The Transitus Shield is a Kirin Tor outpost on the edge of Coldarra [33, 35] protected by a reflective shield hiding them from the Blue dragonflight.
Goods and services
Furien's Post is a small blood elf forward post charged with monitoring potential adversaries to the Horde in Desolace. They were requested by the Cenarion Circle to keep an eye on one of their researchers, Korrah. It's a task the blood elves don't care for, but they occasionally check on Korrah so as to not get on the Cenarion Circle's bad side.
The Embrace is an extraordinary celestial event when Azeroth's two moons — White Lady and Blue Child — are in an extremely rare conjunction, happening approximately once every four hundred and thirty years. It is so named because it appears that the Mother is holding the Child.
According to legend, the Dragon Aspects were first created during an occurrence of the Embrace.
As the blue dragonflight debated how to appoint a new Aspect of Magic to replace Malygos, one popular theory espoused that this celestial event was important to that task. Some felt it was crucial to the proper working of the magic necessary to facilitate the alteration of a normal blue dragon into an Aspect. Others simply deemed it good timing. Arygos argued that the ability to become an Aspect may be in the blood.
It turned out that neither bloodline nor intellect was important to the process. During the following Embrace, Arygos acted with brashness and arrogance, while Kalecgos simply beheld the beauty of the Embrace with the other dragons. The wonderment of the Embrace came from grace and rarity rather than the offering of dominance or power. Its light shown down on those gathered at the Nexus, causing them to glow with magic. As the radiance faded from them, it intensified around Kalecgos, bestowing him with the powers of an Aspect. In the same vein as the name of the celestial phenomenon, the ritual was about the heart of the blue dragonflight and what they felt.
Neither Dawn of the Aspects nor Chronicle Volume 1 mention the Embrace event. The legend may be a part of the cover in which the Dragon Aspects decided to hide the truth about Galakrond and the creation of the Aspects. However, the fact that Kalec did indeed get his Aspect powers during the Embrace may mean there is some truth to it, even if the detail was not mentioned in Dawn of the Aspects or Chronicle.
Flame Crest is a Horde outpost in the Burning Steppes. It is located on a small outcropping of rock, only accessible by crossing a crude bridge. There is a small cave in the back where Kibler lives with the talkative parrot Opus.
Eitrigg and Ariok use the outpost as their base of operations when planning an attack against the Blackrock clan.
Even though there was a Horde Flight Path, Flame Crest was a neutral zone, as quests were offered for both factions and vendors were neutral. There were no guards. In the small cave near you could find Yuka Screwspigot and a bird called Opus. Right before the cave there were two goblins, Tinkee Steamboil and Maxwort Uberglint, a dwarf called Ragged John, and Mathredis Firestar who is a blood elf.
Houndmaster Grebmar Fleabeard is a level 52 elite named dwarf mini-boss in the Blackrock Depths.
He resides under the arena with his pack of pet dogs. Because he is rather out of the way, most groups running the instance won't bother with him, though he drops a fairly good caster cloak, the Spritecaster Cape.
He is soloable by most classes, but getting to him is difficult for any non-stealth classes.
Grebmar Fleabeard's hounds are the only family he's ever known. Long ago, the orphaned dwarf began breeding canines to serve as companions and guard dogs. When the houndmaster isn't patrolling Blackrock Depths with his loyal beasts, he often treats them to the Grim Guzzler's finest Dark Iron ale.
“In the heart of this primordial frontier lies the ancestral home of the furbolgs, Grizzlemaw. Although plagued by trappers and the deforestation efforts of the goblin Venture Company, the furbolgs' most imminent threat comes from the north, where undead Drakkari ice trolls have begun pouring from their stronghold of Drak'Tharon Keep.”
— The Art of World of Warcraft: Wrath of the Lich King, pg. 94
The Grizzly Hills, located in southeastern Northrend, is a forested area, surrounded by the Howling Fjord to the south, the Dragonblight to the west and Zul'Drak to the north. It is the homeland of the Grizzlemaw furbolgs. Many furbolgs live in this region, most in the large settlement of Grizzlemaw. Both the dwarven settlement of Thor Modan and the Ice troll fortress of Drak'Tharon Keep, now occupied by the Scourge, can be found in the north. The main faction bases are Amberpine Lodge for the Alliance and Conquest Hold for the Horde.
The Venture Co. is also found here, deforesting the land which is a large-scale operation throughout the region. Arugal has also been resurrected and now leads his worgen army in the Grizzly Hills from Bloodmoon Isle. Some furbolgs have also been affected by the corruption of an Old God, being driven to insanity.
