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Other Races
Humans and high elves follow no gods as such, but most adhere to the philosophy of the Holy Light. Human paladins use their faith in the Light to protect and heal their allies and incinerate their enemies. Like the night elves, the paladins' steadfast devotion grants them divine power - the Holy Light itself is simply a philosophy, a set of ideas created by mortals, but it gives the devoted something to believe in. From this faith comes divine justice. See the "Faiths" section in Chapter 3: Adventuring for more information on the philosophies of the Holy Light.
None question the power of divine magic. Though not as flashy as arcane magic, its applications are myriad. Divine spells are used for everything from attack to defense, from healing to divination. Those who wield divine magic need not fear the suspicions of night elves or the Legion's attentions. It is a safe and powerful energy. While calling upon its essence, one feels both the strength of her own character and a connection with something truly vast. This feeling grants a sense of peace and fulfillment to divine spellcasters - qualities not often seen in those who tinker with the tainted energies of the arcane.
Other Gods
Certain godlike entities exist other than those the night elves revere. In the same way that the night elves draw divine magic from their devotion to Cenarius and Elune, other individuals may bear a faith in their "god" that allows them to tap into a divine source.
Dragons
Before the titans left Azeroth, they imparted some of their power to five great dragons who were to guard the world. These five were Alextrasza the Life-Binder, Malygos the Spell-Weaver, Ysera the Dreamer, Nowdormu the Timeless, and Neltharion the Earth-Warder. These dragons command great power, and Ysera in particular may have followers among the night elves, for she maintains the surreal realm of the Emerald Dream.
The Legion
The Burning Legion is undoubtedly potent, and some of its leaders possess demigod-like power. Those who worship demons draw terrible divine magic from their dark faith.
The Old Gods
Very few mortals know of the Old Gods, and fewer still consider them anything more than a legend. Before the titans came to Azeroth, the malign Old Gods - colossal beings of elemental fury - ruled the world and the savage elementals that dwelt upon it. The titans defeated the Old Gods and chained the raging beings deep beneath the earth where, supposedly, they remain to this day.
Titans
The titans set order to the universe and created the first living creatures on Azeroth. The titans' exact nature remains a mystery to mortals, but some dwarves may revere these beings.
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Chamanisme et culte de la nature :

Pour les orcs, les taurens et les elfes de la nuit, le monde est en éveil grâce aux esprits existant sur la frontière de la perception. Tout ce qui a existé possède un esprit unique et durable, une flammèche essentielle qui appelle toutes les autres vies du monde. Les races chamaniques et druidiques n'écartent pas la Lumière Sainte en laquelle les humains croient, mais ils comprennent que cette lumière provient d'innombrables sources lumineuses. Dans une précipitation pour accorder tout le monde, les chamans acceptent la pensée des humains, qui eux, font littéralement abstraction de la chose.

Les chamans ne savent pas quoi penser des gobelins, qui soutiennent plusieurs des mêmes idéaux mais qui suivent la mode : « remercier les esprits tandis que l'on obtient des choses importantes avec de nombreux attirails ». L'attitude insouciante des gobelins envers les esprits pourrait devenir très frustrante pour le monde spirituel.

Les elfes de la nuit adoptent une approche plus personnelle de leurs rapports avec les esprits. Ils reconnaissent en chaque esprit qu'ils rencontrent une vie unique et l'honorent si nécessaire. Ils interagissent principalement avec les esprits de la nature et le font essentiellement avec ceux des alentours immédiats. Si de grandes affaires sont en jeu, les elfes de la nuit implorent leurs divinités de la nature, un panthéon de grands esprits qui représentent essentiellement les parties importantes de leur monde. Elune, la déesse de la lune, est un exemple de l'un de ces grands esprits.

Les orcs et les taurens ont une approche plus symbolique. Les esprits qu'ils rencontrent dans les plaines sauvages de Kalimdor sont moins spécifiques, recouvrant un domaine plus vaste, et représentent plus les esprits de la terre et du feu plutôt que ceux des arbres ou des animaux.

Au lieu d'être en contact avec des esprits de manière individuelle, les taurens sculptent des images représentatives sur leurs totems et tirent leur puissance d'actions pour un type d'esprits particulier. Ce rapport subvient à leurs besoins avec une grande force mais peu de bien-être spirituel. Pour leur contentement, ils écoutent plutôt les esprits de leurs ancêtres. Chaque tauren apprend, en bas-âge, à connaitre sa lignée, son ascendance – un exploit impressionnant, étant donné que la plupart des arbres de familles taurens remontent à plus de dix générations. Les taurens parlent beaucoup des légendes ancestrales et la plupart d'entre eux établissent un lien fort avec un ou deux de leurs ancêtres. Un tauren vit dans l'honneur de ses ancêtres favoris, réalisant de grandes actions en leurs noms et méditant sur leurs aventures afin d'être conseillé dans ses choix de vie.

Les orcs ne partagent pas la foi continue des taurens et des elfes de la nuit. Ils réapprennent seulement maintenant à accepter leurs anciennes traditions. L'influence de la corruption par la Légion Ardente les a éloignés de leurs coutumes ancestrales, et la majeure partie de leur connaissance des esprits a été perdue. Après s'être libérés de l'influence démoniaque, ils doivent apprendre à nouveau comment communiquer avec les esprits.

Heureusement, les orcs trouvent cette opération relativement simple. Une partie de leur savoir a été conservée dans les contes et légendes épiques; un orc qui se souvient des fables de sa grand-mère peut utiliser les notions ainsi acquises quand il communique avec le monde des esprits. Les chamans orcs sont à nouveau en bons termes avec la plupart des esprits ancestraux et de la nature, ils réintroduisent leur peuple au monde naturel avec des prières, des travaux (des devoirs) et par des recherches de visions.
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La Magie Divine (généralités)

Les origines de la magie divine sont diverses. Certains praticiens tirent l'énergie divine de la force de leur propre foi, d'autres font appel aux esprits de leurs ancêtres, d'autres encore utilisent les forces de la terre comme inspiration divine, enfin les derniers se réclament comme des héritiers célestes. Quelle qu'en soit l'origine, les lanceurs de sorts mettent beaucoup de choses en commun. Ils ont la capacité de soulager les blessures de leurs alliés et d'écraser leurs ennemis, tandis que la Légion Ardente reste incapable de les voir.

Bien que les dieux existent dans le monde, ils n'ont pas les mêmes rôles que ceux d'autres mythologies. Les divinités de Warcraft sont bien plus théoriques. Ils ne se manifestent pas, ils ne montrent pas de preuve divine de leurs existences et ils ne récompensent pas leurs fidèles avec des pouvoirs ou sortilèges spéciaux. Certains se demandent si ces déïtés existent réellement, et s'ils ne pourraient pas en fait être juste une création fictive, une façon de se soulager. Même si c'est le cas, la foi absolue des croyants est suffisante pour créer en eux une étincelle divine; et de leur propre dévotion, ils obtiennent sorts et pouvoirs.
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Frappe de toute ta force et ton poignet se brisera. Frappe sans conviction et le vent se jouera de toi.
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Traduction par Erok.

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La Magie Divine : la Horde

Les taurens et les orcs pratiquent le chamanisme, une religion qui s'articule autour de l'adoration d'esprits, ceux-ci étant souvent les esprits de leurs ancêtres. Les chamans de la Horde ont un grand respect, une vénération pour ces esprits apparus avant eux et les appellent souvent pour conseils ou force. De nombreux orcs et taurens affirment entendre ou sentir leurs esprits et usent de cette faculté à leurs avantages. Peu vont jusqu'à affirmer que si les esprits répondent lorsque leurs descendants les appellent, c'est parce que les chamans utilisent des énergies primaires, effrayantes, qui s'adressent avant tout à la colère du mort. La plupart croit que les esprits fournissent une source d'énergie divine directe à ceux qui les invoquent et que leurs capacités de lancements de sorts ne sont pas déterminées seulement par la dévotion de l'invocateur (comme c'est le cas pour ceux qui révèrent dieux et philosophies).

Les chamans croient également que toute chose - que ce soit les êtres évolués, les animaux, les arbres, les roches de ce monde - a un esprit et qu'il est possible de s'adresser à celui-ci et d'en tirer pouvoir si l'on en connait le moyen. C'est ce chamanisme ancestral que Thrall redécouvrit. Tout comme les esprits des Anciens, les esprits de la terre, les élémentaux, tous désirent aider et protéger ceux qui s'adressent à eux. Les chamans orcs ont le pouvoir de la nature dans leurs poings : terre, vent et feu viennent à leurs appels.
Traduction par Erok.

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La Magie Divine : autres Dieux


Certaines entités semblables à des dieux existent en dehors de celles que les elfes de la nuit révèrent. De la même façon que les elfes de la nuit tirent la magie divine de leur dévotion envers Cenarius et Elune, d'autres individus peuvent avoir foi en ces"Dieux" et ainsi gagner l'accès à une source de magie divine.

Les Dragons
Avant que les Titans ne quittent Azeroth, ils laissèrent une partie de leur pouvoir à 5 dragons dont la mission était de garder ce monde. Les 5 dragons choisis furent Alextrasza la Lieuse de Vie, Malygos le Tisserand des Sorts, Ysera la rêveuse, Nowdormu Celui-qui-est-en-dehors-du-temps et Neltharion le Gardien de la Terre. Ces Dragons ont de grands pouvoirs, et Ysera a sans doute des adorateurs parmi les elfes de la nuit puisque c'est elle qui maintient en place le royaume du Rêve d'Emeraude.

La Légion
La Légion ardente est indubitablement puissante et certains de ses chefs possèdent même des pouvoirs qui en font des demi-dieux. Ceux qui adorent ces démons tirent leur magie divine de leur foi noire, corrompue.

Les Anciens dieux
Très peu de mortels connaissent les Anciens Dieux et les considèrent encore moins comme autre chose qu'une simple légende. Avant que les Titans ne viennent sur Azeroth, les maléfiques Anciens Dieux - des êtres élémentaires colossaux - régnaient sur le monde et les élémentaires sauvages qui les adoraient. Les Titans ont vaincu les Anciens Dieux et ont enchaîné ces êtres enragés profondément sous terre. On pense qu'ils y sont encore.

Les Titans
Les Titans mirent en ordre l'univers. Ce sont également eux qui furent à l'origine de la création des premières créatures vivantes sur Azeroth. La nature exacte des Titans reste un mystère pour les mortels mais certains nains peuvent adorer ces entités.
Traduction par Erok.

