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Uncover Warc raft’s Secrets Battle across the unexplored continent of Kalimdor. Unearth dead civilizations in chilling Northrend. Duel pirates across the tropical South Seas. A world of adventure awaits! Hope You Survive the Discovery This campaign setting sourcebook explores the regions of Kalimdor, Northrend and the South Seas, from inhabitants to geography to key individuals. Discover mysterious civilizations and devious organizations. New adventures, feats, prestige classes and other mechanics immerse you in the setting. Descriptions of the major regions of Kalimdor, Northrend and the South Seas. Three adventures set in the lands of mystery to ignite your World of Warcraft RPG game.. New prestige classes (the buccaneer, holy strider and techno mage), new feats, new magic items, and new civilizations steeped in the flavor of Warcraft’s unexplored regions. Provides a wealth of lore and material for Warcraft fans. Immerses the players into Blizzard’s best-selling Warcraft computer game franchise, with over 19 million copies sold. Designed with extensive input from the creative minds behind Blizzard’s best-selling Warcraft computer game series. Narrated by famed dwarven explorer Brann Bronzebeard. www.swordsorcery.com ISBN 1-58846-784-8 WW17206 $29.99 U.S. Sample file
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Page 1: WOW Lands of Mystery - The Largest RPG Download Store!your World of Warcraft RPG game.. New prestige classes (the buccaneer, holy strider and techno mage), new feats, new magic items,

Uncover Warcraft’s Secrets

Battle across the unexplored continent of Kalimdor. Unearth dead civilizations in chilling

Northrend. Duel pirates across the tropical South Seas. A world

of adventure awaits!

Hope You Survive the Discovery

This campaign setting sourcebook explores the regions of Kalimdor,

Northrend and the South Seas, from inhabitants to geography to key individuals. Discover mysterious civilizations and devious organizations. New adventures,

feats, prestige classes and other mechanics immerse you in the setting.

Descriptions of the major regions of Kalimdor, Northrend and the South Seas.

Three adventures set in the lands of mystery to ignite your World of Warcraft RPG game..

New prestige classes (the buccaneer, holy strider and techno mage), new feats, new magic items, and new civilizations steeped in the flavor of Warcraft’s unexplored regions.

Provides a wealth of lore and material for Warcraft fans.

Immerses the players into Blizzard’s best-selling Warcraft computer game franchise, with over 19 million copies sold.

Designed with extensive input from the creative minds behind Blizzard’s best-selling Warcraft computer game series.

Narrated by famed dwarven explorer Brann Bronzebeard.

w w w . s w o r d s o r c e r y . c o m

ISBN 1-58846-784-8 WW17206 $29.99 U.S.

Sam

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I N T R O D U C T I O N

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Check out upcoming Sword and Sorcery Studio products online at: http://www.swordsorcery.com

Distributed for Sword and Sorcery Studio by White Wolf Publishing, Inc.This printing of Lands of Mystery is published in accordance with the Open Game License. See the Open Game License Appendix of this book for more information. Arthaus, the Arthaus logo, Sword and Sorcery, Sword and Sorcery Studios, the Sword and Sorcery logo, Manual of Monsters, Magic & Mayhem, Shadows& Light and More Magic & Mayhem are trademarks of White Wolf Publishing, Inc. All rights reserved.© 2005 Blizzard Entertainment, Inc. Lands of Mystery is a trademark, and Warcraft, World of Warcraft and Blizzard Entertainment are trademarks or registered trademarks of

Blizzard Entertainment, Inc., in the U.S. and/or other countries., and is used with permission. All rights reserved. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned.

PRINTED IN CHINA.

CRED I T S

Special Thanks — Luke JohnsonTo Dave Arneson and Gary Gygax, for making D&D.To Chris Metzen and Blizzard, for making Warcraft.To Del Close, for making comedy improv.To Mom and Dad (again; they deserve it) for making me.

Authors:Scott Bernie (nerubians), Bruce Graw (Chapter 3, “Off to

the Races,” new rules), Luke Johnson (Chapter 4, “Ghost Ship,” Bloodsail Buccaneers, new rules), Mur Lafferty (organizations, prestige classes), Aaron Rosenberg (Chapter 5, murlocs, “Troll Meat,” new rules), Andrew Rowe (Chapter 1 and 2, blue dragonflight, magnataur, new rules).

