User:WrathOfDeathfrost/Lore pieces

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Dwarf
Old description on the www.blizzard.com and www.worldofwarcraft.com (now changed into us/eu.blizzard.com and eu/us/cn/etc.battle.net/wow):
 * The stoic dwarves of Ironforge are an ancient race of robust humanoids who live beneath the snow-capped mountains of Khaz Modan. The Dwarves have always been fast allies with the Humans, and they revel in the prospects of battle and storytelling alike. In past ages, the Dwarves rarely left the safety of their mountain fortresses. However, whenever the call to battle sounded, they rose up to defend their friends and allies with unmatched courage and valor. Due to a recent discovery that uncovered fragments of their ancient origins, the Dwarves have undergone a remarkable transformation. The discovery convinced the Dwarves that the mighty Titans created them from stone when the world was young. They feel that their destiny is now to search the world over for more signs and proof of their enchanted heritage and to rediscover the Titans' hidden legacies. To this end, the Dwarves have sent out their Prospectors to all ends of the world in the hopes of discovering new insight into their shrouded past. These journeys led to Dwarven excavation sites all over the known world, some of which serve as outposts and some of which serve as potential hunting grounds for enemies of the Dwarven race.

Description on the new community site eu/us/cn/etc.battle.net/wow (created 2010-2011) under World of Warcraft → Game Guide → Races → Dwarf:
 *  The bold and courageous dwarves are an ancient race descended from the earthen—beings of living stone created by the titans when the world was young. Due to a strange malady known as the curse of flesh, the dwarves’ earthen progenitors underwent a transformation that turned their rocky hides into soft skin. Ultimately, these creatures of flesh and blood dubbed themselves dwarves and carved out the mighty city of Ironforge in the snowy peaks of Khaz Modan. 


 * For many long centuries, three dwarven clans—the Bronzebeards, the Wildhammers, and the Dark Irons—lived united in Ironforge under the wise rule of High King Modimus Anvilmar. When Modimus passed away from old age, tensions boiled over among the clans, and war erupted for control of the city. Thus began the War of the Three Hammers, a savage conflict that raged for many years, during which time the Bronzebeard clan won sole ownership of Ironforge and expelled its rivals. The war severed relations among the clans, and they went on to forge new destinies apart from one another.


 * When the orcish Horde invaded Azeroth, Ironforge’s dwarves offered to join the Grand Alliance. Led by King Magni Bronzebeard, the city’s resilient inhabitants proved to be the backbone of the Alliance forces, helping to secure victory after victory against the orcs. Ever since that time, Ironforge’s dwarves have remained an invaluable part of the Alliance.


 * Apart from reveling in the prospect of battle, the dwarves have long been interested in uncovering the truth of their enchanted past. Due to the efforts of dwarven archeologists scattered throughout the world, much has been learned about the race’s origins and the curse of flesh that afflicted the earthen. Many mysteries still remain, however, and the dwarves have continued excavating Azeroth’s ancient sites for answers.


 * Most recently, a twist of fate has drawn the rival clans back to Ironforge after they’d spent centuries apart….


 * When freak natural disasters began rocking much of Azeroth just prior to the Cataclysm, the dwarven lands were not spared from the calamitous upheavals. A series of violent quakes tore through areas surrounding Ironforge, reducing settlements to rubble and taking the lives of many innocent dwarves in the process. To glean answers as to the troubling state of the world, King Magni selflessly underwent a mystic ritual to commune with the earth. The archaic ceremony, however, had an unexpected effect: Magni was transformed into diamond and became fused to the depths of Ironforge itself.


 * In the power vacuum that followed, his estranged daughter, Moira, who had married into the much despised Dark Iron clan, briefly claimed Ironforge’s throne and effectively locked down the city. If not for the intervention of King Varian Wrynn of Stormwind and his son, Prince Anduin, her brash actions might have sparked another civil war. With Varian’s guidance, control of Ironforge has since been divided equally among the Bronzebeard, Wildhammer, and Dark Iron clans through the Council of Three Hammers. Yet as bitterness and prejudice fester among the clans, the council’s ability to govern as one remains uncertain.

