Game Guide/Burning Crusade Reputation (EU)

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This article is a copy of "Burning Crusade Factions" post on the "Reputations" article, an official post from the World of Warcraft Community Site. This article overviewed the Burning Crusade reputations available in World of Warcraft prior to Cataclysm. The original articles are no longer available, but they can still be viewed through online archives (see below). This is the EU variant of this article. The US variant is vastly different and can be found here.

Article Content

A faction is a group of people that share same interests. Many of the factions in Azeroth are not involved in the on-going tensions between the Horde and Alliance and, thus, are generally open to members of both sides. These "non-aligned" factions can provide you with information, equipment, and experience. Other factions are actively involved in the disputes between Alliance and Horde and are thus open only to members of one of those two sides. These factions are often attached to the various battlegrounds.

Hellfire Factions

2004 Game Guide's Banner for the Hellfire Factions Reputations

Honor Hold

Honor Hold stands to the south of both the Path of Glory and Hellfire Citadel. After the Second War, an expedition was sent through the Dark Portal to put an end to the orcish threat once and for all. Led by the valiant General Turalyon and the archmage Khadgar, the expedition did its best to fulfill its mission, waging fierce battles on the orcs of Draenor. Yet when reckless magic began to tear Draenor apart, the expedition members had to sacrifice their only chance of returning home by closing the Draenor end of the Dark Portal. Back on Azeroth, the expedition members were honored for their sacrifice and presumed dead.

Cut off from Azeroth for almost twenty years, the expedition fought to maintain a foothold on Outland. They took to calling themselves the Sons of Lothar in honor of the late Anduin Lothar. The recent reactivation of the Dark Portal brought turmoil to Outland, but also led to Azeroth's discovery that there were survivors from the long-lost expedition. Reinforcements from Azeroth hastened to aid the Sons of Lothar, who were still holding several strongholds on Outland, including Honor Hold. Although the orc race remains undefeated, the Sons of Lothar, including those in Honor Hold, have new hope. Bolstered by fresh troops, the expedition members struggle to complete their original mission and return home to Azeroth at last.

Such a task remains fraught with peril, though, for Honor Hold is caught between two dangerous enemies. In Hellfire Citadel, orcish forces are assembling once again. Whatever the reason for the fel orcs' presence at the citadel may be, their growing military strength could have dire consequences for both Outland and Azeroth. Furthermore, the Burning Legion has arrived in Hellfire Peninsula. Demons are pouring out of Legion gateways near the Dark Portal in alarming numbers, threatening to overrun the portal. Fresh troops from Azeroth, both Horde and Alliance, are fighting to keep the demons from entering the portal.

Thrallmar

The Horde's newly established base of operations in Hellfire Peninsula is Thrallmar, which overlooks the Path of Glory and Hellfire Citadel from the north. Shortly after arriving in Outland, a Horde expeditionary force set up this new base, but they were soon cut off from Azeroth by Legion forces that moved in to retake the Dark Portal. Now the people of Thrallmar are caught between a rock and a hard place.

To the north and east, the Burning Legion has constructed forge camps that provide the Legion with regular reinforcements. These camps are fortified by powerful cannons, and the demons there are a constant threat to Thrallmar. If the forge camps are allowed to remain, it will be only a matter of time before Legion forces invade Thrallmar. To the south of Thrallmar, at the massive stronghold dominating the Path of Glory, an orcish army is forming once again. However, these orcs are different from the original occupants of the gargantuan fortress: the forces amassing at Hellfire Citadel are red, furious fel orcs. Whatever authority these orcs answer to is unknown, but it is a strongly held belief that they are not working for the Burning Legion.

For the most part, Thrallmar has been cut off from regular reinforcements. As a result, its inhabitants are forced to rely on the help of Horde adventurers to aid Thrallmar in its struggle against the many threats of Hellfire Peninsula.

[Tips, Rewards, and PvP Rewards]

Nagrand Factions

2004 Game Guide's Banner for the Nagrand Factions Reputations

The Mag'har

South of Zangarmarsh lie the grassy plains of Nagrand, homeland of the orcs. Travelers following the northeastern roads of Nagrand will come upon a settlement of brown-skinned orcs: a place called Garadar. This village belongs to the Mag'har, a group of orcs who managed to escape any form of demonic corruption. Though they endured great change, the Mag'har have retained their traditional way of life. Nonetheless, the Mag'har are far from safe.

With the rise of the brutish Warmaul ogres in Nagrand, the Mag'har find themselves facing a truly terrifying enemy. To make matters worse, the foul Murkblood Broken have sacked the orc village of Sunspring Post, the Mag'har's only other territorial holding in Nagrand. While the orcs combat both ogres and Broken, whispers of yet another threat linger: a force emanating from some hidden place, stirring the spirits of the orcs' long-dead ancestors.

