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Ghosts of the Broken Isles where they are located. Broken Shore in WoW Legion. Wonderful new lands

How the geography of Azeroth has changed over the course of the franchise is a topic that deserves a separate article. It seems that we are now living in the era of great geographical discoveries. Every couple of years, new geographical features appear on the map, which were previously rumored at best. Maybe we'll talk about this next time. Today we'll take a look at where the next expansion will take place - the Broken Isles archipelago. We will start, though not with them, but with one of the iconic places of Azeroth, which is key to the plot - the tomb of Sargeras.

For those who are not at all in the subject, a little background. Many centuries ago, to fight the demons of the Burning Legion and prevent a new invasion of the world, the magicians of Azeroth created the Order of Tirisfal. One of the mortals was chosen as a Guardian and endowed with powerful abilities that gave him the ability to fight demons. Approximately eight hundred years before the current moment in history, the Guardian of Tirisfal, Magna Aegwynn fought the avatar of Sargeras in the icy wastes of Northrend. Fearing that the demon's energy might enter the world through the remains of the physical shell, she hid them (attention!) at the bottom of the ocean. The underwater ruins of the elven city of Suramar were chosen as the burial site.

This place first appears on the maps of Azeroth in Warcraft II (see below).

As you can see, the flooding site is located between Kul Tiras and Balor Island, and very close to the “mainland”. Moreover, it’s not really clear from the map; it’s just a designation of a place or a lonely island.

Several years pass and the tomb is already on the Broken Isles. Here is a map from Warcraft III: The Frozen Throne.

Here we see several small islands. At the end of the Second War, Gul'dan and his clan arrived here and a powerful warlock raised a tomb from the bottom of the sea to take away some powerful artifacts. It was not possible to take the artifacts, because the main warlock was devoured by demons that escaped from the tomb. Later, already during the Third War, Illidan visited here, followed on his heels by Maiev Shadowsong. He discovered the ruins (!) of Suramar and the restless spirits of the orcs, who are waging endless battles. He found the Eye of Sargeras artifact and destroyed the tomb to get rid of the pursuers.

Thus, according to Warcraft II/III lore, the Broken Isles is a small archipelago, part of which was raised from the bottom of the sea some thirty years ago. As a result, the architecture consists of elven ruins, and the main population consists of restless orc spirits. It is also not known exactly where this archipelago is located. The most likely location is near the Whirlpool

What do we have now? Hmm... technically yes, there are islands there. At the same time, this entire economy looks like a full-fledged continent, on which there is the highest mountain in Azeroth, elven settlements, vrykuls with Valkyries and ancient tauren. Okay, God bless them with the tauren, but damn it, if Suramar was raised from the bottom of the sea thirty years ago, where did the living night elves come from here? They came up with some explanation (read below), but in general, we are once again asked to turn a blind eye to obvious mistakes and contradictions in the lore.

However, if we close our eyes to obvious inconsistencies and upcoming retcons, then we will see picturesque locations and a return to the lore with which Warcraft began. So read below a brief description of the new locations of the World f Warcraft: Legion add-on. To begin with, we will once again present the full map of the Broken Isles in the version that will be in WoW 7.0.x.

Now briefly on the new locations.

Val'sharah

Location map

It was here that Malfurion began to comprehend the magic of nature, studying with the demigod Cenarius. This is why Val'sharah became a sacred place for the Druids. It is also home to Shaladrassil, another Tree of Life that is unfortunately afflicted by the Emerald Nightmare. The nightmare comes from the Darkheart Thicket. Dark magic is so strong that Malfurion, who arrived here to fight the Legion, falls under its influence - we will have to fight him in the raid. Also in Val'sharah is the Black Rook Fortress, which was a stronghold of the night elves during the War of the Ancients.

Looking at the first screenshots of the location, I remember Ashenvale and Darkshore. Overall nice, but not very original. However, these places have a special charm.