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La Magie Divine : autres races

Humains et Hauts Elfes n'adorent pas de dieux en tant que tels. Cependant, nombre d'entre eux adhèrent à la philosophie de la Lumière sacrée. Les paladins humains utilisent leur foi dans la Lumière pour protéger et guérir leurs alliés mais également pour brûler leurs ennemis. De la même manière que pour les elfes de la nuit, c'est la dévotion immuable des paladins qui leur donne ce pouvoir divin - la Lumière Sacrée n'étant en elle-même rien moins qu'une simple philosophie, un assemblage d'idéaux créé par des mortels mais donnant à l'homme de foi quelque chose en quoi croire. De cette foi provient la justice divine. Parcourez la section "Foi"dans le chapitre 3 : S'aventurer pour plus d'informations sur les fondements philosophiques de la Lumière Sacrée.

Personne ne remet en cause le pouvoir de la magie divine. Même si celle-ci n'est pas aussi spectaculaire que la magie de l'arcane, ses applications n'en restent pas moins innombrables. Les sorts divins sont utiles pour à peu près n'importe quelle situation, que ce soit la défense, l'attaque, ou bien encore la guérison ou la divination. Ceux qui utilisent la magie divine n'ont pas à craindre de s'attirer la suspicion des elfes de la nuit ou l'attention de la Légion. La magie divine est une énergie saine et très puissante. Lorsqu'on fait appel à l'essence même de la magie divine, une sorte de dédoublement se fait : on sent à la fois sa propre force, mais apparait également un lien avec quelque chose d'autrement plus vaste. Cette sensation apporte aux lanceurs de sorts divins un sentiment de paix, une satisfaction, des qualités assez peu vues chez ceux qui ont préféré flirter avec les énergies corrompues de l'arcane.
__________________
Frappe de toute ta force et ton poignet se brisera. Frappe sans conviction et le vent se jouera de toi.
Affiliations on Kalimdor
Life is far from peaceful on this new continent. The races' initial settlements lay far enough apart that the different groups seldom encountered one another. Yet each has ventured beyond the confines of its villages for exploration, colonization, diplomacy, trade... and conquest. Increasingly volatile encounters between Alliance and Horde may ultimately shatter the truce established in the Third War.

Also, while the demons of the Burning Legion were defeated, the marks of their passing still scar the landscape. The Scourge, once a tool of the Burning Legion, still stalk the living in some areas. Rumors even claim that not all the demons were destroyed in the Third War.
Despite the tension of strained treaties, the constant danger of encroaching evil, and the mystery of a wild land, members of both the Alliance and the Horde are more hopeful now than ever before in recent memory. Hardened veterans of all races feel that their struggle is no longer a battle for domination but a search for a new destiny.
Alliance
The Alliance is formed of distinct races and sub-races, each with their own interests and agendas. Their dedication to one another seems more out of habit than due to any shared ideals. Rifts occur within the ranks: the races often chafe at sharing the confines of Theramore; night elves and high elves barely tolerate one another; no one really accepts half-elves or half-orcs. These seemingly innocuous grudges sometimes threaten to undermine the Alliance's strength in ways that neither the Burning Legion nor the undead Scourge could achieve.

Although the melting pot of Theramore is stressful and chaotic at times, it serves to keep the Alliance together. Having representatives of each Alliance race on hand allows the authorities to deal with conflicts quickly before they become major diplomatic disasters.

Humans
Though multiple races ostensibly make up the Alliance, the humans founded it and consider themselves first among equals. The same holds true for Theramore, their stronghold on Kalimdor. The humans do not flaunt the assumption too loudly to their fellow Alliance members. They understand the racial strife that permeates the city and wish to act as peacemakers. Sadly, they do not understand that this "big sister" attitude makes the other races resent them even more. Tensions can run high among the Alliance races, but so far a shared dedication to the Alliance has won out when different races and organizations clash.

Jaina Proudmoore led the Alliance to victory in the Third War and continues to lead the humans in the time since. She does not rule alone, however; some of the surviving mages and paladins serve as her advisors - those who remained with her after the betrayal by her father Grand Admiral Proudmoore. These veterans turn their minds to the world of politics and give Jaina the benefit of their experience.

Some hope eventually to return to Lordaeron, but the Maelstrom makes sea travel very risky and there is still much be done on Kalimdor. The continent offers tremendous potential for all the Alliance, whether on Kalimdor or back on Lordaeron, and only time may say what kind of relationships may be formed with the many races that share the land.

Unfortunately, there's no telling if the Alliance will even have enough time. The truce established in the aftermath of Grand Admiral Proudmoore's attacks is a fragile one.

Ironforge Dwarves
Many tales paint dwarves as gruff, humorless figures with hearts as cold as the stone of their mountain homeland, Khaz Modan. In truth, if dwarves are stern in combat or in counsel, they are so only because of their dedication to the task before them. Under the proper circumstances, dwarves are quick to joke and are often the stout heart that prevents Alliance forces from becoming demoralized.

Ironforge dwarves long lived comfortably with their role in the world: protecting their mountain fortresses and rising to battle in the name of the Alliance when necessary. Then, dwarven excavations unearthed ruins near Khaz Modan that offered evidence of an ancient race called the titans. Pure-hearted and noble beings who helped shape the world in its earliest days, the titans were also eternal enemies of the demons of the Burning Legion. The dwarves scrutinized every artifact recovered from Uldaman, hoping to find ways to protect against the Burning Legion. Instead, they found something that changed the dwarven race forever.

If dwarven scholars could believe the translation gleaned from a set of iron disks found among the ruins, the titans had created dwarves - crafting the race from living stone! The revelation shook the dwarven people to the foundation of their deepest beliefs. Some refused to believe the translation from the Disks of Uldaman, while others delved eagerly into this long-hidden heritage. When study awakened within the Ironforge dwarves a unique ability to turn their skin to stone for short periods, even most stubborn among them relented.

When the Burning Legion invaded Azeroth again, many dwarves answered the call to battle. Finding themselves on Kalimdor after the war ended, they were overjoyed to have a whole new continent to explore. The ruins of Uldaman had set the Ironforge dwarves on a journey of discovery to every portion of the known world, exploring the highest mountain peaks and the tangled depths of jungle valleys. Kalimdor was sure to hold ancient cities and tunnel complexes that the titans might have called home.

Dwarves from the Explorer's Guild soon established the immense excavation site of Bael Modan in the Barrens west of the orc lands of Durotar. Additionally, dwarven explorers wander the land, following up on any rumor of titan ruins or artifacts. Dwarven scholars in Theramore gather each piece of information, no matter how small, that their brethren uncover.

Some are willing to take advantage of the dwarves' quest. The marketplaces of Ratchet overflow with crudely forged "artifacts," and individuals of every affiliation have fashioned maps to "titan ruins" that they happily turn over for a fee. Still, dwarves who discover that they have been cheated gladly demonstrate that they have forgotten none of their wartime skills.

Humans and high elves are happy to help with the explorations - the former in hopes of finding wealth and the latter in hopes of discovering arcane power. The night elves argue that some secrets of the past best remain buried, but seldom actively oppose the expeditions. Orcs had long considered dwarves nothing more than servants to humans, but fighting alongside them in the Third War has generated grudging respect for these "stonechildren." The goblins eagerly provide technological devices to assist the dwarves in their pursuits.

New expedition outposts, from single tents to small villages, are established across Kalimdor almost every week. Some become targets for retribution by natives, fragments of the Horde, and other enemies of the dwarves. Still, the dwarves persevere, firm in their belief that even if they discover nothing more about their past, they have opened the frontier to a future that stretches far beyond the old boundaries of Khaz Modan.

High Elves
This proud race suffered a staggering blow to ego and existence in the Third War when the undead Scourge defiled the high elves' home on Lordaeron. The destruction of Quel'Thalas is just the most recent in a legacy of tragedy for the high elves (or the Quel'dorei, as they call themselves), a legacy that began millennia ago when they could not resist the lure of arcane magic. Their cousins, the night elves, call it an addiction, and the term seems to fit. What path high elves choose in life matters not. Those who do not study magic must nonetheless meditate to replenish their spiritual energies each day to function normally.

The handful of high elves who settled in Theramore wish to return to Lordaeron someday, but the pang of loss is still too fresh. Until they gather the strength to brave the Maelstrom, most high elves channel their grief, shame, and addictive desires into hunting down undead that lurk on Kalimdor. Ironically, battling the undead Scourge often requires magical force, which ends up fueling even more the high elves' thirst for arcane power.

Although they feel they can control the urges, the high elves are not proud of this dependence and take pains to keep it secret. They have grown increasingly introverted and distant from the other Alliance races. Humans always considered elves a bit odd, so this behavior strikes them as nothing more than a little irritating at times. Dwarves are more tolerant yet cautious, sensing the desperation in the high elves. Night elves are just shy of antagonistic to their cousins, knowing from their shared history just how far the Quel'dorei may go to feed the magic addiction. This attitude galls the high elves most of all. The elven peoples diverged 10,000 years ago; in the high elves' opinion, it's time to move on. They know that uncontrolled use of the arcane is dangerous, but they have worked for generations to master the arts. Moreover, arcane magic is clearly essential for eradicating enemies such as undead and demons, so where lies the harm?

Given their circumstances and the growing tension toward other races, the Quel'dorei have discussed privately the idea of establishing their own realm on Kalimdor. The north is most appealing, with its more heavily forested areas... and its mystic moon wells, which sate their magic pangs. That the north also falls primarily under night elf control is frustrating, but high elf expeditions - ostensibly tracking down undead - look for promising sites.

Night Elves
The night elves, or Kaldorei, have lived on Kalimdor for thousands upon thousands of years. They were the first to face the Burning Legion, and that memory remained fresh in their minds when the demons recently returned. Talk of memory is no mere hyperbole, for the night elves were immortal - that is, until they sacrificed much of their mystic power to infuse the World Tree with sufficient energy to defeat the demons.

The destruction that remains in the wake of the Third War, the loss of their immortality, and meeting the Alliance races has caused a significant change in the night elves. Forced to contemplate their own mortality and witnessing how other cultures have developed, the night elves have lost some of their lofty views regarding other races. Yet they retain a healthy ambivalence toward their cousins. The high elves' return showed that they never relinquished their dangerous pursuit of arcane magic. They can claim all they want that it's not a danger, that they can control their power, but the Kaldorei cannot forget what results from dabbling in the arcane. Few night elves would have a problem with slaying their cousins outright, but for the pledge they made to the Alliance. So they settle for watching the high elves carefully... ready to strike at the first evidence that these slaves to the arcane put them in danger.

The Kaldorei have settled in several areas of northern Kalimdor, notably in Darkshore, along the slopes of Mount Hyjal, and in the forests of Ashenvale. The largest night elf city is their capital, Nighthaven, located in the magical forests of the Moonglade. Their lands suffered damage in the recent war, and they work to restore their cities and the wilderness in which they live. They also continue their efforts to cleanse Felwood. This forest was destroyed in the previous war with the Burning Legion, thousands years ago. Time has not healed the land; it remains cursed, petrified, and patrolled by monstrous creatures and cursed ancients.