The Mag'har have been separated from their kin for a long time, but they still have strong ties to their Azerothian brethren. Like the Horde, the Mag'har are hostile towards all members of the Alliance.

The Kurenai

The Kurenai are a group of Broken who have escaped the grasp of their various slavers in Outland. They recently took possession of Telaar, a town in the far south of Nagrand. Unlike many other Broken, the Kurenai are trying their best to overcome their demonic taint. Nevertheless, despite their noble intent, the Kurenai are cautious toward all outsiders, who sometimes mistake the Kurenai for their wretched brethren. A number of Kurenai also dwell in Zangarmarsh at the Orebor Harborage, where they are trying to strengthen the ties between the draenei at Telredor and the Kurenai home city of Telaar. Yet the path of the Kurenai's destiny is long and dangerous, and many threats lurk on the winding road ahead... quite literally. In order for messengers to pass swiftly between Telaar and Telredor, the roads of Zangarmarsh must be secured. The task will prove difficult, considering the marsh's abundance of mostly aggressive wildlife.

The most imminent danger to the Kurenai, though, comes from ogres. In Zangarmarsh, the Ango'rosh ogres are moving in from the west, while in Nagrand, ogres from the Boulderfist and Warmaul clans are a constant threat to the safety of Telaar. Infighting between the ogre clans has displaced some of the big brutes from their mounds, sending them out searching for food in regions that had previously been spared the ogres' insatiable appetite. Another problem the Kurenai face in Nagrand is being caused by a different group of Broken: the Murkblood tribe. These savage Broken sacked the Mag'har settlement of Sunspring Post, slaying many orcs and destroying any chance of peaceful coexistence between Kurenai and Mag'har in the near future. To make matters worse, the Murkblood tribe seems to be planning to use their newfound strength against the people of Telaar.

Because the Kurenai are trying to mend their ties to their draenei brethren, they are supporting the draenei's decision to join the Alliance by allowing all Alliance members to enter Telaar unharmed. Those who seek out Telaar will find that the Kurenai, although wary of strangers at first, are good people who greatly honor the friendship of their proven allies.

[Tips, and Rewards]

Aldor, Scryers, and the Sha'tar (Shattrath City Factions)

2004 Game Guide's Banner for the Shattrath City Factions Reputations

Shattrath was once the draenei capital of Draenor. Its name means "dwelling of light." When the Burning Legion turned the orcs against the draenei, the fiercest battle was fought there. The draenei fought tooth and nail, but in the end, the city fell. The city was left in ruins and darkness until the Sha'tar arrived. The Sha'tar, whose name means "born from light", are the naaru who came to Outland to fight the demons of the Burning Legion. The naaru were drawn to the ruins of Shattrath City, where a small remnant of the draenei priesthood conducted its rites inside a ruined temple. The priesthood, known as the Aldor, quickly regained its strength as word of the Sha'tar's arrival spread. Reconstruction of Shattrath was soon underway. It wouldn't be long, however, before the city came under attack once again.

This time, the attack came from the armies of Illidan Stormrage. A large regiment of blood elves had been sent by Illidan's ally, Prince Kael'thas Sunstrider, to lay waste to the city. As the regiment of blood elves crossed the bridge, the Aldor's exarchs and vindicators lined up to defend the Terrace of Light. Then the unexpected happened: the blood elves laid down their weapons in front of the city's defenders. Their leader, a blood elf elder known as Voren'thal, stormed into the Terrace of Light and demanded to speak to the naaru A'dal. As the naaru approached him, Voren'thal knelt and uttered the following words: "I've seen you in a vision, naaru. My race's only hope for survival lies with you. My followers and I are here to serve you."

The defection of Voren'thal and his followers was the largest loss ever incurred by Kael'thas' forces. Nor were these just any blood elves. Many of the best and brightest amongst Kael'thas' scholars and magisters had been swayed by Voren'thal's influence. The naaru accepted the defectors, who became known as the Scryers. They dwell on the Scryer's Tier in the southern section of Shattrath City. Only those initiated with the Scryers are allowed there. The Aldor are followers of the Light, and so forgiveness and redemption are values they understand. However, they cannot forget the deeds that the Scryers committed while they were still under Kael'thas' command. Indeed, many of the Aldor had been slain by the same magisters who now serve the naaru. The Aldor are therefore deeply unhappy at sharing the city with their former enemies. The Aldor's holiest temple and its surrounding dwellings lie on the Aldor Rise overlooking Shattrath City from the west. As a holy site, the temple only allows the initiated inside.