Azsuna

Location map

Azsuna is located in the southwestern part of the "continent". In this location, players will be able to see firsthand how devastating the consequences of the Schism were. It all seems to begin with a picturesque paradise, but gradually gloomy pictures of a cursed and devastated land begin to open. However, the destruction and ghosts that roam here are not only a consequence of the Schism. Queen Azshara, a powerful sorceress, sent a curse to these lands and thereby doomed thousands of her subjects to torment. You will meet here not only banshees, but also the male version of these ghosts (Spectre). We will have to find out why this happened while completing the quests.

In addition to the restless ghosts of the night elves, the remnants of the Blue Dragonflight also settled here, as well as the naga, subjects of the current Queen Azshara.

Like all similar locations - meaning the ancient night elves - this one is also made in the “ancient Greek” style.

Suramar

Location map

Suramar, one of the major elven cities of ancient Kalimdor. Not as pompous as Zin-Azshara, but majestic nonetheless. Moreover, it was also located next to the Well of Eternity. The place is significant, if only because Malfurion, his brother Illidan and Tyrande spent their youth here, which became their “bone of discord.” In addition, Maiev Shadowsong and her brother, Jarod, lived here.

The Great Schism almost completely destroyed the city, although part of it still remained on land. One of the latest versions of the history of Azeroth says that part of the Highborne that survived the Sundering created a magical shield that preserved the surviving part of the city for 10,000 years. These elves believed that the world behind the shield was completely destroyed (here I get a déjà vu about another civilization that believed that there was nothing behind the fog). That is, if you believe the current legend, the Nightborne did not hear how Gul’dan raised the Tomb of Sargeras from the bottom of the sea, what a rustle the spirits and orcs there made. What can we say about such a minor incident as the clash between Illidan and Maiev.

Over hundreds of centuries of exposure, they evolved slightly and are now called Nightborne. Some of them have evolved in the wrong direction. Now these criminal elements live outside of Suramar.

This location is intended for top-level players, and the city itself is the pinnacle of Blizz's design ideas in virtual urban planning. At least that's what they promise. Honestly, after Shattrath City in WoD, I'm ready to believe in these promises. The city there turned out to be truly majestic.

Highmountain

Highmountain is the highest mountain in Azeroth. The ancient tauren and another race, the dragobars, live here. Before the arrival of the Legion, these tribes coexisted peacefully, but now they are in a state of war and it is clear whose fault it is.

What else is interesting here besides the highest mountain? Neltharion's Lair. The former Guardian of the Earth lived here and, despite the fact that the living space has long been abandoned and the owner has passed on to another world, there are still plenty of secrets here. They say that a powerful weapon forged from dragon scales is kept here, and an order of warriors that formed after the arrival of the Legion wants to get it.

Stormheim

Location map

If the presence of tauren can somehow be justified, then only Elune knows how the vrykul appeared here. The newest legends say that some of the vrykul left Northrend thousands of years ago and settled here. They were looking for their promised land and the missing gods. The Titans left two Guardians in Stormheim, who, according to a good established tradition, hit each other in the face (obviously, the Ancient Gods could not have done it here). Here is also one of the Pillars of Creation, which will help us drive out the Legion.

I would like to raise the topic of the twists and turns of the plot on the Broken Isles. Its inconsistencies with the overall story, and why Blizzard decided to return to the Legion theme. But first things first.

I’ll start with a little history in order to bring you up to date, so that you understand what we’ll be talking about in general. It all started with a secret order of mages known as the Order of Tirisfal or the Council of Tirisfal. One of the members of the Order was chosen as a Guardian, endowing him with special magical energy to confront the “Legion” and hordes of demons.

The penultimate Guardian was Magna Aegwynn, who fought the avatar of Sargeras, was able to defeat him (so she thought), and buried the remains at the bottom of the ocean in the flooded elven city of Suromar. As it turned out later, this was all an insidious plan of Sargeras, who was able to enter the mind of poor Magna, and slowly but surely drove her crazy. Later, Magna's son Aegwynn, known to us as Medivh, also possessed by Sargeras, will open the Dark Portal and release hordes of Orcs on Azeroth, starting the First War.