Description on the new community site eu/us/cn/etc.battle.net/wow (created 2010-2011) under World of Warcraft → Game Guide → Races → Dwarf (Leader: Council of Three Hammers):
 * Formed in the wake of King Magni’s petrification, the Council of Three Hammers is composed of one representative from each of the three dwarven clans. Muradin Bronzebeard, Magni’s younger brother and a veteran of the war against the Lich King, represents the Bronzebeards. Falstad Wildhammer, renowned gryphon rider and high thane of his clan, represents the Wildhammers. Moira Thaurissan, legal heir to the throne of Ironforge due to her lineage, represents the Dark Irons, the clan ruled by her late husband, Dagran. Despite their varying backgrounds and ideological differences, the three representatives have pledged to rule united for the good of Ironforge.

Description on the new community site eu/us/cn/etc.battle.net/wow (created 2010-2011) under World of Warcraft → Game Guide → Races → Dwarf (Dwarf Racial Traits):

Flavor text in the WoW TCG:
 * Humans and dwarves share a bond that has remained through countless conflicts.

Character creation screen, race description (seen in-game):
 * In ages past the dwarves cared only for riches taken from the earth's depths. Then records surfaced of a god-like race said to have given the dwarves life...and an enchanted birthright. Driven to learn more, the dwarves devoted themselves to the pursuit of the lost artifacts and ancient knowledge. Today dwarven archaeologists are scatted throughout the globe.

Elwynn Forest
Old description on the www.blizzard.com:
 * ''Elwynn Forest is a vast woodland that cradles the Human civilization of Azeroth. Though much of the area was burned or destroyed during the First War - when the Orcs laid siege to Stormwind - the giant trees and lush glades have grown anew. Heavily patrolled by the mighty Stormwind Garrison, Elwynn has remained a peaceful land since the war's end. Several farms stretch across the fertile fields, and the Garrison Guard Towers stand vigilant every few miles, helping to keep the forest safe from the rampaging forces of the Horde. The tranquil forest is also inhabited by wild Boars and Wolves that hunt throughout the woodlands in hope of finding easy prey. Scraggly Gnolls and grimy Kobolds wander the forest's outlying regions, but seldom do these timorous creatures attack property in Elwynn or Stormwind directly. For the most part, Elwynn exudes a feeling of comfort and serenity. However, if travelers wander too far off the main roads they may still encounter hidden dangers lurking within the shadows.

Duskwood
Old description on the www.blizzard.com:
 * Once the lush southern belt of Elwynn Forest, the land of Duskwood has transformed into a dark and mysterious land. Many speculate that its proximity to the mysterious Deadwind Pass brings monstrous horrors out at night. Others wonder if an ancient curse has been cast upon the land. No matter the reason, Duskwood has become a land of terror and superstition. The Human farmers who once toiled over the rich land have become dark and brooding - unwilling to leave their ancestral home but unable to lift the terrible cloud that has settled over their lives. Bordered by the fallow fields of Westfall to the west and the dark, treacherous Deadwind Pass to the east, Duskwood has become a tainted realm where shadows and evil permeate the atmosphere even during the brightest hours of day.

Stranglethorn Vale
Old description on the www.blizzard.com:
 * Stranglethorn is a vast jungle south of Duskwood. Once the extended homeland of the mysterious Jungle Trolls, Stranglethorn is now dotted with ancient ruins and crumbling Troll cities. In recent years, the Humans of Stormwind attempted to forge trade routes through this savage jungle. Though they did manage to establish the small port town of Blackwater Cove, they were quickly overwhelmed by a crazed pack of Trolls and driven back to their homeland. In the wake of the Humans' departure, the crafty Goblin Trade Princes arrived on the jungle's shores and quickly set up their mining and deforesting operations. The Goblins have maintained a tenuous hold over these remote facilities, but they remain threatened by the Jungle Trolls' growing obsession with purging their ancient lands of any and all foreign invaders.

Westfall
Old description on the www.blizzard.com:
 * Once the breadbasket of the kingdom of Stormwind, the land of Westfall has now grown fallow from years of conflict and neglect. Crops are no longer cultivated in the fields, and the once abundant mines have been deserted. Even the former defenders, the Stormwind Garrisons, pulled stake and abandoned the lonely realm when the cost of upkeep became too great. Due to this lack of military protection, Westfall has been all but destroyed by the rebel Defias Brotherhood and its demi-human minions. The Brotherhood, composed of thieves and bandits, have made Westfall their refuge. Employing everything from local superstitions to mechanical Harvest Golems, the Brotherhood will stop at nothing to scare away trespassers and protect their malicious schemes from being unraveled.