Magical nuts called amberseeds can be harvested here.
For generations, the tribal furbolgs have worshiped a colossal prehistoric bear that roams the surrounding wilderness.
The Grizzly Hills are located in the eastern reaches of Northrend. To the north is the ice troll region of Zul'Drak. South lies the peninsula of Howling Fjord and west is the Dragonblight.
The Grizzly Hills is home to several characters of note. At the Westfall Brigade Encampment, Gryan Stoutmantle leads the Westfall Brigade in the fight against the Horde and surrounding enemies. The Horde is led by Conqueror Krenna at Conquest Hold and Tormak the Scarred, chieftain of the local taunka tribe, at Camp Oneqwah. Other notable characters include the captive ice troll Drakuru, the famous adventurer Harrison Jones, the hunter of worgen Sasha and her mysterious archenemy Shade of Arugal, and the furbolg deity Ursoc, horribly twisted by his tainted rebirth.
There are a number of daily quests in the Grizzly Hills that focus on PvP combat and a general conflict between the Alliance and Horde to control Venture Bay, Blackriver Logging Camp, and Blue Sky Logging Grounds. Daily quests include tasks to recover parts and assist NPCs, as well as killing opposition NPCs and players. Players from both factions can speak to NPCs at Blue Sky Logging Grounds to ride a log downstream to the bay where additional quests can be found.
Venture Bay can be captured by either faction, which spawns defenders and permits access to the bay's vendors.
There are several quest chains in the Grizzly Hills. The Alliance starts out at Amberpine Lodge and are first tasked with taking care of the wildlife and restocking supplies. Players are then ordered to strike up an alliance with the local hunters and trappers based out of Silverbrook, who have a dark secret. Having figured out the situation, players are then sent to figure out what went wrong with Vordrassil, the failed World Tree, and other problems at Westfall Brigade Encampment.
Both sides find their way to Granite Springs to deal with the Scourge-infested trolls in the area in quest chains that send players to Drak'Tharon Keep and to the far eastern side of the Grizzly Hills at Drakil'jin Ruins and Squatter's Camp.
In the RPG
Grizzly Hills can remind you of other forests during wintertime, except that winter here is year-round. The trees are tall and thick, the pine needles and crisp, clean air produce a pleasant scent, the snow leaves the ground clean and fresh, and the hills themselves are high enough for decent elevation but low enough and gradual enough to be easily climbed. It's one of the nicest regions in Northrend.
The dwarves at Thor Modan aren't the only residents. Furbolgs dominate the region, and they make fine neighbors when they're not attacking. The Scourge has a presence here as well, but not strong enough to do much more than block the northwest corner. Wild animals roam the hills, providing plenty of meat and fur and entertainment. It's not an easy land by any stretch, but it's handsome and fierce and full of life.
As the human town of Valgarde grew in Howling Fjord to the south, its residents forced the Drakkari and the furbolgs back into the Grizzly Hills and beyond, making the region safe enough for farmers to till the land.
The furbolgs claim they were the first people in these hills. So do the Drakkari, though they're concentrated to the north in Zul'Drak. But actually they're both wrong. Dwarves were here first. At least that's what Hardigan Ironjaw, of the Thor Modan expedition, tells. He says the Titans placed dwarves here, after they'd created them. It was an experiment to see if they could survive on their own. They not only survived but flourished, spreading southward and into what would later become Kalimdor and the other continents.
Hardigan thinks he can find evidence of their ancestors here in the hills, and uncover truths about their race's early culture. The Explorers' Guild thought it likely enough to send him here, at any rate. Brann Bronzebeard believes dwarves did start in the north, since the Titans were there, but he's not sure they ever settled up there. Regardless, all this was well before any surviving history. Furbolgs don't keep careful records beyond births, deaths, marriages, blood feuds and hunting tallies. The Drakkari wouldn't have cared about dwarves even if they'd seen them, unless it was how they tasted on a spit. So no one really knows what went on here back then.
Other stories say that the Drakkari built Drak'Tharon Keep before the furbolgs built Grizzlemaw. Supposedly, the Frost Paws gathered the tribes together in part to fend off the new Drakkari threat. Both races were here and hated each other — the furbolgs had the numbers but with their new keep, the Drakkari were more organized, and the trolls were always more unified than the furbolgs. The existence of Grizzlemaw affected the balance, and the furbolgs' victory over the Drakkari in a series of skirmishes may have led to the keep's eventual loss of Drak'Tharon to the Scourge. You definitely want to stay alert in the Grizzly Hills. Furbolgs don't attack unless you trespass on their lands, or threaten their kin, or steal their prey, or look like you could pose a threat later. Drakkari attack on sight, and so do Scourge forces. The dwarves just want to know what you've seen.
