WOW Lands of Mystery

Transcription

WOW Lands of Mystery
Uncover
Warcraft’s
Secrets
Battle
across
the
unexplored continent of
Kalimdor. Unearth dead
civilizations
in
chilling
Northrend. Duel pirates across
the tropical South Seas. A world
of adventure awaits!
Hope You Survive
the Discovery
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This campaign setting sourcebook
explores the regions of Kalimdor,
Northrend and the South Seas, from
inhabitants to geography to key individuals.
Discover mysterious civilizations and
devious organizations. New adventures,
feats, prestige classes and other mechanics
immerse you in the setting.
Descriptions of the major regions of Kalimdor,
Northrend and the South Seas.
Sa
Three adventures set in the lands of mystery to ignite
your World of Warcraft RPG game..
New prestige classes (the buccaneer, holy strider and techno
mage), new feats, new magic items, and new civilizations
steeped in the flavor of Warcraft’s unexplored regions.
Provides a wealth of lore and material for Warcraft fans.
Immerses the players into Blizzard’s best-selling Warcraft
computer game franchise, with over 19 million copies sold.
Designed with extensive input from the creative minds behind
Blizzard’s best-selling Warcraft computer game series.
Narrated by famed dwarven explorer Brann Bronzebeard.
ISBN 1-58846-784-8 WW17206 $29.99 U.S.
w w w . s w o r d s o r c e r y . c o m
INTRODUCTION
LANDS OF MYSTERY
CREDITS
Authors:
Managing Editor:
Developer:
Luke Johnson
Editor:
Ellen P. Kiley
matt milberger
Layout and Typesetting:
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Chris Metzen and Bob Fitch
Art Director:
Dan Oh w/ Mike Chaney & matt milberger
Cover Artist:
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Creative and Rules Design Assistance
and Additional Material:
Stewart Wieck
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Scott Bernie (nerubians), Bruce Graw (Chapter 3, “Off to
the Races,” new rules), Luke Johnson (Chapter 4, “Ghost
Ship,” Bloodsail Buccaneers, new rules), Mur Lafferty
(organizations, prestige classes), Aaron Rosenberg (Chapter
5, murlocs, “Troll Meat,” new rules), Andrew Rowe (Chapter
1 and 2, blue dragonflight, magnataur, new rules).
Samwise Didier
Interior Artists:
Hannah Spute, Nicole Cardiff, Saytr, James Stowe, Jay
Epperson, Patrick McEvoy
Front & Back Cover Design:
Mike Chaney
Special Thanks — Luke Johnson
To Dave Arneson and Gary Gygax, for making D&D.
To Chris Metzen and Blizzard, for making Warcraft.
To Del Close, for making comedy improv.
To Mom and Dad (again; they deserve it) for making me.
Check out upcoming Sword and Sorcery Studio products online at: http://www.swordsorcery.com
Distributed for Sword and Sorcery Studio by White Wolf Publishing, Inc.
This printing of Lands of Mystery is published in accordance with the Open Game License. See the Open Game License Appendix of this book for more information.
Arthaus, the Arthaus logo, Sword and Sorcery, Sword and Sorcery Studios, the Sword and Sorcery logo, Manual of Monsters, Magic & Mayhem, Shadows
& Light and More Magic & Mayhem are trademarks of White Wolf Publishing, Inc. All rights reserved.
© 2005 Blizzard Entertainment, Inc. Lands of Mystery is a trademark, and Warcraft, World of Warcraft and Blizzard Entertainment are trademarks or registered trademarks of
Blizzard Entertainment, Inc., in the U.S. and/or other countries., and is used with permission. All rights reserved. The mention of or reference to any company or product in these
pages is not a challenge to the trademark or copyright concerned.
PRINTED IN CHINA.
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Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open
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and Sorcery Studio or Blizzard Product and Product Line names, including but not limited to Warcraft, World of Warcraft, World of Warcraft:
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Game Content and may only be used in accordance with the Open Game License.
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights
Reserved.
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15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on
original material by E. Gary Gygax and Dave Arneson.