Dun Morogh
Old description on the www.blizzard.com:
 * The jagged, snowy peaks of Dun Morogh provide the Ironforge Dwarves with a limitless supply of ore and stone for their ambitious engineering endeavors. From the city of Ironforge, dug deep into the mountains, to Anvilmar in the Coldridge Valley, the marvels of Dwarven ingenuity mark the land. Not all is at peace in Dun Morogh, however. The Dwarves’ insatiable digging at the Gol’Bolar Quarry unleashed a menacing tribe of Rockjaw Troggs from their subterranean den. While the massing Trogg invasion looms over the lands of King Magni Bronzebeard, the Frostmane Trolls have taken advantage of the distraction to attempt to reclaim their ancestral home. Life is harsh in the white-powdered mountains of Dun Morogh, but what the Dwarven people lack in height they make up for in heart and valor.

Description on the new community site eu/us/cn/etc.battle.net/wow (created 2010-2011) under World of Warcraft → Game Guide → Races → Dwarf (Start Location: Dun Morogh):
 * Encircled by jagged mountain peaks, the snowy region of Dun Morogh has been the cultural heart of Ironforge’s dwarves for ages. Not long ago, quakes roused numerous troggs from their subterranean dwellings and drove the bestial creatures toward the dwarven settlement of Anvilmar in Coldridge Valley. The sudden influx of troggs also caused the savage Frostmane trolls to abandon their usual holdings on Shimmer Ridge and encroach upon dwarf-occupied areas. Threatened on two fronts, Dun Morogh’s mountaineers are spread thin. Without additional assistance, the prized lands of Dun Morogh might soon fall to the dwarves’ barbarous foes.):'''
 * Encircled by jagged mountain peaks, the snowy region of Dun Morogh has been the cultural heart of Ironforge’s dwarves for ages. Not long ago, quakes roused numerous troggs from their subterranean dwellings and drove the bestial creatures toward the dwarven settlement of Anvilmar in Coldridge Valley. The sudden influx of troggs also caused the savage Frostmane trolls to abandon their usual holdings on Shimmer Ridge and encroach upon dwarf-occupied areas. Threatened on two fronts, Dun Morogh’s mountaineers are spread thin. Without additional assistance, the prized lands of Dun Morogh might soon fall to the dwarves’ barbarous foes.

Teldrassil
Old description on the www.blizzard.com:
 * Off Kalimdor's northern coast lies the island of Teldrassil, the new home of the reclusive Night Elves and a stunning testament to the power of their magic and their connection with nature. After the cataclysmic events that followed the invasion of the Burning Legion, the Circle of Ancients and powerful druids combined their powers to grow an immense new world tree on Teldrassil. They called the tree Teldrassil, meaning "crown of the earth" in their native tongue. The night elves made their new home in the boughs of Teldrassil, creating a forest of mighty trees and flowing rivers, bathed in the endless night that fell over the lands of the elves from the dawn of time. However, the calm of the enchanted forest has slowly fallen into the shadow of a sinister presence. Crazed furbolgs and fouler beasts have appeared in Teldrassil, and it occupies all the attention of the vigilant Sentinels and the wise druids to ensure the safety of their new home.


 * A sprawling city of moonstone and wood, the night elf capital of Darnassus stands as a shining beacon atop Teldrassil. Within its mighty walls are housed countless druids, hunters, and warriors, led by the priestess of Elune, Tyrande Whisperwind. A stunning marvel to the ability of night elven craftsmen, the ethereal Temple of the Moon rises above the tree line, balanced by the druids' meticulously cultivated meditative grove. Trade from the main continent bustles through the city's trade quarter, where night elves, dwarves and humans alike haggle for wares and services. Delicate bridges and pathways crisscross the serene waterways of the city, the pristine waters reflecting the glowing light from the moons above.

Stormwind [City]
Old description on the www.blizzard.com:
 * The city of Stormwind stands as the last bastion of Human power in Azeroth. Rebuilt after the Second War, Stormwind is a marvel of Human design and engineering. Stormwind's guards keep the peace within the city's walls, while the young king, Anduin Wrynn, rules from his mighty keep. The Bazaar District bustles with trade from across the continent and beyond, while Warriors of every sort can be found wandering the streets of Old Town. Unaffected by the ravages of the Scourge in the north, Stormwind still faces its own threats, both from without and from within.