Already at the end of the second war, Gul'dan, driven by a thirst to find the powerful artifact "Eye of Sargeras", went in search of the Tomb of the founder of the Burning Legion. Since the tomb itself rested on the seabed, Gul'dan raised it from the bottom of the sea with the help of powerful sorcery, and at the same time formed several islands. But it didn't work out for him. The demons that were imprisoned in the tomb simply killed him. The island was quickly inhabited by the spirits of restless Orcs. After a while, Illidan (Warcraft 3 story company) visited the islands.

I would also like to point out that the “Broken Isles” had the name “Mysterious Isles”. Illidan managed to discover the Eye of Sargeras in the ruins, which Gul'dan had so zealously sought. But since Illidan was pursued by Maiev, he was forced to completely destroy the tomb.

Let us summarize what we now know about the “Broken” Isles according to history:

  1. Geographical features - These are really islands (on many maps there are 4-5 islands connected into a small archipelago).
  2. Location - located south of the Whirlpool.
  3. The population is the restless spirits of Orcs.
  4. Architecture - Elven Ruins.
  5. Tomb of Sargeras - Destroyed.

What we see now from the current alpha does not fit into the course of known history, and sometimes even common sense.

I'll start with the inconsistencies that strike me the most, especially for those who have played Warcraft (2 and 3) or follow the plot closely.


For the first time, "Broken Isles" can be found in the form of illustrations for the book Warcraft: The Roleplaying Game (this book was published in 2003).

As you can see, in the photo taken straight from the book, the islands are south of the whirlpool. In the form of islands going in a row one after another. It is implied that these are the four islands and the tomb itself.

At the time of Warcraft 2, the islands were in a flooded state, but were also already marked on the map as a small island that was closer to the mainland.




As we see, they are already in a slightly different place and have moved closer to the mainland of the Eastern Kingdoms. But nevertheless, they were still south of the Whirlpool.


In Warcraft 3, the islands began to appear for the first time as they were raised from the seabed. The map shows that in the center there is a tomb, and on the edges there are four islands; the whirlpool is no longer located to the south, but to the west of the islands. This can be explained by the fact that on the map in Warcraft 2 it was just a point, but in Warcraft 3 it was already a whole archipelago of islands. But, perhaps, this does not explain the discrepancy with the original 2003 map.


As you can see from the current map, it is very different from those that came before. And the Broken Isles themselves have become located closer to Northrend (from the Howling Fjord you can even swim or fly to the Islands). And it all looks like a full-fledged continent, and very little like scattered islands. In addition, the tomb itself has moved to the edge of the entire continent, and, according to available data, it does not look like it was destroyed. In the screenshot below we see what it looks like now.


Now it’s time to debunk the myths about the Broken Isles that have formed in our minds over many years of studying the world of Warcraft.

Therefore, we will debunk the first myth: the Broken Isles are not islands. As you can see from the maps above, these are anything but islands. Yes, there are a couple of islands there, but now it would be hard to call them the Broken Isles.

And immediately the second myth: as it turned out, now the Broken Isles are located northeast of the Maelstrom, but not to the south, as was described earlier, or as was on earlier maps. On the current map, which will most likely be added to the game, we see the Islands very close to Northrend, so close that the thought creeps in: why haven’t we seen them before? after all, an Alliance ship sails to Howling Fjord every day, and the Horde regularly had to fly over this territory.

Let's move on to debunking the following myth: The Broken Isles are inhabited by many races. These include the ancestors of the Tauren, the Vrykul, and even the Night Elves. How could all these races appear on islands where only Orc spirits lived? It remains a mystery (the developers only explained the appearance of the elves by saying that they managed to hide in the city, covering it with a shield and living like that for thousands of years). Thus, we debunk the third myth, about the population of the islands. You can refer to the proximity of Northrend and the movement of all races from there to the islands.

And, perhaps, the last thing: this is the architecture of the Islands. Due to the fact that the developers added races to each location that a priori should not have been there, they added their buildings there. But the bad luck is that their buildings also turned into ruins. It turns out that the Elves did not live, a split occurred, everything was destroyed, then the cities and islands in particular went under water. After which they are raised from the bottom, and settlers arrive to develop the raised lands, who also build their own buildings. But either the guys didn’t build it well, or some unknown force turned the local colorful architecture into ruins.