Those Kaldorei not involved directly with healing the land have ventured south, curious to visit the Alliance and even understand the Horde better, fascinated by everything from the strange goods they fashion to their odd customs. The night elves have also seen that their courage in the Third War was not an isolated circumstance. Young the Alliance and Horde may be compared to the Kaldorei, but they show great potential.

Half-elves
Half-elves are not new to the Alliance races, but they are seldom welcome. These unloved beings share traits of both parents, but they can seldom pass for either. They claim that babies born of a high elf and a human were once slain upon birth. No records support this charge - at least, nonce that survived the destruction of Lordaeron - and high elves and humans deny it. Still, such stories give vent to the half-elves' bitterness at being brought into the world unwanted and unloved, shunned by both of their parents' races.

The half-elf's life involves enduring the distrust and rejection from those she would view as kin. Caught between two cultures and welcomed by neither, and with no society of their own, half-elves spend much of their existence just trying to find their place in the world. Most leave their place of birth as soon as they reach maturity and adopt a nomadic lifestyle. They sometimes find a home within the towns of the Horde, although the culture is so different from elf or human culture that it seldom offers a comfortable fit for long.

They push themselves to excel in whatever their chosen field, whether to hope that success will help them fit in or to spite those who consider them inferior. You will not find a more dedicated priest, a more loyal fighter, or a more studious mage than a half-elf.

That a half-elf will ever serve in a high position in the Alliance is virtually impossible, but their desire for acceptance nonetheless drives many to volunteer whenever the Alliance has a need. They always face the chance that great heroism may give them the acceptance they have wanted all their lives.

While half-elves do not have own culture, they do share common traits - primarily, insecurity and mistrust. They are often exceedingly grateful to anyone who shows them a kind turn or even the hint of friendship. This desperation can make them easy marks for manipulation - which, in turn, can lead to the other extreme, making them overly suspicious of anyone who shows even a slight amount of kindness. Still, half-elves make the most steadfast of companions once their friendship. Given their bias, half-elves prefer fellow half-breeds as companions, sometimes maintaining friendships with other half-elves or half-orcs even when they cannot stand the other individual.

Magic and the Alliance
Those who study arcane magic and who follow the teachings of the Holy Light found their numbers diminished greatly by the Third War. Not enough wizards are available to open formal schools, nor enough priests and paladin warriors to establish a unified church. Those who wish to learn the ways of the arcane of the Light must find someone with the time and desire to teach.

Mages are eager for apprentices. Not only do they desire to pass along their knowledge to a new generation, but those who do not get formal guidance may look for knowledge elsewhere, including in forbidden lore. Beings have turned to demonic power out of ambition before and always to their downfall.

Priests of the Holy Light welcome any who profess a desire to walk the divine path, while paladin warriors scrutinize any aspirants closely. The Knights of the Silver Hand still feel the sting of Prince Arthas's betrayal. The paladin warriors are careful to confirm the worthiness of those who would join them before passing on their wisdom.
Horde
Once an engine of destruction in the service of the Burning Legion, the Horde has changed significantly since it first burst through the Dark Portal onto the world of Azeroth. The once unstoppable juggernaut now serves as a loose coalition of orcs, tauren, and a handful of other allies dedicated to survival and prosperity rather than conquest.

This is not to say that the Horde lost its will to fight with the Archimonde's destruction. The Horde responded aggressively to Grand Admiral Proudmoore's recent attack on Durotar, and it keeps a wary eye turned to Alliance lands. Still, its focus is on its own expansion. The mighty war drums remain silent for the time being, but dutiful peons keep the skins well oiled. Orc patrols are a common sight, as grunts ferret out quilboar camps that stray too close to Horde towns and flush out harpy nests situated along trade routes. Tauren warriors battle the centaur tribes with increasing regularity, driving away their ancestral enemies with the help of their new allies from beyond the ocean. Should the Horde find itself in need of land or resources, it will encounter little trouble in marshaling the strength to take what is necessary.

The leaders of each race - Thrall of the orcs and Cairne Bloodhoof of the tauren - have worked out a coalition between their races. Thrall serves as warchief to the orcs, with Cairne the chieftain of all the tauren tribes. In theory, both hold the same rank, but in practice Thrall often requests Cairne's counsel in matters of state while the tauren defers to the orc in matters of war.

Orcs
The orcs of Draenor were once known as "the green plague" and "the Bane of Azeroth." Sworn to the service of the Burning Legion, the orcs burst onto the world of Azeroth in a howling flood. Clashes with the human nations fueled their bloodlust. They chased their foes across the sea, where defeat in Lordaeron shocked them to the core. Few offered resistance as they were corralled and sent to internment camps. Divorced from their shamanistic heritage and suffering withdrawal from the demon-inspired bloodrage, most captive orcs entered a fugue state that left them listless and weak-willed. Then Thrall took the mantle of both warchief and spiritual leader. The orcs reconnected with their spiritual heritage and followed Thrall across the seas, braving the danger of the Maelstrom to start a new life on a new continent.

The orcs' return to their shamanistic roots revived a cultural sense of individuality and elicited ardent pledges to rely upon none but themselves. The courage of the orc people in the Third War, ending with Archimonde's defeat at Mount Hyjal, gave them a sense of triumph over the foul demons who had used them as unwitting dupes.

In the aftermath of war, the orcs founded the nation of Durotar. They remain ever vigilant for the Burning Legion's foul influence from within while keeping a watchful eye on their borders. Never again will the last sons and daughters of Draenor allow another to take away their land or their freedom.

Orc society functions much as it always has, although tempered now by a spiritual reawakening and altered by certain changes that Thrall has instituted. Gone is the clan structure and chieftainships of the Horde - all the old chieftains are dead anyway - and now women are viewed as equals, able even to become warriors.

Strength and tenacity determine an orc's lot in life, with the strongest and most dedicated attaining positions of greatness regardless of gender or lineage. While physical strength and martial prowess are prized, strength of wit, character, and spirit are equally important to a well-rounded orc. Life as an orc involves one's strengths and applying them where the Horde needs them most.

Orcs consider weakness a liability that affects the Horde as a whole. They quickly - perhaps overzealously - stamp out "expressions of failure." The truly unmotivated and the inept are saddled with grueling scutwork, and failure to pull one's own weight at this lowest rung of orc society results in exile from the Horde.

The Battle of Mount Hyjal left many orcs with the sense that debts of blood and honor are paid and that future dealings with the humans start with the slate wiped clean - until the Grand Admiral's fleet arrived. Still, with that conflict settled, Thrall believes in Jaina Proudmoore's sincerity enough to discourage outright battle between orc tribes and Alliance forces. Despite such cautions, skirmishes are not uncommon.

Tauren
A tauren tribesman's life is often arduous, but he meets bleak times with a toothy grin and daily veneration of the Earth Mother for his continued existence. Somber past-chants recount the hundreds of mighty tauren tribes that once called Kalimdor home, but the tribes' numbers have dwindled to a handful. Centuries of protracted conflict with centaur clans leave the tauren a pale shadow of their former might, but none begrudge history's capricious path for their misfortune. The tauren endure with the strength of their commitment to tribe, integrity, and the Earth Mother's grace.

Personal honor and pride in one's self are the hallmarks of the tauren. Their history is relatively short compared to Kalimdor's other races. Ancient accounts suggest they were the result of magical experiments that fused titan with beasts, but details are lost to the ages. Unlike the dwarves with their frenzy to dig up their past, the tauren are content with the present. For, in truth, the past is always with them in the veneration of their ancestors.

All tauren histories name the centaur clans as their ancestral enemies. No quarter is asked or given on the battlefield, although the peace-loving tauren refrain from slaughtering those unable to defend themselves. The centaur, it should be noted, do not limit themselves in a similar way.

The Horde's timely arrival on Kalimdor revitalized tauren society. The orcs seek answers to questions of spirit, and the tauren are more than willing to share their divine experiences with their new allies. Many tauren feel a great responsibility to lead the orcs along the path of spiritual maturity. Orc youths may even study under tauren spirit singers, treated as younger siblings to the tauren as they walk the path of the prophets.

The tauren position on the Alliance is more complicated. Though they recognize the human-dominated forces as former blood enemies of the orcs, they are not quick to share hatred. Most prefer a cautious approach to the steel-clad strangers from across the sea.
Independent Factions
Some races on Kalimdor sweat allegiance to neither the Alliance nor the Horde. Once servants of the Horde, the goblins have proven themselves to be a major independent power on Kalimdor. Though many heed the example set by their parents, half-orcs are fiercely self-reliant and often follow their individual whims to join whatever faction suits them.

Other intelligent races can be found across Kalimdor, from the savage centaur to the powerful dragons. Yet these races still run wild and seemingly want little to do with the new arrivals. Whether they will ally themselves with the Alliance, the Horde, or no particular faction at all remains to be seen.

Goblins
Some questions are debated endlessly by friends over a tankard of ale. A tavern favorite is, "How in the name of the Holy Light did goblins come to be a race of any importance?"

Goblins came to dubious dame in the First and Second Wars for the suicide missions they undertook for the Horde, strapping explosives to themselves and floating behind enemy lines with the aid of an inflated sheep's bladder. In the aftermath of conflict, the goblins established that they had no political orientation. Their only real interest was trade: if you had the coin for their goods, they were your friends. Such neutrality gives them as broad a trading basis as possible for their wares, from magic items to mundane goods to their own mechanical inventions.

Though once nothing but fodder for more taproom banter, goblin inventions have shown their worth in recent years. Whether clockwork "shredders" that allow a single goblin to do as much harvesting as 10 field hands or zeppelin-like "airships" that can ferry troops over otherwise impassable terrain, the goblins' inventions have become legendary. Such technological ingenuity is as central to the goblins' rise among the races as any trading prowess.

The goblins are also legendary for the sheer variety of trade in which they are willing to indulge and for their tenacity in bargaining. Goblins rarely let an item slip from their shelves for a single copper less than it is worth. Ratchet, on the east coast of Kalimdor, is easily the largest and best known of the goblin trading posts, but it is far from the only one. The industrious goblins have established shacks and minor trading towns across much of Kalimdor in an impressively brief span of time. These outposts may vary in size and location, but all have a similarly impressive array of goods. The outposts get regular supply shipments (or as regular as possible, given the hazards of travel across Kalimdor), all coordinated by the goblin trade princes.

On the whole, the Alliance and the Horde respect the goblins' new power, taking advantage of the trade princes' ability to produce or procure otherwise difficult-to-acquire items. Rumors have emerged of goblins engaging in massive strip mining and deforestation operations to harvest the raw materials, however, which cause the nature-loving night elves and tauren great concern. Since the tales have surfaced, the trade princes have suffered guerilla attacks on their supply trains and sabotage of their factories. The goblins are clever enough to know the list of suspects is a short one, and they appear undaunted by the threat. They have amassed enough wealth to hire additional security for their mercantile concerns.

