Shimmering Expanse is the second zone in the undersea region known as Vashj'ir. It is the stronghold of the Naga Empire within the area. Besides the wide variety of plant and marine life there are also many mysterious wonders such as Nespirah. This zone is home to the ancient Ruins of Vashj'ir. Players will learn about the ruins, and what befell them, as well as interesting factoids about Queen Azshara and Lady Vashj's mother.
The Shimmering Expanse does not have much a history when it was far below the ocean's surface, least no known recorded history.
The Shimmering Expanse is a large piece of southern Vashj'ir. It consists of mainly the ancient city of Vashj'ir now in ruins, as well as the demi-god Nespirah.
There are plenty of caves with air pockets in them that act as quest hubs for players.
The wildlife of the Shimmering Expanse is incredibly diverse. A plethora of Coral jut from the walls and floor of the zone with notable species including Brain Coral and Fan Coral. Various species of kelp are also present though not in the numbers or magnificence that they posses in the neighboring Kelp'thar Forest. Starfish dot the floor ranging in color from pale yellow to bright pink. Crabs are perhaps the dominant organism on the sea floor, wandering almost everywhere in the zone with the notable exception of the Shimmering Grotto. Giant isopods and snails can also be found on various cliffs and coral ledges though they are in their greatest numbers in the area around the demigod Nespirah.
Tube worms are also present and are most notable in the Glimmerdeep Gorge. Solitary fish and schools of fish are omnipresent, sometimes so thick that they can block the view. Sharks are also commonly seen swimming around in the more open areas starting a few yards above the sea floor, though some swim mere feet above the floor. Hammerhead sharks are only found in the Glimmerdeep Gorge. Eels are also present and mostly reside on various coral and sand cliffs.
In the Shimmering Expanse, players will encounter visions of the past, revealing necessary information about the great battle that took place at the Ruins of Vashj'ir. This includes information about Queen of the Naga, Azshara, as well as Lady Vashj. Players also take control of a mysterious naga known as the Naz'jar Battlemaiden, in the service of Lady Naz'jar and Lady Sira'kess.
Players also encounter the Earthen Ring shaman, Erunak Stonespeaker, as well as the Earthen Ring shaman Earthmender Duarn whom they help to free Nespirah from the naga.
Jammal'an the Prophet is a level 55 elite troll boss found in the Temple of Atal'Hakkar. He is accompanied by Ogom the Wretched, and must be defeated before fighting the Shade of Eranikus.
Jammal'an is the spiritual leader of the great Atal'ai tribe and of the Hakkari of Zul'Gurub and Swamp of Sorrows. He believes the summoning of the blood god Hakkar the Soulflayer will bring the Atal'ai to immortality.
Even though he was killed and his head brought to the Atal'ai Exile, in Cataclysm he is still alive and targeted by Itharius. During the first attempt he escapes but yet again he dies deep in the temple and his head is brought to Itharius. However, as the dungeon hasn't received story update, it is unknown if Itharius's quests are canon as are in conflict with the current lore.
Jammal'an is the current leader of the Atal'ai, the extremist sect of priests who fanatically worship Hakkar. While in deep meditation, Jammal'an received instructions on how to resurrect Hakkar by using the blood of his draconic foes, the green dragonflight. Jammal'an and his undead bodyguard Ogom the Wretched stand ready to oppose any who would prevent Hakkar's return, though the prophet's actions may unleash upon Azeroth an even more terrible force: the Emerald Nightmare.
Healing Wave — Jammal'an the Prophet heals an ally.
Flamestrike — Jammal'an the Prophet calls down a pillar of flame, inflicting Fire damage to all players within 5 yards of the targeted area and additional Fire damage every 2 seconds for 8 sec.
Spell nature stranglevines.png Earthgrab Totem — Jammal'an the Prophet summons an Earthgrab Totem at his feet for 30 sec. Earthgrab Totem immobilizes all players within 0 yards every 5 seconds.
Hex of Jammal'an — Jammal'an the Prophet hexes a player, increasing their damage by 400%, transforming them and causing them to attack their allies.
Ogom the Wretched — Ogom the Wretched joins Jammal'an the Prophet in battle.
Curse of Weakness curse — Ogom the Wretched curses a player, reducing their Physical damage done.
Shadow Word: Pain Magic Effect — Ogom the Wretched utters a word of darkness, inflicting Shadow damage to a player every 3 seconds for 15 sec.
Shadow Bolt Interruptible — Ogom the Wretched hurls a bolt of dark magic at a player, inflicting Shadow damage.