What happens in the end:

  1. Geographical features - it still looks like the mainland.
  2. Location - northeast of the Whirlpool.
  3. Population - Taurens, Vrykul, Elves. And a bunch of other less significant races (like the ancestors of the gnoles).
  4. The architecture is the ruins of all nationalities.
  5. Tomb of Sargeras - Safe and unharmed.

In the Legion cutscenes, we see Gul'dan freeing Illidan. Why did he do this? After all, Illidan is one of the most zealous champions of the forces of demons (demon hunters). Everything is very simple, he is sheathed by that ill-fated artifact for the sake of which “our” Gul’dan died, and the “other” Gul’dan again dreams of the same idea (oh, these divisions into “ours” and not “ours”, only the travelers add into the plot).

Why did Blizzard decide to return to the Broken Isles theme? I have a theory about this. Let's take as a basis a new player who has never played the Warcraft game series, just watches the movie and decides to dive into the game. What will he see? The Dark Portal that was mentioned in the film is outdated content, and all the main villains and heroes he saw in the film are long dead (the same Gul'dan is represented only by a skull in the Black Temple).

The actions of the film directly depend on the upcoming update (as well as on the current update), since the actions there take place during the beginning of the First War, it is symbolic to return to the original sources. What do we know about the first war? Medivh opened the Dark Portal and released the Orcs onto Azeroth. He was obsessed with Sargeras and the upcoming update comes in handy.

There is also a storyline of Gul'dan in the film, but, as we know, he was killed by demons during the third war. That's why the developers resurrected him in the form of a “double from another world.” It turns out that the newly minted adventurer will see many coincidences with the film, these are Sargeras and Gul’dan, and the souls of heroes of the past will also help us in the battle (for example, Anduin Lothar).

It turns out that the plot of Warlords of Draenor and Legion is tied to luring a player who has just watched the film into the game. Sad, very sad. And, as it’s fashionable to say these days, WoW is no longer a cake.

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The Broken Shore is similar to Tanaan Jungle and the Timeless Isle, but the content on it is unlocked in stages. The Broken Shore is home to the Cathedral of Eternal Night dungeon and the Tomb of Sargeras raid dungeon.

After speaking with Archmage Khadgar at Krasus's Playground in Dalaran, you can begin a scenario that opens access to the faction and the entire Broken Shore. After completing the scenario, you will be able to complete world quests on the Broken Shore and earn reputation with the new faction.

In patch 7.2, the old currency from the Legion pre-patch returned to the game, . It is used to purchase reputation rewards with the Legion's Ruin Army and "discarded" blanks for crafting equipment. Nether Shards can be obtained by completing new world quests or killing monsters, and can also be found in chests scattered throughout the Broken Shore.

1. Nether Shards

Nethershards are the currency of the Broken Shore and are used to purchase rewards.

2. Buildings

The main base on the Broken Shore is Deliverance Pinnacle. There you can contribute to the construction of buildings that provide various bonuses (including opening access to new content). The one-time contribution is 100 Supplies of the Legion's Ruin Army (given as a reward for completing tasks, obtained from rare elite monsters). Construction is being carried out by one faction from across the region.

You can build three different buildings (Mage Tower, Command Headquarters and Void Destroyer). Each building provides one permanent bonus that applies to everyone, and one random bonus that changes when a new building of this type is built. To receive bonuses, players need to speak with Commander Chambers after constructing a new building.

After completing construction, the Legion armies will attack your building for 3 days until they completely destroy it. During the attack period, bonuses from the building do not apply. To start new construction, you must wait 1 day.

Tower of Mages

The permanent bonus from the Mage Tower is called Fel Treasures. It opens access to artifact trials, secret Parselmouth chests, and a network of portals.