Yet goblins are not purely mercenary. They are known to form strong bonds with individuals of other races. Their small forms and odd behavior make other races - elves in particular - ill at ease, but goblins do not seem to care much for the impression they make. They judge by deeds, befriending those who treat them as friends and standing apart from those who would offer them abuse.

Even with the malfunctions and explosions that occur (not as frequent as tavern chatter suggests, but far from rare), goblin technology is proving to be of a quality that rivals the dwarves and their firearms. If they possessed physical strength and mystic power to match their inventiveness and cunning, they would be a force of some significance. Of course, the goblins claim that they are already - if not for their frail physical forms, goblins would rule the world. Then they laugh and say they prefer a challenge and offer to buy the taproom guests the next round.

Half-orcs
During the many battles fought between orcs and humans, half-orcs were usually the unfortunate product of invading orc (and occasionally human) armies. The orc internment after the Second War produced a marked rise in half-orc births. Many were actually the outcome of surreptitious love between human guards and orc prisoners.

Half-orcs have a marginally easier time finding acceptance than half-elves do. They find themselves in the unwelcome position of needing to prove themselves repeatedly simply because of what they are. Humans offer a grudging tolerance of those who show that they are not victims of base orc urges, while orcs accept the half-breeds who distinguish themselves as superior warriors or shamans.

The road to success for half-orcs in the Alliance is fraught with obstacles. For example, no Alliance laws keep half-orcs from becoming titled knights, but any half-orcs who aspire to this lofty goal must work three times as hard as their human companions - while, avoiding being passed over on technicalities that the worst human aspirants would never suffer. Those who persevere can achieve incredible deeds, but such constant striving has broken more than one half-orc's spirit.

Half-orcs are welcomed more easily into orc society, but the fit is still not perfect. By and large, the Horde believes that orc blood, even that which mingles with with the "weak" blood of humans, is still fundamentally orc blood. Half-orcs living within the Horde, however, suffer some of the same limitations as in the Alliance, albeit for entirely different reasons. Because so much of orc society involves the application of strength, and because full-blood orcs are typically tougher and stronger, half-orcs must work much harder and much longer to achieve what comes more naturally to most orcs. Those of quick wit are welcomed in other roles, but with the Horde's emphasis on martial prowess, the difficulty in rising to prominence often serves as a great discouragement to the half-orc populace.

The more determined half-orcs are often the most dangerous, for they are willing to do just about anything to garner acceptance - or dominance - among their peers.
Darkshore
History
After the Sundering, some night elves settled in the continent's northern reaches, on and near Mount Hyjal, including this port at the mountain's northern foot. The night elves left Darkshore in the course of the Third War, moving to the safety of Mount Hyjal and the Moonglade.

A small number of night elves has returned to the cold and desolate beach to revive the port. They dwell in the village of Auberdine and currently use it as a ferry outpost. The remainder of the seaside is left in ruins.

Geography
Terrain Type: Temperate aquatic (nonflowing water), medium forest, and forbidding mountains.

Darkshore covers northwestern Kalimdor. The tainted land of Felwood rises toward Mount Hyjal to the south.

The rocky cliffs, sandy soil, and ever-present sea mist ensure that little worth noting grows in Darkshore. Kelp, seaweed, and rocks litter the beaches, and a few sparse trees dot the landscape away from the beach.

Once a thriving night elf settlement, it is now little more than a desolate beach dotted with ruined buildings. The weather is cold and stormy much of the time, with a wicked wind stirring up the waves. Rain and fog are prevalent for a good part of the year, allowing only the most talented sailors to navigate the dangerous waters. Shipwrecks of the less talented litter the shallower waters and beach.

The night elves currently living in Darkshore have focused their attention on rebuilding Auberdine. Most of the town is made of new buildings, as the night elves cleared away the ruins they could not restore. Many ruins remain outside Auberdine, and harsh winds and salt water continue to corrode the once sturdy buildings. These worn pillars and crumbling structures are not totally abandoned - stories abound that murlocs and naga are slowly taking the ruins for their own.

Inhabitants
The night elves have a limited presence in Darkshore. They spend much of their time keeping the area directly around the port town of Auberdine safe. The night elves subsist mainly on what they can catch in the ocean and what they can get through trade.

When not fighting one another, naga and murlocs that lurk elsewhere in the ruins of Darkshore attack any travelers who look like easy picking.

Furbolgs inhabit a series of caves beneath the port. Uncultured but friendly to night elves in the past, their time in the ruins has turned many of them feral.

Areas of Interest
Auberdine: Auberdine is the sole warm haven amid the desolate land of Darkshore. The oppressive weather and the creatures that lurk in the shadows make much of Darkshore inhospitable, but this thriving trading post is a safe place for heroes to restock and rest. The town has about 200 residents, mostly night elves. Visitors can stop at the Fish Eye Tavern for a hot bite to eat, purchase supplies at Tassik's Tradepost, or, if they have the knack for sailing, rent a skiff at Syran's Boat House. Residents are quite outgoing for night elves and free with advice, whether offering tips on sailing or advising on travel through Darkshore. Auberdine is also one of the very few night elf settlements that will tolerate a high elf's presence.

Auberdine is a small town with little to defend except a safe way of life. The residents' jovial demeanor is but a thin veneer covering a grim determination to protect their homes. There are few armed forces in a military sense, but local scouts and rangers serve as a ready militia and are prepared to defend their quiet hamlet to the death.

Black Fathom Bay: On the northernmost side of Darkshore lies Black Fathom Bay, an area of harsh, salty marshes. It is uninhabited but for the rare trapper and woodsman. A variety of nasty bay-dwelling beasts make the salt marsh their home, stalking one another and feeding upon those who get caught in the thick mud of the banks.

Black Fathom Deeps: This series of ruins and caverns is built into the side of a cliff directly south of Black Fathom Bay. Many dangerous creatures lurk within - including, if tales at the Fish Eye Tavern are to be believed, ghosts of heroes who fell to some nastiness while within the Deeps. Others suggest that this place, once a night elf temple to Elune, is now the headquarters of the vile warlocks known as the Shadow Council!

Darkshore Ruins: These ruins, located south of the Master's Glaive, are ancient, far older than the other portions of Darkshore that have gone to seed. Not even the night elves know who built the extensive underground complex or when. Whatever the ruins' origins, furbolgs now make their home in the crumbling caves.

The Master's Glaive: To the west of Darkshore stands a mysterious monument, a massive adamantine glaive buried in an unmovable boulder called the Old God Skull. The night elves consider this a sacred area, as they believe the mysterious titans, creators of the world, are the only ones who could have wielded the gigantic glaive.
Magie Divine : Les Nains
Traduction par Erok.

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La Magie Divine : les nains

Les nains ont récemment découvert la preuve qu'ils sont en fait les fils et les filles des Titans - des êtres semblables à des Dieux et à la peau métallique qui ordonnent le cosmos et qui, il y a bien longtemps, libérèrent Azeroth du joug où le tenaient les vils Elémentaires. D'après d'anciennes sources, les Titans créèrent les nains à partir d'une pierre vivante et magique. Les premiers nains assistèrent les Titans à façonner le monde en agençant de vastes cavernes sous terre. Depuis cette découverte, les nains sont devenus obsédés à l'idée d'en découvrir toujours plus sur leurs origines, cherchant encore et encore. Ils ont même réveillé des pouvoirs qui sommeillaient en eux depuis des temps immémoriaux. Les nains ont ainsi appris à changer leur peau en pierre durant un bref instant et ils croient que ceci n'est que le premier des pouvoirs, que d'autres réapparaitront bientôt. Des pouvoirs comme nous n'en avons pas vu depuis que les Titans ont quitté le monde.
Desolace
History
Legends claim that the centaur are descendents of a dark union between one of the demigod Cenarius's sons and a princess of the chaotic earth elementals. When the first khans were born of their union, it is said that they murdered their father, for shame of their misshapen appearance. They were born filled with rage and savagery and have not calmed in the centuries that followed. The first of their kind, the first khans, gave rise to the five tribes of the centaur. The race swept across Desolace and soon became legendary for its brutality. The diligent night elves held them in check for ages until the Burning Legion rained its destruction upon the world. The night elves left the centaur out of necessity for their own survival during the wars, allowing the twisted race to assume control of Desolace.

Though fortunate enough not to be scorched into oblivion in the demon wars, Deolace was savaged nonetheless due to the centaur's ceaseless agression. No longer threatened by night elves, the tribes plagued other plains races - chiefly, the peaceful tauren. This struggle endured for generations, until recently, when the tauren were at last driven from Desolace.

The centaur were never content with controlling Desolace and have followed their tribal khans in a series of clashes with other races throughout southern and central Kalimdor.

Geography
Terrain Type: Hot rugged hills, some rocky desert and rugged mountains.

The mountainous barriers of the Stonetalons lie to the north and the Thousand Needles to the southeast, isolating Desolace from much of the rest of Kalimdor. The grasslands and mesas of Mulgore stand directly east, and the land runs rugged and open to the storm-tossed coast to the west. The winds create waterspouts against the lowland hills along the shore. The western coastline of Desolace is lush in sad contrast to the wasteland of its interior.

Desolace is a gray, rocky wasteland littered with bones. It seems almost under a supernatural curse, its skies always black and stormy, with lightning and high winds a constant throughout the realm.

The surrounding mountains form a significant barrier to travel, a key reason why the centaur have never established more than a sporadic presence elsewhere on Kalimdor.

Inhabitants
Five barbarous centaur tribes dominate the entire region with the strength of overwhelming numbers and unequaled ferocity. Each tribe is led by one of the dreaded khans and is known by a distinctive tribal color - Black, Brown, Green, Red, and Yellow. Members use the color to mark their weapons and their faces. The khans who lead each tribe rarely have contact with each other except in times of war.

There are no other cultures of any note in all of Desolace. The centaur have run them all down in their unceasing lust for conquest. The only animals that can sustain themselves in this arid and violent land are beasts such as lions, raptors, sand serpents, and harpies.

Areas of Interest
Kodo Graveyard: Mighty as the reptilian kodo beasts are, they are not immortal. Those that feel the approach of death make their way through the Thousand Needles to the plains in eastern Desolace, where they eventually perish. No one knows why the kodo beasts come to this particular place, but it is a habit long maintained. The area is filled with bones as well as the sick and the dying. It is far from peaceful, however, as everything from scavenging raptors to mighty lions come to feast upon the aged kodo beasts.

Maraudon: Although each of the five centaur tribes maintains its own stronghold elsewhere in Desolace, this is the region's capitol. A vast gathering of palatial tents surrounded by a cultural center and meeting place for all centaur. Behind a series of spiked barriers in the center of this mesa stands Terramok, an ancient titan vault. This place is rumored to hold Theradras, former princess of the vile earth elementals and legendary mother of the centaur race. Some even claim that Theradras guards the tomb of her husband, the Keeper of the Grove killed by the very first khans.