Warcraft: The Roleplaying Game Copyright 2003, Blizzard Entertainment
Warcraft Roleplaying Game: Manual of Monsters Copyright 2003, Blizzard Entertainment
Warcraft Roleplaying Game: Alliance & Horde Compendium Copyright 2004, Blizzard Entertainment
Warcraft Roleplaying Game: Magic & Mayhem Copyright 2004, Blizzard Entertainment
Warcraft Roleplaying Game: Lands of Conflict Copyright 2004, Blizzard Entertainment
Warcraft Roleplaying Game: Shadows & Light Copyright 2004, Blizzard Entertainment
World of Warcraft: The Roleplaying Game Copyright 2005, Blizzard Entertainment
World of Warcraft: More Magic & Mayhem Copyright 2005, Blizzard Entertainment
World of Warcraft: Lands of Mystery Copyright 2005, Blizzard Entertainment
2
TABLE OF CONTENTS
OF
Credits
Legal Information
1
2
Introduction
Chapter 1: Northern Kalimdor
4
6
The Barrens
Desolace
Durotar
Dustwallow Marsh
Mulgore
Orgrimmar
Stonetalon Mountains
Thunder Bluff
Chapter 3: Southern Kalimdor
Feralus
Silithus
Tanaris
Thousand Needles
Un’Goro Crater
Chapter 4: The South Seas
The Broken Isles
The Eye
Isle of Kezan
Plunder Isle
Zandalar
Chapter 5: Northrend
Azjol-Nerub
The Borean Tundra
Chapter 6: Civilizations
The Blue Dragonflight
Magnataur
Murlocs
Nerubians
Chapter 7: Adventures
Off to the Races
Ghost Ship
Troll Meat
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27
31
34
37
39
41
44
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Chapter 8: Organizations
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Chapter 2: Central Kalimdor
7
9
11
13
17
18
20
23
Coldarra
Crystalsong Forest
The Dragonblight
Grizzly Hills
Howling Fjord
Icecrown Glacier
The Stormpeaks
Zul’Drak
The Bloodsail Buccaneers
The Burning Blade
Druids of the Fang
The Scourge
Chapter 9: New Rules
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Ashenvale
Azshara
Darkshore
Felwood
Hyjal Summit
Moonglade
Teldrassil
Winterspring
C ONTENTS
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T ABLE
49
50
53
56
60
63
66
67
70
74
79
80
84
88
92
Prestige Classes
Buccaneer
Holy Strider
Techno Mage
Feats
Magic Items
Steam Armor and Equipment
Special Material
Spells
95
97
99
101
104
106
109
111
114
114
125
132
141
150
150
160
170
179
179
182
184
186
192
192
192
195
198
202
205
206
207
207
Tables
Table 6–1: The Blue Wyrmkin
Table 6–2: The Murloc
Table 9–1: The Buccaneer (Buc)
Table 9–2: The Holy Strider (Hst)
Table 9–3: The Techno Mage (Tmg)
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138
194
197
201
3
LANDS OF MYSTERY
I NTRODUCTION
strong dwarves to stand against them.
These are dark times, my friends. At least they’re
interesting times, too.
I suppose I should summarize the contents of this
volume. That way you can zip right to the most
interesting bits (though obviously, since I wrote it,
it’s all interesting).
Summary of Contents
In Chapters 1 through 5, I recount my travels
through northern, central and southern Kalimdor,
then through the South Seas and finally up into
Northrend. I provide estimates (which range from
wild guesses to accurate statements backed by
official records) of the populations in each of the
regions within these areas, as well as the region’s
resources, rulers, settlements and the like. I should
point out that the Language section of each region
entry lists the region’s most prominent language
first, and the others follow in alphabetical order.
Scattered throughout these chapters are scraps
of information that I picked up from some of the
denizens in the region. These are journal excerpts,
transcripts of conversations, and the like; so if you
don’t believe me, believe the natives. Speaking of
natives, also scattered throughout these chapters
are descriptions of some especially interesting
denizens.
Cultures and civilizations fascinate me, so Chapter
6 explores four of the most intriguing civilizations in
the western lands: the blue dragonflight, magnataur,
murlocs and nerubians.
I heard all sorts of adventurous tales in my travels;
I describe three of the most exciting in Chapter 7.
If any young bucks would care to test the truth of
these rumors, be my guest; I may even do so myself
some day.