  • Artifact Tests: The Council of Six will allow you to take part in a series of unique challenges: a great opportunity to put your skills to the test!
    • This is single-player content that allows you to try your hand at fighting powerful opponents. Upon successful completion, the player receives a new appearance for his artifact. For each attempt you have to pay with Void Shards. There are 7 different challenges for each specialization.
  • Secret Wraithtongue Chests: The power of the Mage Tower reveals the location of hidden Parselton chests on the Broken Shore.
    • Players gain the ability to see Unusual Parselmouth Caches. To open the chest, you need the Parselmouth Cache Key, which can be purchased for 500 Nether Shards from Treasure Hunter X"reeged. X"reeged appears after completing a chain of quests that begins with Spiders, then? . He sells Wandering Parselmouth Essence for 5,000,000 Nether Shards.
  • Network of portals: The mages of the Kirin Tor will give you access to portals that will allow you to quickly travel around the Broken Isles.
    • In the Tower of Mages there are portals that allow you to travel through the zones of the Broken Isles (Azsuna, Highmountain, Val'shara, Stormheim).

Random bonuses

  • Aware - Whenever you loot an item from a dungeon or raid that grants Artifact Power, you have a chance to gain an additional Artifact Power token.
  • Like a feather - While on a vehicle, you can move along the surface of the water.
  • Overwhelming Power - Completing a World Quest has a chance to grant you an additional Artifact Power token.
  • Worthy of Respect - The attitude of the Legion's Bane army improves 30% faster.

Command Headquarters

The permanent bonus from the command rate is called Order Forces. It opens up access to world quests in the Cathedral of Eternal Night, reinforcements for the Legionbane Army, and difficult quests for followers.

  • World quests in the cathedral: Having organized the command of your troops, you can concentrate your efforts on storming the Cathedral of Eternal Night.
    • Provides access to world quests in the Cathedral of Eternal Night.
  • Legionfall Army reinforcements: Legionfall Army commanders receive additional support in the Broken Isles.
    • When fighting monsters on the Broken Shore, you get help from the Legion's Ruin Army (for example, demon hunters shoot at your opponents from above).
  • Difficult tasks: Send your most worthy defenders on challenging missions in the heart of the Broken Shore. If successful, a great reward awaits you!
    • Provides access to special tasks for teammates, allowing them to receive valuable rewards.

Random bonuses

  • Powerful Empowerment - Upon completion of a World Quest, you have a chance to receive a Corrupted Empowerment Rune.
  • War Campaign - When you receive Legionfall Army Supplies, you have a chance to receive additional supplies.
  • Full readiness - Increases all basic characteristics by 10%, only valid on the Broken Isles.
  • Worthy Defenders - Increases the chances of receiving a legendary piece of equipment from a follower.

Void Destroyer

The permanent bonus from the Nether Destroyer is called Epic Hunter. It provides access to local bosses, unstable Nether portals, and armorer's letters of recommendation.

  • Local bosses: The energy of the Void Destroyer attracts the most powerful opponents to the Broken Shore.
    • Opens access to four world bosses that drop level 890+ loot. Bosses do not appear until the Void Destroyer is built. The bosses themselves: Apocron, Brutall, Malificus and Si"your.
  • Unstable Nether Portals: When the Destroyer is activated, unstable Nether portals will appear on the Broken Shorethey can be activated to summon powerful enemies.
    • Activating the portal requires the Nethergate Destroyer. It can be purchased for 50 Nether Shards from Battle Mage Kat'lin. Monsters from the portal drop improved loot.
  • Broner's letters of recommendation: The highest level artisans will receive official commendations allowing them to craft legendary items.
    • This effect allows you to talk with Eliezer Hammerbeard and learn how to craft legendary items using professions.

Random bonuses

  • Fate Smiles on You - If you fail your bonus roll on the Broken Shore, there is a chance your Seal of Broken Fate will be returned to you.
  • Netherstorm - When collecting Nether Shards, it gives a chance to receive additional Nether Shards.
  • Reinforced Reins - While on a vehicle, you can interact with objects.
  • Determine Your Destiny - Each day while the Netherbreaker is active, you can return to the Broken Shore and complete a quest that provides a free Seal of Broken Fate as a reward.

3. Discarded blanks for crafting equipment and obtaining legendary items for certain slots

You can purchase discarded blanks and Vashrin the Wonderworker. Each blank costs 5000 Nether Shards. Using these blanks, you can get a piece of equipment for your specialization (with a small probability, legendary). These items are the equivalent of the goods from Kadala from Diablo3.