The only permanent centaur resident is Krullaran the Prophet. The centaur of Desolace turn to the khans for protection, but they look to Krullaran for guidance. Many believe he communes with the titans and possesses insight to the glorious return that the centaur will someday make to the northern lands.

Opel Ridge: Prisoners captured by the centaur are forced to work deep underground, mining opals in the heart of Desolace. Centaur use the gemstones to adorn their weapons and armor or to trade with the goblins or quilboar for needed supplies. The mine's existence was a secret until recently, when a dwarf escaped and whispered about his captivity. He died before offering any indication of where the mine is, but this mystery has not stopped expeditions from heading out in search - some to liberate the prisoners who remain, others to take control of the mine and its supposedly limitless riches.

Realm of the Harpies: As with most names bestowed by centaur, this area has a clear if unimaginative label. Harpies call this rocky stronghold their own and use it as a staging point to attack the weak and unwary.

Spearhold: The centaur of Red Tribe call this ruined fortress theirs. Standing atop a rounded hill, Spearhold has many buried spears jutting out the base of the walls. Dangerous though the spears can be, enemies should fear the arrows. Some say that Temuejin, the Second Khan, has so great a supply of arrows in his armory that his archers could volley for three days before exhausting their ammunition.
Durotar
History
For many years, Durotar was home to the quilboar. Then Thrall, Warchief of the orcs, brought his race to Kalimdor in search of a new homeland. The quilboar were tenacious but ultimately no match for the unified might of the orc clans. The bristled "boar men" were driven back in a series of decisive orc victories along the northern canyons and ultimately pushed to the most remote regions of Durotar and even into the Barrens. The orcs claim the coastal realm as their own, but the quilboar vow to reclaim it someday.

Geography
Terrain Type: Hot rugged hills, plains (grassland), rugged mountains.

The realm of Durotar - named by Warchief Thrall in honor of his father, Durotan - occupies the east coast of Kaimdor, just across the river from the Barrens. The goblin port of Ratchet stands to the south, with the ruined shores of Azshara some distance to the north.

The region is warm and rocky, but not as arid as the rest of the Barrens. A fair amount of vegetation grows thanks to the warm easterly winds blowing in from over the ocean, but truly fertile soil is rare, making farmland precious. Sage brush on the plains and thin pine forests at higher elevations combine with rugged hills and canyons to break up the landscape.

Inhabitants
Orcs are by far the major inhabitants of Durator. Quilboar cluster in the canyons along the northwestern borders and encroach from the Barrens to the west. Centaur warbands make the occasional foray, and furbolgs and undead have been seen in more than one instance. Herd animals such as deer and goats roam the land, preyed upon by wolves and coyotes.

A number of Horde settlements have been established throughout the region, but much of the land has yet to be tamed. The cities and towns scattered along the frontier are heavily fortified against attacks from quilboar raiders, centaur warbands, rogue furbolgs, and even sudden appearances by undead and the occasional demon. Caravans are common targets, creating a strong market for caravan guards.

The few large cities are distant from one another, with a variety of smaller encampments and villages scattered in between. Given that Durotar is the orcs' new homeland, Horde races and independents are welcome throughout the region. Alliance races risk their lives when they venture into Durotar.

Areas of Interest
Blackblood Gorge: This expanse of jagged canyons and narrow valleys in northern Durotar is the last bastion for the region's quilboar. Cutthroats and thieves also hide in these twisting canyons. Orc hunting parties from Orgrimmar raid the area regularly, both for matters of security and for sport.

Drygulch Ravine: Centaur warbands have assumed control of this canyon in western Durotar. The violent creatures use the many twists and folds within the canyon to hide out from Horde patrols in between their periodic raids.

Orgrimmar: Built into a jagged mountain valley, the city of Orgrimmar (named after Thrall's mentor, Orgrim Doomhammer) is a fortified bastion. With its massive palisade walls and its structures carved into the very sides of the cliffs, Orgrimmar stands as a brutal tribute to orc might and resolve. The city is ruled by the orcs' beloved warchief and shaman leader, Thrall.

Thunder Ridge: This breathtaking gorge is untamed by humanoids as yet. Thunder lizards give the place its name, dominating the landscape for some distance. Tallstriders are also seen hanging out on the fringes with an eye out for an easy lunch.
Dustwallow Marsh
History
Dustwallow Marsh was once a high plain filled with herd animals that thrived on the tall grasses. Then came the great Sundering, and the plain was smashed down into the ruined landscape, creating the great marsh that exists today.

Geography
Terrain Type: Temperate to hot watery swamp.
Dustwallow Marsh is located southeast of the Barrens and north of the Thousand Needles. The swamp curls to the east, forming a bay around the island of Theramore.

Dustwallow is a flood plain fed by underground springs and surrounded by the dry savannahs of the Barrens. The marsh is eternally wet, muddy, and hot, unfit for proper settlements and a haven for creatures that crave the wetness and humidity. Narrow banks of slippery mud separate endless stagnant pools and algae-choked channels, making Dustwallow a traveler's nightmare.

The roads that cross the fen are muddy and treacherous, and the surrounding swamp is even more dangerous to traverse. Those who mistake the thick, wandering bogs of the marsh for solid land may fall through, only to have the floating plants close above and trap them in the brackish water. Also, the Dustwallow teems with predators that lurk just beneath the surface of every pool and skulk behind every bush.

In the east, the turgid water of the marsh mixes with salt water from the sea. The rocky form of Theramore Sile lies just beyond in the bay. The marsh is the best way to approach Theramore by land, as jagged rocks outside the bay make sailing directly from the goblin city of Ratchet difficult.

The marsh's southern expanse grows rockier as it approaches the Thousand Needles. The pools are larger and far deeper, with half-submerged rocky outcrops. Many of these rock clusters have openings that lead into cave systems. The caves are often surprisingly dry and serve as lairs for a variety of beasts. Some conjecture whether the caves are interconnected with the underground river that keeps the swamp submerged or if they might even extend out to the sea.

Inhabitants
The hundreds of shallow pools that comprise the marsh hold creatures from massive plant-eating kodo beasts to ambushing packs of raptors to territorial water-loving murlocs. The saltwater swamp of east Dustwallow is a popular breeding area for the murloc packs.

Indeed, the waters teem with aquatic creatures of all sorts. Humans and murlocs drag nets down the channels to harvest gigantic mudfish, but also pull in everything from alligators to eels. Poisonous snakes hang from the trees, and some of the larger specimens are known to drag the unwary up into the branches.

Of course, these dangers are nothing compared to those of the Dustwallow's southern region. The rocky outcroppings common to this area are ideal lairs for black dragons, and those creatures are so common in the area that it has earned the name "Wyrmbog."

Areas of Interest
Bluefen: This small village stands on the damp border between the Barrens and Dustwallow Marsh. The area is known for a plant that the locals boil to produce distinctive, bright blue dyes. The powdered form of the dye is popular in markets for its supposed use in mystic tattoos. Shamans have displayed powers ranging from increased endurance to the ability to see in the dark, supposedly derived from the indigo tattoos they wear.

Brackenwall: A large and shadowy fen along the western edge of Dustwallow Marsh, Brackenwall has become infamous for the number of explorers who have entered it and never returned. The tauren refuse to go near Brackenwall and blame disappearances on what they call "the hungry mists." The tauren have even erected a series of stone pillars inscribed with protective runes along the border that Brackenwall shares with their homeland of Mulgore.

The Broken Giant: In the northern reaches of Dustwallow Marsh, dwarven explorers were thrilled to discover the remains of a titan statue, broken off at the knees. Despite months of study, the statue yielded no information to help in the investigation of their titan heritage. This dead end has not stopped other Ironforge dwarves from making a pilgrimage to lay their hands on the statue's 20-foot wide sandals, convinced that it will bring them luck and property.

Dragonmurk: Only a few abandoned huts remain of the tauren outpost that once stood in the deepest and darkest parts of Wyrmbog. The inhabitants either fled or were consumed when Onyxia, an enormous black dragon, claimed the nearby cave system as the home for herself and her many children. Onyxia bore the tauren no specific ill; they just had the bad luck to be in the way. She carries great malevolence toward the Alliance, which she believes is behind the recent disappearance of her father, the ancient black dragon Deathwing. Travelers through the marsh tell tales of unfortunates abducted and tortured by Onyxia and her brood.

Theramore: The main human settlement on Kalimdor is not actually on Kalimdor. Theramore is a rocky island east of Dustwallow; the humans' walled city bears the same name as the island. It was originally settled with the sole purpose of survival. Yet the time since the Third War has seen the city prosper, making for a natural progression from mere subsistence to a desire to restore the glory of old. See the "Theramore, Fortress of the Alliance" sidebar for more details.

Witch's Hill: Tauren tell of a murloc witch who lives in a hut on high hill and speaks nothing but the truth. Those who have braved the swamp's dangers did find the oracle, but it is not the witch. She takes a supplicant's question and repeats it in a surprisingly strong voice - and the hill gives its reply. In truth, it is not a hill at all but a giant turtle that hears only the witch's voice and replies in an unknown tongue. The witch translates the oracle's words for a fee, and its pronouncements are remarkably accurate.

Wyrmbog: The southern reaches of Dustwallow Marsh are called "Wyrmbog" for all of the black drakes and dragon whelps that lurk among the shadowed rocks and slither across the waters to attack anything foolish enough to come near. Alliance and Horde often come into conflict with the dragonkind as they skirt the edges of Wyrmbog on the way to other parts of Kalimdor.

Theramore, Fortress of the Alliance
This large island is the Alliance's stronghold upon Kalimdor. It was built primarily as a military fortress, but has grown somewhat to serve as a trading port.

Approach from the sea is extremely difficult dut to the jagged rocks jutting out of Dustwallow Bay, leaving travelers to journey on foot through the marsh to one of the villages that run ferries out to the island. Fearful of pirates from Ratchet and elsewhere, the cannons of Theramore will fire without warning on any ship approaching the island unannounced.

Inside the thick walls of Theramore, the people have labored hard to recreate a piece of Lordaeron. Graceful towers rise high above clean, cobblestone streets lined with shops and homes. At the center of the city lies the Foothold Citadel, a squat keep housing the chambers of the Alliance Assembly. Though the streets recall the quiet serenity of the Alliance of Lordaeron, the meetings of the Assembly reveal the considerable strain among the city's residents. After years of near-paternal guidance of the humans of Lordaeron, the high elves resent being forced to rely on the hospitality of the younger race since arriving on Kalimdor. As humans hold five of the seven seats on the Alliance Assembly, both the elves (with two seats) and the dwarves (with none) feel underrepresented in the rulership of both Theramore and the Alliance in general. As the dwarves continue to accumulate more evidence of their titan heritage that they want to present to their king in Khaz Modan, their protests that the Alliance does little to return across the sea grow louder and louder.