Creative and Rules Design Assistance and Additional Material:

Chris Metzen and Bob Fitch

Developer:Luke Johnson

Editor: Ellen P. Kiley

Managing Editor:Stewart Wieck

Art Director:matt milberger

Layout and Typesetting: Dan Oh w/ Mike Chaney & matt milberger

Cover Artist:Samwise Didier

Interior Artists:Hannah Spute, Nicole Cardiff, Saytr, James Stowe, Jay

Epperson, Patrick McEvoy

Front & Back Cover Design:Mike Chaney

LANDS OF MYSTERY

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Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version 1.0: Any and all Sword and Sorcery Studio or Blizzard logos and identifying marks and trade dress, including all Sword and Sorcery Studio or Blizzard Product and Product Line names, including but not limited to Warcraft, World of Warcraft, World of Warcraft: The Role-Playing Game; Magic & Mayhem; More Magic & Mayhem; Lands of Mystery; all text under the “Description” header of any creature, spell, magic item, artifact, or NPC listing; any elements of the Warcraft setting, including but not limited to capitalized names, names of artifacts, beings, characters, countries, creatures, geographic locations, gods, historic events, magic items, organizations, songs, and spells; any and all stories, storylines, plots, thematic elements, and dialogue; and all artwork, symbols, designs, depictions, illustrations, maps and cartography, likenesses, poses, logos, symbols, or graphic designs, except such elements that already appear in the System Reference Document and are already OGC by virtue of appearing there. The above Product Identity is not Open Game Content.

Designation of Open Game Content: Subject to the Product Identity designation above, the remainder of this volume is designated as Open Game Content and may only be used in accordance with the Open Game License.

OPEN GAME LICENSE Version 1.0aThe following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights

Reserved.1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b) “Derivative Material”

means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identifi ed as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product Identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor. (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free,

non-exclusive license with the exact terms of this License to Use, the Open Game Content.5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your

Contributions are Your original creation and/or You have suffi cient rights to grant the rights conveyed by this License.6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the

COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have

written permission from the Contributor to do so.12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game

Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30

days of becoming aware of the breach. All sublicenses shall survive the termination of this License.14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to

make it enforceable.15. COPYRIGHT NOTICEOpen Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on

original material by E. Gary Gygax and Dave Arneson.Warcraft: The Roleplaying Game Copyright 2003, Blizzard EntertainmentWarcraft Roleplaying Game: Manual of Monsters Copyright 2003, Blizzard EntertainmentWarcraft Roleplaying Game: Alliance & Horde Compendium Copyright 2004, Blizzard EntertainmentWarcraft Roleplaying Game: Magic & Mayhem Copyright 2004, Blizzard EntertainmentWarcraft Roleplaying Game: Lands of Conflict Copyright 2004, Blizzard EntertainmentWarcraft Roleplaying Game: Shadows & Light Copyright 2004, Blizzard EntertainmentWorld of Warcraft: The Roleplaying Game Copyright 2005, Blizzard EntertainmentWorld of Warcraft: More Magic & Mayhem Copyright 2005, Blizzard EntertainmentWorld of Warcraft: Lands of Mystery Copyright 2005, Blizzard Entertainment

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T A B L E O F C O N T E N T S

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TABLE OF CONTENTS

Credits 1

Legal Information 2

Introduction 4

Chapter 1: Northern Kalimdor 6 Ashenvale 7Azshara 9Darkshore 11Felwood 13Hyjal Summit 17Moonglade 18Teldrassil 20Winterspring 23

Chapter 2: Central Kalimdor 27The Barrens 27Desolace 31Durotar 34Dustwallow Marsh 37Mulgore 39Orgrimmar 41Stonetalon Mountains 44Thunder Bluff 46

Chapter 3: Southern Kalimdor 49Feralus 50Silithus 53Tanaris 56Thousand Needles 60Un’Goro Crater 63

Chapter 4: The South Seas 66The Broken Isles 67The Eye 70Isle of Kezan 74Plunder Isle 79Zandalar 80

Chapter 5: Northrend 84Azjol-Nerub 88The Borean Tundra 92

Coldarra 95Crystalsong Forest 97The Dragonblight 99Grizzly Hills 101Howling Fjord 104Icecrown Glacier 106The Stormpeaks 109Zul’Drak 111

Chapter 6: Civilizations 114The Blue Dragonflight 114Magnataur 125Murlocs 132Nerubians 141

Chapter 7: Adventures 150Off to the Races 150Ghost Ship 160Troll Meat 170

Chapter 8: Organizations 179The Bloodsail Buccaneers 179The Burning Blade 182Druids of the Fang 184The Scourge 186

Chapter 9: New Rules 192Prestige Classes 192

Buccaneer 192Holy Strider 195Techno Mage 198

Feats 202Magic Items 205Steam Armor and Equipment 206Special Material 207Spells 207

Tables Table 6–1: The Blue Wyrmkin 120Table 6–2: The Murloc 138Table 9–1: The Buccaneer (Buc) 194Table 9–2: The Holy Strider (Hst) 197Table 9–3: The Techno Mage (Tmg) 201

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L A N D S O F M Y S T E R Y

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INTRODUCTIONTo His Highness, King Magni Bronzebeard, Rightful

Sovereign of Ironforge and Dun Morogh, and Grand Explorer of the Guild;

To High Explorer Tomli Magellas and all august members of the Excursion Council:

Well, I’m done. After months of slogging through swamps, plodding across deserts, slinking through forests, swimming through (and beneath) seas, and trudging across icy wastelands, I finished the task you set before me back in the Weary Boots. (I had had a few, as you might recall, and so wasn’t in the clearest state of mind when you asked if I would undertake this journey. Especially considering I had just returned from my travels in the eastern lands that very day. Ah, we dwarves are crafty.)