A dwarven prospector finally uncovered what the Thor Modan expedition was seeking — an ancient relic clearly made by dwarves. The relic is an enormous and heavy statue of iron. The problem is, he found the statue in a cave between Grizzlemaw and Drak'Tharon Keep. The heroes will have to find and retrieve the relic without getting caught by the Scourge or the furbolgs, all the while avoiding the wild beasts in the area.
People and culture
This region is the furbolg homeland, and they outnumber every other race here combined. If you've never seen these massive bear-men, that's exactly what they are: enormous creatures with a bear's build and fur and basic features, but a man's hands and, to a limited extent, mind. That's a dangerous combination, and they're powerful in a fight. Fortunately they're not aggressive beyond their own territory. The dwarves at Thor Modan have run-ins with furbolgs on a regular basis, since furbolgs feel dwarf kinsmen are trespassers and grave-robbers. Furbolgs are surprisingly friendly to travelers, though, and can greet your warmly once you assure them you lay no claim to anything in the hills. Although rumors say they're less approving of large groups, and particularly wary of strange races, but no one can't blame them for their caution
The furbolgs have a city here, Grizzlemaw, but it holds less than half their number. The rest are gathered in clans and scattered throughout the region. Each clan has its own totem, and when you see one you know you've entered Snowspring territory or Winterpaw land or Snow Flurry hunting grounds or any of the others. It's best to declare yourself openly once you see the totem, since a furbolg may be watching and won't appreciate your trying to sneak past.
The dwarves in Thor Modan were thrilled to see Brann Bronzebeard, and were eager for news of their home. It seems they don't get that many travelers up there, particularly other dwarves. They're not there for socializing, though, and remain focused on their excavations. They have not yet discovered anything of note, but they're still hopeful.
The Scourge forces at Drak'Tharon Keep are typical: nasty, violent and focused. They hold the passes between Zul'Drak, the Dragonblight, and the rest of the Grizzly Hills, so that more Scourge forces can reach the east or return to Icecrown Glacier.
The Grizzly Hills are as hilly as the name suggests. Along the northern edges the land gains height and depth, approaching the level of small mountain ranges, while it flattens out a little in the south. Thick forest covers the land from end to end, broken only by small clearings or the space alongside one of the many streams and small rivers. Snow is everywhere but the region has little ice — the wind whistles overhead but the trees block it from entering down below, and the hills seem almost warm after the Dragonblight and the Borean Tundra. It's still dangerous, with treacherous slopes and hidden caves and partially frozen rivers, but better than most of the other regions.
All manner of wild animals live here because the hills are full of life. Wolves, bears, foxes, rabbits and some small deer are the most common, though there are others as well. Mice and other rodents hide from the snowy owls and other raptors in the trees, but mercifully snakes and spiders aren't present here, as they wouldn't be happy with the temperature. Wendigo and Sasquatch prowl the hills, so it's best not to go out alone. The Drakkari live just north in Zul'Drak and sometimes their hunters drift down to the hills as well, in search of prey.
The Grizzly Hills have three major settlements, each controlled by a different race. It's strange that all three can coexist here, and even stranger that they're all along the north edge. The southern hills have other furbolg tribes and the random trapper or traveler, but nothing larger than a small village.
The Grizzly Hills surround Zul'Drak on both sides and reach all the way up to Crystalsong Forest and the Storm Peaks, making it possible to travel between the northern and southern regions of Northrend without crossing the dangerous Drakkari territory.
The humans living and working at Silverbrook and Hollowstone Mine have Russian-sounding names, indicating a unique culture. As such, the humans of the Grizzly Hills are presumably from the same group of humans that lived in Northrend prior to the arrival of the Lich King.
Amberpine Lodge has been maintained by the Alliance "for a while", implying it was already held by the Alliance before the war against the Lich King.
Kamari is a level 26 npc located in the Drag in the orcish city of Orgrimmar.
After Vol'jin's death, she was seen speaking with Thuwd in front of the building.
You like the rug? I killed and skinned the beast myself. May all the centaur fall as easily?
Too bad we can't skin the humans and their allies. All that skin is just going to waste. Still, who'd want to wear the flimsy leather you could make out of it?
“The truth is that quite a few goblins combine a shrewd business sense with a certain level of... moral flexibility.”