Despite this internal debate, the Alliance places a high value on law and order in Theramore, and city guards make regular patrols to maintain the peace. When skirmishes break out between high elves and night elves or Alliance veterans decide to settle old debts upon an orc visiting the city, the guards are quick to round up the offenders for a speedy trial at the Foothold Citadel and imprisonment in Ironclad Prison, the dungeons of which are along tunnels dug deep into the rock of the island. Sentences for fighting and disturbing the peace tend to be light (usually only a few days' incarceration), but sentences for more serious violations of the Alliance's code of law, such as high robbery or murder, can be much more severe.
[Magie Divine : Les Dieux des Elfes de la Nuit]
Magie Divine : Les dieux des Elfes de la Nuit

Les elfes de la nuit sont les seuls à vénérer certaines divinités. Ils adorent Elune, la déesse de la Lune; Cenarius, le Seigneur des Bosquets, le Veilleur des Chemins. Ils considèrent aussi les deux divinités jumelles ours Ursol et Ursin ainsi qu'Aviana, la Dame Corbeau. Les puissants ours ont combattu aux côtés des elfes de la nuit contre la Légion Ardente lors de la Guerre des Anciens; la déesse corbeau était quand à elle une messagère ainsi que la protectrice des secrets et des mystères de la terre sauvage.

L'égard envers ces dieux est un aspect central de la vie des elfes de la nuit et cela influence profondément leur culture. Beaucoup d'autres races ont seulement une connaissance légère de ces dieux et certains se demandent s'ils existent vraiment. Les dieux n'accordent pas de sorts à leurs fidèles mais la croyance en ces déités ainsi qu'en leurs mythes permet d'en retirer une réelle puissance divine.

Les elfes de la nuit ne rendent pas de cultes à leurs dieux mais les vénèrent en les considérant comme des professeurs. Pour les étrangers, cette révérence est souvent confondue avec le culte, mais cela s'avère différent. Par exemple, Cenarius a enseigné ses arts aux druides elfes de la nuit, leur accordant le pouvoir d'appeler la nature. Les druides bénéficient aussi de forces protectrices par les bénédictions d'Ursol, d'Ursin et d'Aviana.

Elune :

Il y a plus de 10 000 ans, les Kaldorei primitifs, qui deviendront les elfes de la nuit, ont adoré Elune, la déesse de la Lune. Ils pensaient qu'elle dormait dans les eaux chatoyantes du Puits de l'Eternité pendant la journée et que, la nuit tombée, elle se levait pour éclairer le ciel d'une pâle splendeur.
Les elfes de la nuit croient qu'elle les observe et protège et qu'elle leur accordent la capacité de se fondre dans l'obscurité (d'une nuit de velours). Les prêtresses d'Elune, comme la célèbre et légendaire Tyrande Whisperwind représentent la grâce et la puissance d'Elune dans le monde physique. Elles utilisent le pouvoir de leur foi pour combattre leurs ennemis et pour se protéger, possédant aussi des côtes de mailles argentées. Les effrayantes chasseresses elfes de la nuit tirent elles-aussi leurs forces d'Elune, même si elle n'utilisent pas de sortilèges divins.

Les elfes de la nuit vénèrent Elune et extraient une grande part de leur force guerrière et de leur énergie divine grâce à leur dévouement. Personne ne sait réellement comment ces croyances en Elune ont commencé, étant donné que les millénaires passés ont brouillé ses origines. Peut-être a-t-elle offert aux elfes de la nuit cette capacité unique qu'ils possèdent pour se fondre dans la nuit; peut-être tirent-ils leurs pouvoirs d'une union avec le Puits de l'Eternité ou quelque autre source. Dans tous les cas, bien que l'existence actuelle d'Elune peut être incertaine, une chose est sûre – elle vit dans les coeurs et les esprits de son peuple, et cela leur suffit pour invoquer le courroux de la déesse.

Cenarius :

Cenarius est le demi-dieu druidique des Bosquets. Il est le seul parmi les déités à avoir vécu de façon sûre dans le monde physique. Le puissant Cenarius a le torse et la tête d'un elfe de la nuit mais le reste de son corps est celui d'un grand cerf gris. Il est le spécialiste des énergies druidiques qui parcourent la terre ainsi que le père des enchanteresses Nymphes et des sages Gardiens du Bosquet. Une forte rumeur stipule qu'il est le père des centaures, ces barbares maudits qui ravagent les plaines brumeuses des Barrens – bien que cela n'ait jamais été démontré.

Les elfes de la nuit ont rencontré Cenarius on ne sait il y a combien de temps, lorsque les Kaldorei et le monde n'était pas encore souillé par l'infection de la Légion. Les elfes de la nuit primitifs se sont liés d'amitié avec le demi-dieu, ce dernier leur a appris à adorer les forces de la nature ainsi que toutes les créatures vivantes. Il a toujours été méfiant envers la magie des arcanes et a aidé à combattre la première invasion démoniaque pendant la Guerre des Anciens. Après que les démons aient été chassés et que les territoires aient été tellement détruits qu'il était devenu impossible de les reconnaître, Cenarius a pris des mesures afin d'éviter qu'il arrive une fois encore une catastrophe similaire à celle qui venait de se réaliser. Ce dernier et le héros Malfurion Stormrage, ont enfermé ensemble le frère du druide, le traître Illidan, dans une crypte enterrée pour l'éternité; le demi-dieu réapprit alors aux autres elfes de la nuit les arts druidiques. Cette magie permettait à chacun d'invoquer les énergies primaires de la terre et des êtres vivants.

Tout comme les chamans de la Horde (voir plus loin), les elfes de la nuit tirent leurs forces de la terre et de la nature qui autorisent leurs sorts. Les druides contournent les esprits, et pourtant ils puisent directement dans l'énergie originelle qui s'écoule à travers le sol et à travers chaque chose existante. Les druides partagent un lien intime avec la nature. Ceux qui exercent cette magie ont la capacité de se transformer en de redoutables bêtes et d'appeler les arbres pour combattre leurs ennemis.

Des milliers d'années ont passé pendant lesquelles Cenarius a veillé sur les elfes de la nuit depuis les Moonglades (clairières de lune) et pendant lesquelles les Sentinelles ont conservé une grande vigilance. Par la suite, comme tous le savent, les démons ont envahi à nouveau le monde et les hommes ainsi que les orcs sont venus en Kalimdor. Grom Hellscream a bu le sang corrompu de Mannoroth et a ainsi infecté les orcs s'opposant aux forces de Cenarius. Le puissant demi-dieu, déclinant avec les années dans lesquelles il a pu enseigné toute sa sagesse, a été tué dans les forêts proches de son foyer. Son esprit persiste, mais son corps a été détruit à jamais.
__________________
Frappe de toute ta force et ton poignet se brisera. Frappe sans conviction et le vent se jouera de toi.
Felwood
History
This lush and vibrant land of woods and meadows was tended by the Kaldorei and protected by the demigod Cenarius. Bubbling streams ran through quiet, grassy meadows, and the summer sun was tempered by the whispering breeze and the cooling rain. The leafy corridors of the forest rang out with the music of songbirds. It was as close to a paradise as the world has ever known. Then the Burning Legion befouled the land. Any trees and creatures that escaped outright destruction became forever cursed in the demons' rampage.

Geography
Terrain Type: Temperate sparse forest and gentle hills.

Felwood lies south of Darkshore, curling around the lower slope of Mount Hyjal to the southeast.

Known to have felt the cursed touch of the Burning Legion, Felwood is an eerie, dark, and haunted region of scattered gloomy woodlands and tainted vales, all of it teeming with evil. The meadows of Felwood retain the sickly, charred look they took on when the demons cursed the land thousands of years ago. Nothing grows there. The mighty ancients that once guarded the land now roam blindly, their limbs twisted and their bark hides bleeding fell poisons. The once tranquil rivers and streams now boil with poison and noxious gasses.

Felwood is a dismal and dangerous land to all who enter. Most cross into Felwood only out of necessity, for it lies directly along the road to Hyjal Summit. Armed travelers are usually safe if they pass along the main road by day, but they have no guarantee of safety if hey leave the trail or if they venture into Felwood after nightfall.

The night elves feel constant shame that they failed to protect this noble land. All their efforts to restore health to the woods and meadows through divine magic have failed. Despite the lingering curse of 10,000 years, the night elves refuse to cease in their efforts to lift it.

Some think that the key to healing the blighted land lies with Illidan, brother to the night elf hero Malfurion Stormrage. Illidan was known to have consumed the artifact called the Skull of Gul'dan, which originally blighted the forest. Only powerful divine magic can likely save the land, however.

Inhabitants
Felwood has no village, no people of its own. The land is a cursed relic, a danger to all within its bounds. Even creatures united in evil are not safe from the depredations of one another. Explosions and flashes of arcane brilliance erupt throughout Felwood as druids clash with the warlocks they have come to destroy. The ground shakes from the footsteps of accursed ancients who prowl in search of victims. Twisted furbolgs and satyrs range through Felwood in bloodthirsty packs, and savage beasts lie in wait for the unwary.

Felwood is home to many beasts, with bears, wolves, and panthers the most numerous. As herbivores refuse to eat the cursed vegetation, the carnivores have turned to feeding on each other. Combined with the great curse, this development has created in each creature a brutal rage - a rage that the beasts turn on one another and any who dare to enter their territory.

Cursed furbolgs roam the forest, looking for an end to their torment. They are hardy enough to survive drinking the cursed waters of Bloodvenom Falls, but the water only increases their madness. Cursed ancients lurk near night elf ruins and will attack anyone they see. They are stronger than their healthy counterparts, empowered by evil. The ancients hold a special grudge against the night elves who abandoned them and will unleash special savagery upon anyone remotely resembling an elf. Satyrs dwell by tainted moon wells, their dark magics twisting Felwood's curse ever deeper into the land. Rumors circulate that the shadowy satyrs work as scouts and assassins for the Shadow Council in Jaedenar.

The undead Scourge and what demons survived the Third War have also made a home in Felwood. These recent arrivals have stirred the other residents into turmoil, making the region even more violent than before.

Druids of the wild make forays into Felwood with the aid of elven rangers, hunting down the greatest evil they can find and attempting healing magic upon the land. High elves and paladin warriors have likewise come to Felwood to cleanse it of undead and root out the reclusive Shadow Council.

Areas of Interest
Felwood is home to no cities to speak of; the night elves fled the area thousands of years ago, and no one has found the ambition to settle in the cursed forest since.

Bloodvenom Falls: Once a shimmering waterfall fed by pure springs, these falls now spew putrid water. Venomous poisons pump out of a cursed earth, spilling over a rocky edge into a pool of sinister jade. The night elves claim that drinking the waters will kill you, and being doused by the waters burns like acid - if you're lucky, that is. Rumors suggest that the vile water twists those it touches, birthing evil creatures to wreak havoc upon the countryside.