The western lands are interesting — perhaps more so than the lands of the east, for I knew very little about the west before striking out on this expedition. Kalimdor, the islands of the South Seas, and Northrend were realms of mystery to me; and despite the secrets I uncovered, these regions retain a good many puzzles yet. Thus, I have entitled this volume Lands of Mystery, which accurately captures the feel of these western lands.

What I found is ferociously interesting but disconcerting for our plans. The orcs, tauren and trolls of the Horde are firmly established on Kalimdor and (boil my beard) they could be staunch allies against the Scourge and the Burning Legion. They certainly have every reason to hate the demons and the undead. Yet instead of working with them, the Alliance forces on Kalimdor (and the rest of the world, for that matter) squabble with the Horde over petty conflicts, mostly for tradition’s sake. I say “squabble,” but the situation is escalating toward outright war again, my friends. I can’t think of anything the Scourge and the Legion would like better than to watch the mortal races chop each other to bits so they can inherit whatever’s left when we’re done. We need diplomacy and handshakes, Magni, not swords and guns.

The western lands hold other potential allies as well — the most obvious are the night elves. However, they face their own problems, both internal and external. Other forces also exist, but instinct (and the fact that they tried to kill me) tells me they’ll prove hostile to our cause. Centaur, trolls, naga — the world is full of people who want to eat your liver, and I fear we don’t have enough

strong dwarves to stand against them.These are dark times, my friends. At least they’re

interesting times, too.I suppose I should summarize the contents of this

volume. That way you can zip right to the most interesting bits (though obviously, since I wrote it, it’s all interesting).

Summary of ContentsIn Chapters 1 through 5, I recount my travels

through northern, central and southern Kalimdor, then through the South Seas and finally up into Northrend. I provide estimates (which range from wild guesses to accurate statements backed by official records) of the populations in each of the regions within these areas, as well as the region’s resources, rulers, settlements and the like. I should point out that the Language section of each region entry lists the region’s most prominent language first, and the others follow in alphabetical order.

Scattered throughout these chapters are scraps of information that I picked up from some of the denizens in the region. These are journal excerpts, transcripts of conversations, and the like; so if you don’t believe me, believe the natives. Speaking of natives, also scattered throughout these chapters are descriptions of some especially interesting denizens.

Cultures and civilizations fascinate me, so Chapter 6 explores four of the most intriguing civilizations in the western lands: the blue dragonflight, magnataur, murlocs and nerubians.

I heard all sorts of adventurous tales in my travels; I describe three of the most exciting in Chapter 7. If any young bucks would care to test the truth of these rumors, be my guest; I may even do so myself some day.

Chapter 8 describes some of the organizations I encountered on my travels: the Bloodsail Buccaneers, the Burning Blade, the Druids of the Fang, and the damnable Scourge. Know thy enemy.

Finally, Chapter 9 includes various miscellanies that I thought would interest you. What does it take to be a techno mage? How do people survive in the north? If you challenge a goblin in XK-77 steam armor to a duel, what are you up against? The answers are here.

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I N T R O D U C T I O N

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A Closing ThoughtI have now traveled the whole of the world. I’m

possibly the only (and certainly the handsomest) individual who has done so in all of history. One might imagine, then, that the thought of continuing my career as an explorer (and archeologist, and adventurer, and anthropologist…) suddenly holds little interest. What can I see, a hypothetical questioner might wonder, that I haven’t seen before? What else is there? Won’t the rest of my life be a disappointment, as I have already accomplished this greatest of exploratory feats?

To this I say: Well, hypothetical questioner, why don’t you go off and squirt some lemon juice up your kilt? Trying to make me feel bad like that.

If there’s one thing I learned in my travels through the lands of mystery, it’s that the world holds innumerable wonders. My expedition turned up at least as many questions as it answered, and I am eager to return to the wilds to seek more answers — and the best part about the questions I’ll answer is that they’ll lead to more questions. The world brims with possibilities and with the unknown, and I will always be there to partake.

And that’s just Azeroth. There are other worlds than this… what’s next for me, Magni?

— Brann Bronzebeard

MapsI can hear the complaints on the message

boards (www.warcraftrpg.com) now: “Why didn’t they include maps for each of the regions?! They could have just taken them from the World of Warcraft computer game!”

The answer is: We have only so much room in the book, and it seems silly to fill that room with maps that people can find online. We figured readers would prefer some new and original content instead.

Web Bonuses!People apparently like writing about

Warcraft, because I had to cut huge chunks out of this book to make everything fit. Hopefully, we’ll make the chopped-out sections available for free at www.warcraftrpg.com, so check it out.

—Luke Johnson, Developer

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