After clearing his entire room from every troll dead or alive, you may attack their leader and his undead minion Ogom alone. He is a combination of a priest and shaman, while his undead minion part warlock, part warrior.
During the fight, he yells "join us" and casts a resistible but indelible debuff on the strongest player that is not on the top of the aggro list. This ability does nothing but once it disappears, the player may turn into a muscular Troll berserker with +100% damage bonus. If a healer is afflicted, he will heal Jammal'an and his minion. If you have any form of humanoid crowd control, that would be the right time to use it.
Besides that, it's a simple fight; he will summon a totem called Earthbind Totem. The totem will root anyone near the totem in place for 3 secs. He will melee attack while his minion casts Shadow Bolts or aids Jammal'an with melee. The only problem once he yells: "Hakkar shall live again" he will start to spam Heal on himself until he has no mana left. If a priest is available or you have an affliction warlock, Mana Bur and Drain Mana him. As a shaman, he does not have that much mana.
Since Jammal'an's melee attack is nowhere near as damaging as his minion's Shadow Bolts, it is often a good plan to focus damage on the add first, interrupting Jammal'ans attempts to heal him. Ogom the Wretched does not have much health and can be dispatched quickly with a group of 50+s, allowing the rest of the fight to focus on Jammal'an and crowd-controlling the debuffed player.
If you have someone level 80 escorting you, note that he will be most likely be afflicted by the transformation debuff, so be prepared.
Do not DoT or casts judgements at the transformed player! The transformation should fade in a few seconds while his current health and afflicted DoTs will remain.
Have the mage sheep the people afflicted by the debuff and if the mage is afflicted himself, use Ice Block or have the paladin stun and offtank him.
His Earthbind Totem can be quite irritating if the tank is having trouble controlling aggro. Have a casting class hit it with a wand as soon as possible.
Have someone to offtank Ogom for he can do serious damage when ignored.
If a Hunter's pet is transformed by his debuff, he will still attack the enemies.
In the RPG
A single leader holds sway over the priesthood — this is the prophet Jammal’an. He rules the Atal’ai and Hakkari and is instrumental in attempts to summon the Soulflayer. Jammal'an is a mysterious individual who is mostly responsible for the cult's recent success in summoning Hakkar. By all accounts, Jammal'an is a power-mad zealot, prone to devouring or (if he's feeling pleasantly full) exiling trolls who disagree with him. Jammal'an has recently received a series of visions in which Hakkar states that, when he enters Azeroth, he will grant immortality to all Atal’ai. He made has apparently made no such promise to the Hakkari, who serve him hoping that he’ll grant them some reward despite his lack of a promise. All members of the Atal'ai believe this prophecy (or at least pretend to), which makes them all the more ferocious. However, Hakkar has been summoned and the Atal’ai are not immortal. The trolls think he’s busy with other concerns — like draining other troll gods of their power — and hasn’t got around to granting immortality yet. The Atal'ai Exile in the Hinterlands thinks that the prophecy was nothing more than manipulation and with Jammal'an's reckless trust of false visions led his people to their eternal doom. They were a ruse to trick Jammal'an into bringing about his own doom — and that of the rest of the world.
Revelosh is a level 40 elite trogg found in the Hall of the Keepers in Uldaman.
He carries The Shaft of Tsol, half of the Staff of Prehistoria needed to summon Ironaya. The other half, the Gni’kiv Medallion, is in Baelog's Chest.
Some luminaries in Ironforge's prestigious Explorers' League have theorized an ancestral link between their people and the troggs, and pointed towards the troggs' hoarding of titan artifacts as a reflection of the dwarves' own reverence for such wondrous devices. If that is true, the trogg known as Revelosh can be considered the trogg equivalent of an archaeologist, although any historically minded adventurers who encounter him would be more inclined to call him a thief.
Chain Lightning — Revelosh strikes his target with a lightning bolt that arcs to nearby players, inflicting Nature damage to 3 targets.
Lightning Bolt — Revelosh blasts his current target with lightning, inflicting Nature damage.
Amnennar the Coldbringer is a level 37 elite lich boss found in Razorfen Downs. His level was lowered from 41 in Patch 2.3.
In the Barrens lies a horrid tangle of briars called Razorfen Downs. While once it was the capital city of simple Razormane quilboar, now it has become apparent that the Scourge has taken over. The lich Amnennar the Coldbringer rules them now, using the power of his massive consciousness to control every move of the Death's Head quilboar. Amnennar has a direct telepathic link to Ner'zhul.
Amnennar sits atop the Spiral of Thorns, a mountain of massive spiked vines infested with his undead minions around a brazier burning with cold flames.