Jaedenar: Though no habitable villages are found in Felwood, the Shadow Council and its warlock agents have taken up residence in a series of ancient night elf ruins somewhere within the cursed region. They have named this place Jaedenar, after the great demon Kil'Jaeden. The Shadow Council purportedly seeks to spread the region's corruption and evil to the rest of Ashenvale Forest, thereby finishing the Legion's dire plans for Kalimdor's destruction.

Petrified Forest: This expanse at the southern end of Felwood consists of trees and ancients turned to stone. The stone corpses of the sentient trees have looks of terror forever etched upon their granite faces, and they were caught in some nightmarish explosion.

Timbermaw Hold: This ancient furbolg fortress is located near Felwood's eastern border. It is a vast and rambling place, rumored to run deep into the slopes of Mount Hyjal. No one knows for sure how big it is, since the furbolgs abandoned it in ages past. Undead and satyrs may now wander the shadowed corridors... along with whatever cursed furbolgs still roam the depths. Wise travelers would bypass the site entirely if it were not the only passage through to Winterspring and Hyjal Summit.
Hyjal Summit
History
The Kaldorei have long held this great mountain sacred. When the first Well of Eternity was destroyed in the first demonic invasion., the resulting implosion triggered a cataclysm that made the world shudder. Mount Hyjal endured, however, and the night elves emerged to rebuild their society - though without arcane magic this time.

One of the fleeing night elves - Illidan Stormrage, brother to the mighty druid Malfurion Stromrage - had taken a portion of water from the Well of Eternity. Illidan could not bear to live without the Well of Eternity. Illidan could not bear to live without the Well's magic. After the cataclysm, he poured this water into a lake at the peak of Mount Hyjal, creating a second Well of Eternity. The night elves were outraged at this act, for it was the first Well's energies that originally brought the demons to Azeroth. Illidan was imprisoned, and Malfurion met with the three great dragons to create the World Tree, Nordrassil.

The World Tree grew over the Well to obscure and protect it. In the centuries that followed, the night elves were a constant presence, nurturing and protecting the World Tree that stood in the valley between the twin peaks of Mount Hyjal. The Burning Legion targeted the Tree in the Battle of Mount Hyjal, but, infused with the combined power of Azeroth's mortal races, it blasted the demon lord Archimonde and freed the world of the demon menace.

Geography
Terrain Type: Temperate rugged and forbidding mountains.

Hyjal Summit rises high above northern Kalimdor, surrounded by Winterspring, the Moonglade, and Felwood.

The mountain's twin peaks are the highest points of Kalimdor and home to Nordrassil, the massive World Tree. The climb to the peak takes travelers past everything from dense forests at the foot to rocky meadows with sparse growth as the grade gets steeper. Nordrassil's sheer enormity strikes awe into any who have the rare honor of approaching it. The root system spreads over the entirety of Hyjal's peak, and its vast, charred branches seem to touch the sky. Damaged in the recent war, it now heals itself at a rapid rate.

Although the World Tree rests upon a high mountain peak, its magic keeps the weather pleasant and warm year round - until this past year, when Hyjal saw its first winter. Otherwise, the air remains warm and crisp and the sky is always a dark blue peppered with a blanket of stars. The night elves hope that the regenerating tree will begin to regulate the weather again soon.

Inhabitants
Few elves live at the peak of Mount Hyjal, but the mountain and the World Tree shelter the night elves in the forests and shores at the foot of the mountain.

The forests and rocky mountain slopes harbor many dangerous beasts. With the magic of the Well of Eternity and the World Tree saturating the air and infusing the groundwater, the creatures of the forests are stronger and smarter than those anywhere else on Kalimdor.

Deadly black tigers and bears prowl the forests, as do powerful stags. These creatures do not fear fights; they even seek them if the prey looks weak enough. Even smarter and deadlier beasts inhabit the forests. Hippogryphs and chimaera are a common enough sight among the forested peaks of the Summit. Hippogryphs, magical beasts that look like a stag crossed with a raven, patrol the skies and attack anyone they deem a threat to the forests. Although friendly to night elves, they do not show kindness to strangers or those they consider a menace. Wild dire wolves also lurk on the mountain slopes. They have no natural enemy and are fearless even when met with several armed hunters.

The forests on Hyjal are also known to be home to the occasional treant and stray ancient. These sentient, motile trees protect the night elves' towns and the surrounding forests.

Areas of Interest
Eternity Bridge: This ornately worked ivory bridge arcs from the south shore of the Well to massive roots or Nordrassil. The bridge is wide and strong, but dangerous beasts occasionally attack travelers as they cross.

The Well of Eternity: The glowing, swirling pool was once a sizable lake, It extends around Nordrassil, creating a layer of protection around the Tree. Its mystic power is so potent that none who attempt to drink from it - or, foolishly, swim in it - can hope to survive, assuming that the ambassadors would let anyone get close enough to make the attempt.

The World Tree: The key point of interest on Hyjal is Nordrassil, the World Tree. It stands thousands of feet high, and its vast canopy almost blocks out the sky. Although the tree suffered much damage in the last war, it is healing itself. It did not flower or grow leaves this past year, but the druids hope that this coming year it will begin to grow again.
The Moonglade
History
The Moonglade was the druids' home for thousands of years. When the Burning Legion ran rampant over the land in ancient times, the Moonglade remained untouched. The night elf druids went into deep meditation in the secure caves of the Barrow Dens, sending their minds into the plane of the Emerald Dream. The remaining night elves built the town of Nighthaven.

During the Third War, the Moonglade again remained the safe haven of the elves. Although battles were fought there, the land was not befouled. Most of the night elves' population remains in the Moonglade, surrounded by the old forest trees and the ancients, preferring solitude over communion with other races.

Geography
Terrain Type: Medium to dense temperate forest and alpine meadows.

The Moonglade ranges east of Felwood, just north of Winterspring Grove along the lower slope of Mount Hyjal.

The Moonglade is a magical, sylvan forest draped in perpetual night. The moon stays high within the ebon sky, illuminating the woodland below with a silvery glow. The land never suffers the extremes of weather, enduring in an endless warm summer eve.

Considered holy to the night elves, the Moonglade is home to the night elf race and its powerful druids of the wild. Indeed, the druids had long rested in meditation under the glade, until the return of the Burning Legion awakened them. They remain awake, vowing to protect nature and heal the fractured continent from its war wounds.

Inhabitants
The sacred forest of the night elves is home to many beasts both dangerous and friendly. The Kaldorei themselves live in cautious harmony with the wildlife, such as the black tigers and the bears that prowl and hunt in the woods. The elves often capture and tame the proud saber cats to use as mounts, but encountering one in the wild is dangerous.

Less harmony is enjoyed with the forest's more dangerous denizens. Satyrs - cursed, deranged night elves - also lurk here and plague the night elves' solitude frequently. Some furbolgs, driven feral by drinking the foul waters of Felwood, will attack travelers as well. Fierce dire wolves and hippogryphs have also been reported in the area.

In addition to these animals are the ancients: sentient trees that act as protectors of the forest. Treants, the smaller tree-men cousins to the ancients, roam the Moonglade. These beings act as fierce protectors of the forest. They do not hesitate to unleash their might upon any who would damage trees or otherwise harm nature. Many ancients live in the forest near Nighthaven. These sentient trees once had the vital task of channeling forces of the land to sustain the night elves' immortality. They now aid in the elves' warrior training and help protect their village.

The Keepers of the Grove, powerful druids said to be direct offspring of the demigod Cenarius, roam the Moonglade as ever-vigilant protectors. The night elves send their own patrols out, though they focus primarily on defending Nighthaven and the Barrow Dens.

Areas of Interest
The vast forests and vales of the Moonglade are sparsely populated. The sole settlement of any size is the night elves' capital, Nighthaven.

Barrow Dens: The northeastern corner of the Moonglade holds the Barrow Dens. This area is sacred to the druids and is also formerly home to the late demigod Cenarius. The Barrow Dens are an ancient underground fortress, with passages and caves containing the living and working chambers for the druids of the wild. The dome in the center of the hill holds Cenarius' Lair, now a shrine to the valiant demigod.

Moon Wells: Enchanted pools throughout the Moonglade give the night elves their spiritual power and feel the World Tree that stands atop Hyjal Summit. The shimmering waters within give off a blue light, causing the moon wells to glow slightly in the night. They are scattered throughout the forest, often near giant standing stones covered in ancient runes.

Nighthaven: This city holds the largest concentration of night elves anywhere on Kalimdor. Massive trees, ancients, and many forest beasts fill the surrounding woods. Nighthaven has survived for centuries despite demon and undead attacks, and the night elves protect their home fiercely.

They are very cautious of whom they let enter the village. High elves are not allowed under any circumstances, and anyone smelling of arcane power is likewise turned away. Those allowed entry find Nighthaven hospitable, though a subdued and even eerie place. Night elves run the inns, taverns, and shops, and their way of life is rooted in nature. This spiritual heritage manifests in many small ways that foreigners may find unsettling - from how the buildings are constructed to mesh with the surrounding woods to a wildness that seems to lurk just beneath a quiet demeanor.

While visitors may come and go as they please for the most part, they are never allowed near moon wells. In addition, any high elves seen near a moon well are attacked on sight.
Mulgore
History
This rich plain was once used by the night elves as prime hunting grounds. When the Great Sundering shattered the world, mountains pierced the earth and the night elves fled north. The mighty tauren made their home upon the low valleys and high plateaus after the night elves left. In time, the ash of upheaval disappeared and the once fertile grasslands returned.

The aggressive centaur claim the right to the fertile grasslands and have warred constantly against the tauren for supremacy of the land, but the tauren's mesa strongholds have so far proved impregnable.

Geography
Terrain Type: Temperate rugged hills, plains (grassland), some rugged mountains.

Mulgore is a landlocked region, with Desolace to the west and the Barrens to the east, the Stonetalon Mountains to the north, and the Thousand Needles to the south.

Mulgore is the ancient homeland of the tauren, who live on the windswept mesas and roam the grassy valleys. Below the mesa's ridgeline are the vast emerald plains, which hold an abundance of life including prairie wolves, young kodo beasts, and tallstriders.

Inhabitants
The centaur horde mercilessly hounds the tauren throughout Mulgore. The tepee-like tents and crude hide huts that comprise tauren towns stand in stark contrast to the turning windmills and pulley structures that keep the tauren grainmills operating. Large, ornately carved totems dot every street and stand above every major structure.

Toward the eastern border, quilboar displaced from Durotar have started creating dens with thorned hedgerow barriers. For now, it is a small concern for the tauren, but if the bristly "boar men" encroach too far, there will be a price to pay. At present, the tauren are far more interested in what the centaur are up to.