— Lost Isles preview
The Bilgewater Cartel is one of the largest goblin organizations found on Azeroth. Run by the ruthless Trade Prince Gallywix, it is the most powerful trading company on Kezan. From their headquarters at Bilgewater Port, the cartel dominated the trade all over the South Seas, until it was destroyed due to the Cataclysm. After the events in the Lost Isles, the Bilgewater joined the Horde and built a new capital in the Kalimdorian region of Azshara, Bilgewater Harbor. They compete with other goblin organizations such as the Steamwheedle Cartel and Venture Company over both resources and customers.
In the game, the Bilgewater Cartel is a Horde-aligned faction related to the playable Bilgewater goblins, introduced in Cataclysm. It is thus the sixth racial Horde-faction to be added to the game. They have their own quartermaster, rewards, and tabard which in dungeons will boost reputation for every kill.
Originally the slaves of Zandalari trolls on the Isle of Kezan, the goblin race was forced to mine kaja'mite ore out of the volcanic bowels of Mount Kajaro.
The trolls used this potent mineral for their voodoo rituals, but it had an unexpected effect on the slaves who were in constant contact with it: kaja'mite generated a startling new cunning and intelligence in the goblins. Crafting their own powerful artifacts of engineering and alchemy in secret, the goblins soon overthrew their oppressors and claimed Kezan for their homeland. The mines that had been their prison, their slave camp, and the base of their rebellion now became the city of Undermine. Weaving through the heart of the island in a dizzying network of tunnels, vaults, and lava tubes, Undermine epitomizes the goblins' complex, unpredictable mindset.
The goblins' natural greed soon lifted them to prominence as masters of mercantilism. Trade princes arose during the First War as the cleverest goblins learned to take advantage of the strife. Great fortunes were amassed, and the Isle of Kezan became a hub for fleets of goblin trading ships. One of the trade princes agreed to lend his faction's services to the Horde in the Second War. Following the Horde's defeat, the goblins learned from their colleague's failed example, and soon they realized that their profits could double if they weren't stuck in such a restrictive relationship. By the end of the Third War, goblins were providing weaponry, vehicles, and devious services to both the Horde and the Alliance.
This section concerns content related to the Warcraft novels, novellas, or short stories.
Many years later, Jastor Gallywix rose through the ranks of the Bilgewater Cartel. Gallywix became the president of what became known as the Copper Street Conglomerate, an advisor to the Tinkers' Union, a major figure in the Trade Coalition, and the second wealthiest goblin in the Bilgewater Cartel - second only to Trade Prince Maldy himself. With the aid of the moguls of the Bilgewater and from Tek'zik Riddlevox, Director of the Tinkers' Union, all of whom believed that Maldy had gone soft (he was known to dote over his daughter, Nessa, with whom Gallywix had fallen in love with on first sight), Gallywix initiated a hostile takeover of the Bilgewater Cartel.
He bought the loyalty of Maldy's staff, and replaced his security with his own mercenaries; he even owned the land on which Maldy's manor (the site of his own villa many years later) was situated. Though Maldy hoped to re-buy his possessions with the money he gained from trading weapons to the Alliance, Gallywix eliminated that possibility by destroying Maldy's trade fleet. Now in total control, Gallywix exiled Maldy and his daughter from Kezan, and later arranged his (supposedly accidental) death.
The Bilgewater Cartel dug really deep into Kezan in order to mine more kaja'mite ore, create Kaja'Cola and please their customers. While digging, they discovered a small vein of Azerite, and Gallywix took its substance and kept it as secret for years.
Joining the Horde
The goblins of Kezan were all going about their daily lives having recently created a new drink called Kaja'Cola in an attempt to boost their intelligence. Suddenly, Deathwing had made an appearance at Bilgewater Port, claiming the Hour of Twilight was drawing close. The goblins not very concerned with the threats, continued on with their day. Eventually it was discovered that Mount Kajaro had begun to erupt and some goblins tried to cash in on the event. Trade Prince Jastor Gallywix of the Bilgewater Cartel charged desperate goblins fleeing for their lives 1 billion macaroons in exchange for saving their lives and leading them to safety on his private yacht. Gallywix however, was not true to his word and instead took the money and enslaved all those he saved. Gallywix then looked to start a new trade empire in the distant lands of Azshara with him being the most powerful goblin on Azeroth.
Arrival on the Lost Isles
Gallywix and his goblins were discovered by Alliance ships as they were attempting to capture the former orc Warchief, Thrall. The humans then fired at the goblins' ship to prevent any witnesses and after their vessel was sunk, the goblin survivors washed up onto the Lost Isles. The goblin survivors used the remnants of their destroyed vessel as a small base camp and fought off the local wildlife to secure their camp.