The Lich has gone by many names through his career as a member of the Scourge, and only more so after his Ascension to a place of authority among the undead. One of his first name was Amnennar the Cold.
During the battle Amnennar will summon three groups of spectres. Ignore them all and kill him fast, as they will die when he is defeated.
Note: The spirits die the moment Amnennar dies and should not be worried about too much, although they can hit for a good deal, but nothing the healing can't handle provided they are kept on the tank.
“The sprawling Borean Tundra is home to both the walrus-like tuskarr and the enigmatic taunka. Here also, deep within the mountainous Coldarra, the blue Dragon Aspect, Malygos, has awakened and resumed his guardianship of all magic. Commanding the blue dragonflight from his mystical base, the Nexus, Malygos is determined to seize control of magic throughout the world.”
— The Art of World of Warcraft: Wrath of the Lich King, pg. 68
The Borean Tundra (pronounced BOHR-ian, not boh-REHH-an) is located in the far western edge of Northrend, and is the home of the tuskarr, Drakkari trolls, and blue dragons. The Undead Scourge and the naga also inhabit the zone. Important landmarks of the region include the tuskarr capital of Kaskala and the Riplash Ruins. Coldarra is an island just off the coast. Kaskala is currently under siege and the tuskarr have moved to Unu'pe.
Most of the Borean Tundra is empty ice. Tuskarr are the dominant presence in the Borean Tundra. However, they keep near their villages, and one can go for days without seeing another living creature. Tuskarr mainly care about fishing, whaling and protecting their villages. Tuskarr will fend off hungry Drakkari, and even fight wayward nerubians, and are formidable foes; but they never attack anyone without a good reason. Drakkari wander the tundra, but not in any significant numbers, most are content to roam alone or in small packs. They have no city in the tundra, but live in several camps, none big enough to have names. They harass the tuskarr from time to time, but every time the tuskarr gather their forces and send the Drakkari running. Nerubians wander about as well, but only in small packs. Naga live near the south end, in the Riplash Ruins. Blue dragons from Coldarra also fly over the tundra from time to time. Scourge scouts straggle over from the lake area.
The Borean Tundra is not an important part of Northrend. It’s too isolated and too barren to be desirable and has too much shoreline to be defensible. Tuskarr like it because of that expansive shore, and the Riplash Ruins gives the naga a perfect view of anyone approaching across the ocean from the south. Drakkari hunt here because they can and because the tundra provides little cover for wildlife. Most others stay well away, preferring the forested areas to the east.
Borean Tundra contains bases of both factions, and does not have an emphasis for a specific faction. There is a port between Borean Tundra and Howling Fjord that uses a giant turtle with a deck on its back as a quick means to travel between the 2 starting zones. There is a murloc town that may be used after some quests for D.E.H.T.A.. The murlocs can actually talk and repair your equipment. They also have quests against an infected camp across the cove.
The nerubians were in the Borean Tundra first, according to the ruins. However, the ruins may be parts of Azjol-Nerub that were thrust up from underground, unless it was an experiment to see if they could be comfortable living above ground. If the latter is the case it may have failed, since it is a ruin. The tuskarr were next — Kaskala's oldest village is at least several centuries old, and the rest grew up around it as family members split off to start their own smaller families. The Drakkari are more recent additions to the area and have no fixed settlement. The Scourge rarely appears, and its agents never stay longer than it takes to patrol and look for potential dangers or new recruits.
In World of Warcraft: Wrath of the Lich King, the Horde has established the settlement of Warsong Hold under the command of the Mag'hari son of Grom, Garrosh Hellscream. The Horde has created a pact with the local and culturally similar tuskarr, who are under siege from naga based at the Riplash Ruins. These naga intend to use their generators to melt the surrounding ice caps (though these plans have been thrown off course by their defeat by the Kvaldir, a clan of Vrykul which are also raiding the tuskarr). Garrosh and his forces have also discovered the enigmatic taunka, an ancient offshoot of the tauren race thought to be lost forever.
The Borean Tundra is wide, flat, and cold. The landscape varies greatly. Hard but farmable soil in the south lead to nourishing steam pools in the middle. Along the west edge, nasty cliffs rise up and then shear off into the Westrift. The north is home to grasslands and an area of steep hills. The east is snow-covered and the most brutal this area has to offer.
At its northeast edge the tundra runs into the mountain range of Lake Wintergrasp, a vast frozen lake that effectively shields it from the Dragonblight and Icecrown Glacier. The only way to reach these areas overland is across the mountains bordering the Dragonblight or through the Sholazar Basin, neither which are easy. An army would be suicidal to attempt either. Not many plants can survive up here. Without any cover the wind is fierce enough to tear flesh, and people can barely hear themselves when they shout. A few trees manage to hang on, evergreens, but the small twisted kind rather than the tall proud ones out east. Wolves and rabbits and foxes and even bears, roam this area. However, most of the life is in the water. The zone is separated from the Dragonblight by an unnamed river.