Mulgore is filled with a variety of antelopes, rabbits, and wild boar, making it the ideal place for game hunting. A tauren pastime involves hunting these animals to improve one's combat skills. The tauren rarely eat their prey, preferring to graze on the wheat and grass that grow wild in the valley.

Areas of Interest
Dalsh-Beran: The tauren do not build cities like other races do. Instead, they build many smaller communities that trade on the barter system. With the growing presence of other settlements, the tauren leaders established the settlement of Dalsh-Beran near the Barrens and let the Horde construct one building where they can reside and construct one building where they can reside and conduct business. All races are welcome to trade here, but those not of the Horde are discouraged from wandering around town, especially at night. Dalsh-Beran has grown from a small trading outpost to a large fortified city, capable of maintaining the trade routes passing north to south and to the east through the Barrens.

Grassmount: This trio of grassy hills is a favorite encampment of the tauren. A series of tombs surround the Grassmount, monuments to tauren who have fallen in battle against the centaur. Among these monuments is the tomb of the legendary Lazur Hornblade, whose spirit is said to protect all who camp at Grassmount.

Lake Stonebull: Mulgore is home to the only major source of water in western Kalimdor. The lake is named after the mighty tauren hero who fell battling the Burning Legion. Water fills the lake from underground rivers stretching as far north as the Ashenvale Forest.

Monolith Glen: The most fascinating area in Mulgore, and some say in all of central Kalimdor, is the mysterious Monolith Glen. This small grove of upright obsidian black stones was set by the night elves aeons ago. The massive stones are covered in ancient Kaldorei runes and are avoided by the local centaur and the tauren. No one knows why the night elves chose this spot to be hallowed ground, and research has so far not uncovered any clues.

Redrock Mesa: This training ground is found along Mulgore's northern border, in the foothills of the Stonetalon Mountains. It is used to train young tauren in hunting skills and combat to make them prominent warriors within tauren society.

Thunder Bluff: Thunder Bluff is the single largest gathering of tauren. Built atop a near-impenetrable mesa deep in the south of Mulgore, this collection of tents and thatched huts serves as the tauren's central home.

The tauren learned long ago they could build no wall that would hold back attackers. Having no real ranged weapons, they could at least defend from behind a wall. So, surrounding the tauren dwellings is a wall made of great logs and granite boulders that twists in winding corridors from inside to outside. This circuitous defense ring is designed to utilize the tauren's most vicious attack. As raiders try enter through the corridors, the tauren block the entrances with their bodies and smash their foes with massive logs resting on their shoulders. To this date, Thunder Bluff has never been sacked.

The Por-ah Stone
Shamans have interpreted wall paintings in a network of caves outside of Thunder Bluff, paintings that speak of the ancient tauren artifact called the Por-ah Stone. The paintings suggest the Stone can be used to communicate with the elder tauren of days before the Sundering. Many chieftains have argued whether they should search out the Por-ah Stone. Some day the elders could use the Stone to guide the tauren better in the old ways, restoring the tribes to their former glory. Others proclaim it to be the work of arcane magic - which might therefore destroy the tribes. With no tribal decision made yet, the Por-ah Stone remains undiscovered. Whatever its true function, it would likely fetch a high price if found, even if sold by someone other than the tauren.
Stonetalon Mountains
History
The STonetalon Mountains were once a low set of hills giving a gentle view to the ocean waves in the west. The Sundering that tore apart the world drove great sandstone cliffs and mountain peaks high in the air. Water from the eastern coast poured into the newly created chasms and gorges. With the aid of erosion from the Blackwolf River, the Stonetalon Mountains have expanded into a vast network of canyons and cliff openings that invites adventurers and beasts alike to explore the virgin lands.

Geography
Terrain Type: Temperate rugged and forbidding mountains.

The Stonetalons rise in central Kalimdor, south of Ashenvale Forest and north of Desolace. The mountain range feeds into the bleak expanse of the Barrens to the east.

The atmosphere of the Stonetalon Mountains can best be described as extreme. At the lower elevations it is windy, hot, and dry. It is a harsh place where food cannot grow and flash floods are commonplace in the early summer months. Moisture from the ocean builds up into huge rain clouds, but the towering peaks are too high for the clouds to pass inland. They crash against the mountains' western side and pour massive sheets of water upon the slopes to run through narrow canyons and back into the ocean or into a valley to dry up in a marshy sink. When the weather turns to rain, the ground grows slick and gray. Walking on a slope or a cliff in the rain is treacherous - water seeps through the sandstone and threatens to send even careful travelers plummeting to their deaths.

Oftentimes, when the clouds expel all their moisture, hot winds push them farther up the slope, surrounding the Stonetalon Peak in a shroud of thundering mist.

An immediate feature any visitor notices - aside from the sheer cliffs and deep crevasses - is the constantly blowing wind. Sometimes a gentle breeze carries fresh air in from the ocean and other times a violent gale stirs up vicious dust devils or brings a storm in from the western mountains.

Inhabitants
The rugged mountains are home to many wild beasts and only a few civilized habitations. Hippogryphs roost near Mirkfallon Lake in cave complexes high on the slopes. Their nests are defended by large bramble hedgerows, making access nearly impossible without flying. Other creatures found throughout the mountains are striders, hyenas, kobolds, swoops, crag panthers, and even rock elementals and the rare sabertooth cat.

Further up the Stonetalon Peak, on its eastern side, are the chaotic lands of the wyverns and drakes. These ancient "flying lizards" have long been rivals for supremacy of the skies. Every once in a while, when other races threaten to interfere, the two will set aside their differences long enough to deal with the interlopers.

Agents of the goblin-run Venture Company have also been sighted in the area, searching for potential tracts to deforest and streams of precious ore to plunder with their mining machines.

Areas of Interest
Mirkfallon Lake: This lake, high in the Stonetalon range, is home to the tallest waterfall in Kalimdor. Aside from the breathtaking falls, one can also find the legendary hippogryphs, which migrate here from the cooler north.

Stonetalon Peak: The highest point in the mountain range, this peak was actually made hollow with numerous eruptions in the great Sundering. The caves have become home to several wayward beasts, which gain entrance through an opening to the south. The Horde knows of their leader Thrall's passage through the legendary caves, but he explored only one of the many twisting routes of empty lava tubes that fill Stonetalon Peak.

Valley of the Bloodfurys: This canyon stronghold is the home of the infamous and hated harpy brood. The canyon walls are lined with giant harpy nests and guano. Few living creatures have survived an encounter with the harpies, as food is hard to come by in the mountains. Treasure is abundant thanks to the number of dead that litter the valley floor. Some adventurers have bragged that they crept in to gather treasure and left before the harpies ever noticed. For those who listen closely to such tales, one theme is common : stealth.

Windshear Crag: This cut in the mountains leads from the southern border of Ashenvale into the stormy canyons of the Stonetalons.

The III Winds of Stonetalon
The winds whip through the Stonetalon Mountains with great force, slowing travelers' progress and throwing up clouds of grit and dust that can confuse the best sense of direction. Small and lightly built individuals have even been flung off a mountainside by a particularly forceful gust.

The wind in the Stonetalons seldom drops below moderate even on a calm day and can change from a steady breeze to a brutal windstrom without warning. To simulate these conditions, roll on Table 5-1: Stonetalon Wind Effects every 4 hours that the characters are in the region.
d20;Wind Force;Wind Speed;Ranged Attacks Normal/Siege;Creature Size*;Wind effect on Creatures;Fort Save DC
1-2;Light;0-10 mph;-/-;Any;None;-
3-9;Moderate;11-20 mph;-/-;Tiny or smaller;2x movement cost;-
;;;;Small or larger;None;
10-14;Strong;21-30 mph;-2/-;Tiny or smaller;Knocked down;10
;;;;Small or larger;2x movement cost;
15-18;Severe;31-50 mph;-4/-;Tiny;Blown away;15
;;;;Small;Knocked Down;
;;;;Medium;Checked;
;;;;Large or larger;2x movement cost;
19;Windstorm;51-74 mph;Impossible/-4;Small or smaller;Blown away;18
;;;;Medium;Knocked down;
;;;;Large or Huge;Checked;
;;;;Gargantuan / Colossal;2x movement cost;
20;Hurricane;75-174 mph;Impossible/-8;Medium or smaller;Blown away;20
;;;;Large;Knocked down;
;;;;Huge;Checked;
;;;;Gargantuan / Colossal;2x movement cost;
* Flying or airborne creatures are treated as one size category smaller than their actual size; thus, an airborne Gargantuan dragon is treated as Huge for the purposes of wind effects.
Double Movement Cost: Creatures must spend double the normal cost to move against the force of the wind. So, each square of movement counts as 2 squares, and each diagonal move counts as 3 squares.
Checked: Creatures are unable to move forward against the force of the wind. Flying creatures are blown back 1d6 x 5 feet.
Knocked Down: Creatures are knocked prone by the force of the wind. Flying creatures are blown back 1d6 x 10 feet.
Blown away: Creatures on the ground are knocked prone and rolled 1d4 x 10 feet, taking 1d4 points of nonlethal damage per 10 feet. Flying creatures are blown back 2d6 x 10 feet and take 2d6 points of nonlethal damage due to battering and buffeting.


These rules build upon wind effects covered in "Weather" of Chapter 3: Writing Adventures in the DMG. The steep mountain terrain make movement more treacherous than normal, so additional factors apply to the wind forces than those listed in the DMG. In addition to the details in Table 5-1, apply the following factors depending on the wind speed:
Strong Wind: Grit, sand, and stone are flung about, obscuring all sight, including darkvision, beyond 60 feet. Balance checks suffer a -2 penalty due to the force of the wind.
Severe Wind: The air grows thick with gritty particles, obscuring all sight, including darkvision, beyond 30 feet. Climb checks suffer a -2 penalty and Balance checks a -4 penalty.
Windstorm: A roiling, howling wind overwhelms the character. The effect is identical to the fog cloud spell - except for being dispersed by wind, of course - and lasts the duration of the windstorm. Traveling through a windstorm requires a DC 20 Survival check every hour to avoid getting lost. Climb checks suffer a -4 penalty and Balance checks suffer a -20 penalty due to the strength of the wind.
Hurricane-Force Wind: In addition to the visibility effects and danger of getting lost as described in a windstorm, a DC 15 Survival check is required for each hour the character is exposed to hurricane-force winds. On a failure, the character grows fatigued from the constant battering. He can neither run nor charge and takes a -2 penalty to both Strength and Dexterity. The character recovers from fatigue after 8 hours of complete rest. If a character fails two Survival checks in a row, he becomes exhausted. He moves at half normal speed and takes a -6 penalty to both Strength and Dexterity. After 1 hour of rest, the exhausted character becomes fatigued. Climb checks are at a -8 penalty for those who want to struggle against the violent wind.
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