Cooperation with the Horde
Eventually the goblins discovered an orcish journal revealing orc survivors in the isles. The goblin survivors thought it best to look to the orcs for help and sought out their base camp. The goblins then sent a representative to ask for help from the orcs. The orc survivors agreed to help if the goblins aided them in return. The adventurer had slain all the plants in the orcs' way and impressed the leader of the orc survivors- Aggra. Aggra then agreed to assist the goblins find their way off the isles. Much later it was discovered that human agents too had found their way onto the island during their mission to bring Thrall to Stormwind. Eventually the goblin adventurer defeat the humans and rescues Thrall.
The pygmy threat
The goblins later decided to go to the larger of the two isles and deployed a Town-In-A-Box so they could have a location to rest themselves. The goblins were eventually met with Naga and Pygmy troubles but were able to fight them back. Eventually the goblins aspired to end the pygmy threat and using many gadgets they managed to destroy the various tribes and found themselves in the center of the isle where they killed the pigmys' turtle god, Volcanoth. Yet the death of the turtle causes the island volcano to erupt.
Defeat of the Trade Prince
The goblins met up with the orcs once more to beat back the Alliance for good and being impressed with the goblins' cunning and strength, the orcs agreed to take the fight to Trade Prince Gallywix who enslaved the majority of the goblin survivors with mind control of some type. When Gallywix was finally beaten, he was told by Thrall that he could live if the Bilgewater Cartel became a part of the Horde. Gallywix bitterly accepted and the goblins and orcs parted ways, with Thrall going to the Maelstrom to heal the world and the goblins going to live in their new home of Orgrimmar- capital of the orcs.
The cartel's home base was once Bilgewater Port on the Isle of Kezan, but after the natural disasters of the Cataclysm ousted the goblins from their homeland, the vast majority of its operations are now concentrated in Orgrimmar's Goblin Slums and Bilgewater Harbor in Azshara. The Bilgewater Cartel have honored their agreement with Thrall and have used their technological expertise and services to benefit the Horde, though Trade Prince Gallywix has also found ways to make sure his alliance with the Horde increases his coffers.
A Bilgewater cartel fleet wrecked itself at Land's End Beach in Tanaris, and all of its survivors became insane.
During the Battlefield: Barrens, several Bilgewater Cartel goblins sided with Garrosh Hellscream and the True Horde, including sappers.
Following the inclusion of the nightborne into the Horde, goblins were seen in the Nighthold assisting the elves with new supplies.
They have a team named the Bilgewater Buccaneers in the goblin sport known as footbomb, a game where goblins sit in shredders and have to kick bombs on each other. They often compete against the Steamwheedle Sharks, the Steamwheedle Cartel's team.
The zones of Azshara, The Cape of Stranglethorn, Thousand Needles, Tanaris, and Twilight Highlands have many quests for gaining reputation with the Bilgewater Cartel.
The Bilgewater Cartel Quartermaster, Frizzo Villamar [50., 56.6], can be found on the central mesa of Orgrimmar by the flight master. At all reputation levels, she sells the Bilgewater Cartel Tabard, which can be used to champion the Bilgewater Cartel in dungeons.
Reputation can also be gained by competing in the Argent Tournament (requires level 80), or by purchasing Bilgewater Writ of Commendations at the Molten Front (requires level 85).
Exalted with the Bilgewater Cartel is one of the requirements for achieving the title of Horde Ambassador.
Non-Goblins in exalted standing with the cartel can purchase and learn to ride their wondrous high-speed mounts, available from Kall Worthaton[36.2, 86.6] in the Goblin Slums, Orgrimmar (goblins can purchase the trikes regardless of reputation).
In addition, Frizzo Villamar sells a unique 16-slot bag and several level 35 cloaks.
Krokuun is a region of Argus where the armies of Azeroth first landed during their quest to stop the Burning Legion. Kil'jaeden's Legion ship has crashed here near the Xenedar.
The once prosperous eredar civilizations that dotted these hills have crumbled away and vanished under the Legion's defilement. Jagged, dark rocks protrude from the fel tainted groves. The Legion's own creations stick out of the land almost like the rocks themselves. Trees, vitiated of any living essence are strewn throughout the land. Almost no flora has endured the planet's harsh conditions. Only black soil, devoid of life, covers the planet.
Travel is done via a Lightforged Beacon, a form of teleportation from hub to hub.
Notes & trivia
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.