To the northwest, one can see the high plateau of Coldarra. It is high enough to be blanketed in snow year round. Lately, rumblings have shaken the earth around the lone island. Geologists are concerned with the appearance of rifts in the crust and worry that a massive earthquake could tear Coldarra apart. This would have massive repercussions on the stability of Borean Tundra and possibly Northrend itself.
This is the longest region in Northrend, running from its southwest tip up to Lake Wintergrasp. The ground here is more dirt than rock, and small trees and scrub dot the landscape. But everything is still frozen solid. The tundra avoided most of Northrend’s problems for a while, but the Scourge have been sighted fortifying holdings in the northeast. Perhaps the Borean Tundra owes its fortune to its relative isolation. Access to the land can be found along its southern edge through the ocean.
Warsong Hold has a zeppelin tower connecting it to Durotar, and Valiance Keep has a dock connecting it to Stormwind City.
The major questlines explore a variety of conflicts across the zone. The native tuskarr and taunka are being uprooted from their villages by the Kvaldir. Multiple sinkholes are disgorging crypt fiends around the recently established fortifications of Warsong Hold and Valiance Keep. Territorial aggression is being observed in the Magmothran magnataur. The Fizzcrank gnomes have awakened a flesh-hating terror, fused from abandoned Titan technology.
In the course of battling these threats, Warcraft's player heroes will also uncover a handful of political plots. The first sparks of the wolvar/Oracle conflict are evident as these groups also have their opponents in the Winterfin tribe of murlocs. An organization known as the Druids for the Ethical and Humane Treatment of Animals are conscripting everyone they can, to bring Nesingwary's poachers to justice. The wizards of Dalaran are investigating the kidnapping of magical talent from the areas surrounding the Amber Ledge.
Finally, after these many trials, the player will come to confront the subversive figure known as Prince Valanar, atop the floating necropolis of Naxxanar.
Tiragarde Sound is the largest and most central of the three major regions of Kul Tiras. Mountainous and rugged, the region is divided in two by a massive bay that opens into the Great Sea. Tiragarde Sound is host to the Kul Tiran capital city of Boralus, and thus serves as the seat of power for the ruling House Proudmoore. Its citizens retain a strong maritime tradition and hail from a wide range of backgrounds, from monster hunters and pirates to noblemen and tidesages.
The region is the ancestral home of the Proudmoores.
The people of Tiragarde Sound are renowned monster hunters, raging battle against the creatures of the sea, and struggle every day against pirates at their own shores. While the pirates were once content to stay at Freehold, in recent months, they have grown bolder, and began attacking Tiragarde Sound. The region has been marred by infighting and corruption. Gangs run rampant while the region's noble leaders squabble for power and influence.
During the war between the Alliance and Horde, the area served as the Alliance's staging point and home base.
The region of Tiragarde Sound serves as the heart of Kul Tiras. Nearly bisected by the capital city of Boralus, the land is rich with wildlife in the hills and mountains to the north and south, and its people enjoy the bounty of the oceans to the south, east, and west. It is a realm of people in touch with both the land and the sea. Inland, the mountains and forests provide prime hunting grounds. A vast coastline borders Tiragarde Sound to the south, west, and east, where those brave enough can fish, boat, swim, and hunt for treasure.
Tiragarde Sound sits on an inlet in the middle of Kul Tiras. It connects the Great Sea from one side of the island to the other, and is a connection point for all the major regions of Kul Tiras.
Notes & trivia
In geography, a sound is a large sea or ocean inlet larger than a bay, deeper than a bright, and wider than a fjord; or a narrow sea or ocean channel between two bodies of land. Tiragarde Keep is presumably named after the region. Alternately, they could both be named from the concept of guarding Kul Tiras.
Bloodmage Drazial is a level 50 blood elf quest giver found in Dreadmaul Furnace in the contested territory of Blasted Lands. Like his sister Lynnore, he is a user of blood magic.
Where to start? Well, somebody would say all the way back to Warcraft I (aka Warcraft: Orcs & Humans or the First War), or maybe Warcraft II (aka Tides of Darkness or the Second War up to and including Wrath of the Lich King, Warcraft III is the best place to start. Also, this game then elicits more interesting questions. For instance, how Illidan Stormrage became so hated or where the Scourge started. You will learn all the history and geography of the Warcraft with our help and dedication.