4. Cerberax

The Cerberax is a Legion gunship that flies over the Broken Shore and attacks specific areas. Enemies in Cerberax's shadow can drop beacons used to open portals containing demons. Demons drop Nether Shards as loot, materials for crafting items using professions, and enhanced beacons that summon additional enemies. There are several types of beacons.

In the Legion expansion, players will get to know a new, slightly modified character leveling system. Now you can go to any location regardless of level.

It used to be like this: you went to a location only if it suited your level (or you suited it). For example, in Pandaria, to get into the Jade Forest you needed level 85, or 86 for the Valley of the Four Winds. In Draenor, for example, Nagrand for characters at least level 98 or higher. Now things are a little different.

Wonderful new lands

While leveling up your character on the Broken Isles, you will be able to freely change locations: Azsuna, Highmountain, Stormheim, Val'Sharah. Your level does not affect whether it is 101 or 108 - tasks, opponents and rewards will automatically adjust to your character's level. The new locations are very different from each other: different factions and new stories await you.

It's not that complicated

First, you have to visit your class stronghold and see the available tasks. Select one of the zones, accept the quest that will send you to Dalaran. Go to the flying city, and from there you can begin your journey to a new location.

Variety of zones

You will have several reasons to develop your character in different locations of the Broken Isles, other than gaining experience and new stories. In each location you can get unique rewards and treasures. For example, after playing in Azsuna you can get the “Mysterious Freshman Hat” toy and the “Court Inscriber” battle pet. And in Highmountain, for example, you can get “Roc Feather Kite of the Skyhorn Tribe” or “Little Old Roc”.

In locations you can also increase the power of the artifact. It will allow you to strengthen your weapons and, of course, improve your character's combat skills. To strengthen the artifact you have to complete all tasks in the zone. We also advise you to improve your reputation with different factions, this will allow you to receive new local quests in the future.

Azsuna


Highmountain

Stormheim

World of Warcraft: Legion introduces a whole new kind of questing and leveling experience, and you’ll want to prepare to make some choices out there.

In previous World of Warcraft expansions through Warlords of Draenor, zones were designed specifically for characters who were with in a certain level range. In Mists of Pandaria, Kun-Lai Summit was meant for those who’d reached level 87. Warlords of Draenor’s Nagrand was intended for characters who were level 98 or higher. In Legion, the questing zones you’ll discover among the Broken Isles work a bit differently. . . .

A Whole New World

Early on in your journey to the Broken Isles, you’ll be able to freely choose among a number of zones that adapt to your character’s level: Azsuna, Highmountain, Stormheim, and Val’sharah. Whether you’re level 101 or 108, the quests, enemies, and drops in each of those four zones dynamically scale to your level, giving you the freedom to explore this mysterious new domain as you see fit. Each of these zones has a very different feel, with distinct factions to meet, fantastic stories to uncover, and experiences that you won’t soon forget.

To get started in these zones, you’ll first need to travel to your Class Order Hall and open up the mission table’s scouting map. Select one of the four leveling zones and accept the related quest to go to Dalaran-then travel to Dalaran, and you’ll be sent to your chosen zone.

The Circle of Life

Beyond the experience to be earned and stories to take part in, each dynamic zone has its own unique rewards and treasures. For example, Azsuna is the only place to acquire the Mystical Frosh Hat toy and the Court Scribe battle pet. Only in Highmountain can you get your Rocfeather Skyhorn Kite toy or a Baby Elderhorn pet.

These zones are also good places for you to earn Artifact Power to improve your Artifact-and increase your own chances of defeating the Burning Legion. To maximize the Artifact Power you gain, you may find that it’s best to complete a zone. As you level up, you may also find it valuable to reach at least Friendly reputation with each faction that you come across, since doing so unlocks World Quests to participate in later.

Ultimately, the path you take through the Broken Isles is up to you-and more than ever, your destiny is in your own hands.


Azsuna


Highmountain


Stormheim


Val'sharah

To learn more about Artifacts and Order Halls, both of which play key roles in questing in the Broken Isles, check out the Legion Q&A with Craig Amai from July 7.