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Old Gods and Mysteries - Lore Tidbits from Exploring Azeroth: Northrend
Moderna
Publicado
26/11/2022 a las 11:57
por
DiscordianKitty
Exploring Azeroth: Northrend
by Alex Acks is the latest in Blizzard's
Exploring Azeroth
series. Like all books in this series, it's written from the perspective of in-game characters as they explore a well-known zone. This time, we follow Muradin, Magni, and Brann Bronzebeard as they travel the icy lands of Northrend together.
Basic Story
While previous expeditions to the lands of Kalimdor and the Eastern Kingdoms were somewhat politically motivated - with Alliance and Horde leaders sending representatives to gather information about these zones - the Bronzebeard brothers' journey is more personal - they have been invited by Muradin's old friend Velog Icebellow, king of the Frostborn - the clan of Frost Dwarves that Muradin used to lead before he regained his memories.
Throughout their journey, the dwarves make discoveries about Mina Stormsmith, who first wielded
Mithrios, legado de Barbabronce
. Mina married into the Bronzebeard clan, which is how the mace eventually passed to Muradin - though at some point he lost it in Northrend. The Frostborn clan found it, and that's why they've summoned Muradin. In the end, Muradin realizes Velog is as much a brother to him as Magni and Brann, and that Frosthold will always be as much of a home to him as Khaz Modan.
Old Gods
With Yogg-Saron's blood all over Northrend in the form of Saronite, it's impossible not to explore Northrend without mentioning the Old Gods, but Exploring Northrend does a good job of just subtly reminding us that Yogg Saron is not dead - only imprisoned. And that his influence may not be quite as contained as we previously assumed.
In the section on Westguard Keep, Muradin mentions former members of the Explorers' League who seem to still be controlled by Yogg-Saron's whispers, and wonders why the madness would still continue now that the Old God has been defeated.
We dwarves are attracted to mines, so it's not a surprise some of us came here. But the ones who stayed to explore were driven mad by the ore they found here—saronite, the crystallized black blood of Yogg-Saron and the source of all that whispering—and the sound of their raving echoes ceaselessly. Brann recognized some of the gibbering madmen as former members of the Explorer's League, which upset him deeply.
I've seen this kind of madness before, in those who have worked—or been forced to work—in saronite mines. Magni thinks this might still be Yogg-Saron at work, but why now? Yogg-Saron has been defeated, but the madness continues. Don't know if that gives me hope of helping the poor bastards or not.
Note from Magni:
The dark influence of the Old Gods lingers like a blight in places where they once held power.
Note from Brann:
We need to figure out a way to rescue them without losing more people.
Some Old God-related relics are mentioned, including the
Puzzle Box of Yogg-Saron
. In the section about Kolramas, Muradin states it was found nearby, before mentioning it has never been opened.
He also casually hopes it never will be opened in exactly the way someone hopes the worst is over in a thriller movie just before the really big shark arrives.
One artifact found near here was the Puzzle Box of Yogg-Saron—never heard of that being opened, and I hope it stays that way.
Mysteries
The book makes playful references to certain old Northrend mysteries. For example, Zeramas is a necropolis that has been empty since it was introduced in
Wrath of the Lich King
, causing
speculation
that the zone was only added for aesthetics. However, apparently Zeramus is a mystery within the universe of Warcraft itself, as Muradin speculates about what could have caused the necropolis's occupants to disappear.
To the west, not far from Ebon Watch, is another blighted area called the Reliquary of Agony. The necropolis that flies over it is named Zeramus—we know that much. It's a mysterious place, completely empty of all life or
unlife
, even though the area beneath it is teeming with ghouls and abominations. You'd think that a necropolis would be less creepy without its occupants, but I can't help but wonder: What makes the population of an entire necropolis disappear and leave no trace?
Note from Brann:
And whatever it is, is it friendly?
Another fun reference is made to the Makers' Perch in Sholazar Basin. This area has windows to the sea. However, if you try find the windows by swimming to the same location, they're not there. Apparently, this isn't just a simple mistake. In-game characters haven't been able to find the windows either!
Compared to the Overlook, Makers' Perch is the lesser place. Its entrance is cut into the mountain wall, yes, but it rests on the floor of the basin. The relatively short hall within ends in large, arched observation windows that look out into the sea. It's a calming view, if you like fish.
Note from Brann:
I know a Gnome who took a submarine up to this area of the sea, and she didn't find these windows
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