Ironforge
Old description on the www.blizzard.com:
 * While many Dwarven strongholds fell during the Second War, the mighty city of Ironforge--nestled in the wintry peaks of Dun Morogh--was never breached by the invading Horde. A marvel to the Dwarves' expertise of shaping rock and stone, Ironforge was constructed in the heart of the mountain itself: an expansive underground city of craftsmen, explorers, miners and Warriors. Although the Alliance has been weakened by recent events, the Dwarves of Ironforge, led by King Magni Bronzebeard, are forging a new future in the world.

Description on the new community site eu/us/cn/etc.battle.net/wow (created 2010-2011) under World of Warcraft → Game Guide → Races → Dwarf (Home City: Ironforge):
 * Carved into the stone heart of Khaz Modan, the mighty city of Ironforge is a testament to the dwarves’ strength and resilience. During the Second War between orcs and humans, many dwarven strongholds fell to the onslaught of the Horde, yet Ironforge was never breached. Now ruled over by the Council of Three Hammers, the city has entered into a tense and potentially violent era. Yet should the council rule with equality and justice, this new period in Ironforge’s history might very well be its greatest.

Darnassus
Old description on the www.blizzard.com:
 * High atop the boughs of the great tree Teldrassil lies the wondrous city of Darnassus, the new refuge of the reclusive Night Elves. Druids, Hunters, and Warriors alike make their homes among the rows of woodcrafted lodges and delicately tended groves. The Temple of the Moon rises like a shining beacon above the trees, flanked by the colonnaded Hall of Justice, where the vigilant Sentinels gather to safeguard the land. Ruled by the high Priestess, Tyrande Whisperwind, Darnassus stands as a tranquil testament to all that the Night Elves hold sacred. A city in tune with the rush and flow of nature, Darnassus was built along the shores of a large lake, with elegant bridges spanning its crystalline waters. Elsewhere, the falling leaves of the forest carpet the soft pathways of the city.

Orgrimmar
Old description on the www.blizzard.com:
 * Named in honor of the legendary Orgrim Doomhammer, Orgrimmar was founded to be the capital city of the Orcs' new homeland. Built within a huge, winding canyon in the harsh land of Durotar, Orgrimmar stands as one of the mightiest Warrior cities in the world. Behind Orgrimmar's immense walls, elderly Shamans patiently share their knowledge with the Horde's newest generation of leaders, while Warriors spar in the gladiatorial arena, honing their skills in preparation for the trials that await them in this dangerous land.

Thunder Bluff
Old description on the www.blizzard.com:
 * The great city of Thunder Bluff lies atop a series of mesas that overlook the verdant grasslands of Mulgore. The once nomadic Tauren recently established the city as a center for trade caravans, traveling craftsmen and artisans of every kind. The proud city also stands as a refuge for the brave Hunters who stalk their dangerous prey through the plains of Mulgore and its surrounding areas. Long bridges of rope and wood span the chasms between the mesas, topped with tents, longhouses, colorfully painted totems, and spirit lodges. The mighty chief, Cairne Bloodhoof, watches over the bustling city, ensuring that the united Tauren tribes live in peace and security.

The Undercity
Old description on the www.blizzard.com:
 * Far beneath the ruined capital city of Lordaeron, the royal crypts have been turned into a bastion of evil and undeath. Originally intended by Prince Arthas to be the Scourge's seat of power, the budding "Undercity" was abandoned when Arthas was recalled to aid the Lich King in distant Northrend. In Arthas's absence, the Dark Lady, Sylvanas Windrunner, led the rebel Forsaken to the Undercity, and claimed it for her own. Since taking up residence, the Forsaken have worked to complete the Undercity's construction by dredging the twisted maze of catacombs, tombs, and dungeons that Arthas began.

Ram
Description on the new community site eu/us/cn/etc.battle.net/wow (created 2010-2011) under World of Warcraft → Game Guide → Races → Dwarf (Racial Mount: Ram):
 * Distinguished by their shaggy coats and massive horns, Barak Tor’ol mountain rams are simple yet proud animals whose fearlessness is matched only by that of their dwarven masters. What these good-natured animals lack in ferocity, they compensate with uncommon durability and strength. Recently, other types of rams have been discovered in the frigid continent of Northrend, yet the amicable species native to Dun Morogh and its surrounding regions is still preferred by Ironforge’s dwarves.