Chapter 8 describes some of the organizations
I encountered on my travels: the Bloodsail
Buccaneers, the Burning Blade, the Druids of
the Fang, and the damnable Scourge. Know thy
enemy.
Finally, Chapter 9 includes various miscellanies
that I thought would interest you. What does it
take to be a techno mage? How do people survive
in the north? If you challenge a goblin in XK-77
steam armor to a duel, what are you up against?
The answers are here.
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To His Highness, King Magni Bronzebeard, Rightful
Sovereign of Ironforge and Dun Morogh, and Grand
Explorer of the Guild;
To High Explorer Tomli Magellas and all august
members of the Excursion Council:
Well, I’m done. After months of slogging through
swamps, plodding across deserts, slinking through
forests, swimming through (and beneath) seas, and
trudging across icy wastelands, I finished the task
you set before me back in the Weary Boots. (I had
had a few, as you might recall, and so wasn’t in the
clearest state of mind when you asked if I would
undertake this journey. Especially considering I had
just returned from my travels in the eastern lands
that very day. Ah, we dwarves are crafty.)
The western lands are interesting — perhaps
more so than the lands of the east, for I knew very
little about the west before striking out on this
expedition. Kalimdor, the islands of the South Seas,
and Northrend were realms of mystery to me; and
despite the secrets I uncovered, these regions retain
a good many puzzles yet. Thus, I have entitled this
volume Lands of Mystery, which accurately captures
the feel of these western lands.
What I found is ferociously interesting but
disconcerting for our plans. The orcs, tauren
and trolls of the Horde are firmly established
on Kalimdor and (boil my beard) they could be
staunch allies against the Scourge and the Burning
Legion. They certainly have every reason to hate
the demons and the undead. Yet instead of working
with them, the Alliance forces on Kalimdor (and
the rest of the world, for that matter) squabble with
the Horde over petty conflicts, mostly for tradition’s
sake. I say “squabble,” but the situation is escalating
toward outright war again, my friends. I can’t think
of anything the Scourge and the Legion would like
better than to watch the mortal races chop each
other to bits so they can inherit whatever’s left when
we’re done. We need diplomacy and handshakes,
Magni, not swords and guns.
The western lands hold other potential allies
as well — the most obvious are the night elves.
However, they face their own problems, both
internal and external. Other forces also exist, but
instinct (and the fact that they tried to kill me)
tells me they’ll prove hostile to our cause. Centaur,
trolls, naga — the world is full of people who want
to eat your liver, and I fear we don’t have enough
4
INTRODUCTION
A Closing Thought
Maps
I can hear the complaints on the message
boards (www.warcraftrpg.com) now: “Why
didn’t they include maps for each of the
regions?! They could have just taken
them from the World of Warcraft computer
game!”
The answer is: We have only so much
room in the book, and it seems silly to fill
that room with maps that people can find
online. We figured readers would prefer
some new and original content instead.
Web Bonuses!
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People apparently like writing about
Warcraft, because I had to cut huge
chunks out of this book to make everything
fit. Hopefully, we’ll make the choppedout sections available for free at www.
warcraftrpg.com, so check it out.
—Luke Johnson, Developer
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I have now traveled the whole of the world. I’m
possibly the only (and certainly the handsomest)
individual who has done so in all of history. One
might imagine, then, that the thought of continuing
my career as an explorer (and archeologist, and
adventurer, and anthropologist…) suddenly holds
little interest. What can I see, a hypothetical
questioner might wonder, that I haven’t seen before?
What else is there? Won’t the rest of my life be a
disappointment, as I have already accomplished
this greatest of exploratory feats?
To this I say: Well, hypothetical questioner, why
don’t you go off and squirt some lemon juice up
your kilt? Trying to make me feel bad like that.
If there’s one thing I learned in my travels through
the lands of mystery, it’s that the world holds
innumerable wonders. My expedition turned up at
least as many questions as it answered, and I am
eager to return to the wilds to seek more answers
— and the best part about the questions I’ll answer
is that they’ll lead to more questions. The world
brims with possibilities and with the unknown, and
I will always be there to partake.
And that’s just Azeroth. There are other worlds
than this… what’s next for me, Magni?
— Brann Bronzebeard
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