'm not entirely sure why this is here as the book didn't
really have anything to do with steam armor. The XK-77 armor, used by
mogul razdunk, should have just been in a sidebar, and the rest of
them could be left out or saved for another book.
Special
Materials:
Nerubian Chitin! Okay, I'll admit that that fits in the book. I
wonder why there aren't any other materials here though, as I can
think of plenty of appropriate things (most notably the materials
used by the naga in TFT).
Spells:
A few fun spells, mostly related to water. Makes me think it would
have been a good idea to put a hydromancer class or arcanist
specialisation in here, to compliment the buccaneer.
Conclusion
Overall, I like this book, though the latter half is
definitely lower quality than the former. Despite the fact that I
like it, I think that this book is the reason the RPG was declared
uncanonical. Plot holes, pointless retcons and stupid developments
are something blizzard can live with. However, this book would have
incredibly limited the potential for any expansion involving
Northrend, as the descriptions don't leave any room to add new
elements. The book also feels like it was thrown together out of
several other smaller books that focused on the individual regions,
as the tone and style between the kalimdor parts, the south sea parts
and the northrend parts shifts rather noticably. I'm also going to
subtract half a point for the pointless resurrection of Baelgun. So,
all in all, the book gets 7,5/10.
Next, we take our first look at the world of warcraft
comics.
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