After the formation of the Scryers, attacks against Shattrath continued, but the city did not fall. On the contrary, the naaru known as Xi'ri led a successful incursion into Shadowmoon Valley: Illidan's doorstep. There Xi'ri continues to wage war on Illidan with the assistance of the Aldor and the Scryers. The two rival factions have not given up on their old feuds, though. Such is their animosity that they vie for the honor of being sent to assist Xi'ri. Each day, that decision is made by A'dal, and the chosen fighters gather at the Terrace of Light to receive A'dal's blessing before heading to Shadowmoon Valley. To serve the Sha'tar, every adventurer will most likely have to ally with the Aldor or the Scryers. It should come as no surprise that seeking the favor of one group will incur the other's dislike.

[Tips, Rewards, Token Rewards, Badges of Justice, and Badges of Justice 2]

Cenarion Expedition

2004 Game Guide's Banner for the Cenarion Expedition Reputation

The Cenarion Circle's main expeditionary force in Outland is known as the Cenarion Expedition. Though it began as a small venture controlled directly by the Cenarion Circle, the expedition has become a large and fairly autonomous body. The expedition is based at Cenarion Refuge in the far east of Zangarmarsh, immediately west of Thornfang Hill in Hellfire Peninsula.

The druids' original goal in coming to Zangarmarsh was to study the rich wildlife there, but the group has discovered troubling goings-on in the marsh. Water levels in many parts of Zangarmarsh are decreasing, and some areas, such as the Dead Mire, have already suffered greatly from this strange phenomenon. The druids of the Cenarion Refuge believe that the naga are to blame, but the expedition cannot afford a direct confrontation with the many naga in Zangarmarsh and Coilfang Reservoir. The Cenarion Expedition needs the aid of adventurers willing to assist the druids in their dangerous fight against those who seek to disturb the marsh's natural balance. Anyone brave enough to combat the naga at Coilfang Reservoir will be well rewarded.

[Tips, and Rewards]

Keepers of Time

2004 Game Guide's Banner for the Keepers of Time Reputation

At the heart of the Tanaris desert lie the Caverns of Time, home of the bronze dragonflight. Nozdormu and his flight work to safeguard the time stream against all who might disturb the delicate pathways of fate. Lately a malevolent force has infiltrated the timeways, and the efforts of this mysterious enemy could lead to a destabilization of the world, and even time itself.

The Keepers of Time have detected interference at several key points in the history of Azeroth. Thrall’s escape from Durnholde Keep is being sabotaged to prevent the son of Durotan from fulfilling his destiny of freeing his people and becoming the greatest warchief the orcs have ever known. The same forces working to undo Thrall’s escape are also trying to erase the very event that led to the First War and ushered in an age of chaos on Azeroth: Medivh’s opening of the Dark Portal. Last but not least, the outcome of the Battle of Mount Hyjal, where the orcs, humans, and night elves stood united against the might of the Burning Legion, is being altered as well.

The bronze dragonflight is calling all heroes to help them save the timeways. Those willing and able to help should travel to the Caverns of Time and speak to the Keepers of Time. There is much at stake, and time is running short.

[Tips, and Rewards]

Lower City

2004 Game Guide's Banner for the Lower City Reputation

Lower City is located on the underside of Shattrath in Terokkar Forest. Populated by the refugees from the many wars that have wracked Outland, it is home to a diverse array of beings who owe allegiance to no group. Adventurers can gain reputation by doing quests located in Lower City itself, as well as aiding citizens of Lower City in other places, such as the Refugee Caravan in the Bone Wastes.

[Tips]

Netherwing

When Ner'zhul recklessly opened multiple new portals on Draenor, the resulting magical stress tore the planet apart. The energies released in this catastrophe altered Deathwing's eggs, resulting in the nether drakes: ethereal dragons whose bodies are composed of energies from the Twisting Nether. Without Deathwing's guidance, these otherworldly nether drakes are just now finding their own way among the blasted ruins of Outland.

The nether drake information page has more details on the nether drakes themselves, including a movie.

[Tips, and Reputation Level Daily Quests]

Ogri'la

2004 Game Guide's Banner for the Ogri'la Reputation

Once thought mere legend, the Ogre plateau of enlightenment is indeed real, and those who prove their worth may find much to occupy themselves in the hidden sanctuary of Ogri'la. The new Outland faction has much to offer an enterprising player in search of enlightenment – and perhaps those with more material rewards in mind.

Level 70 players will be able to assist the ogres of Ogri'la in their battle with invading forces and engage in a selection of one-time and daily quests, such as a repeatable bombing run. At the highest levels of standing with Ogri'la, players will gain access to powerful rewards including rare and epic armor and weapons. Many of these rewards feature unique mechanics which will be explained below.

The Ogri'la faction is loosely affiliated with the Sha'tari Skyguard, as they are close neighbors in Blade's Edge Mountains. Thus, if you're doing Skyguard quests, you will be in close proximity to the Ogri'la quests, and vice versa – it makes sense to work on both factions simultaneously. Like other factions who offer daily quests, the daily quests of the Ogri'la faction are a great money source in addition to the reputation gains they award.

Ogri'la is located on a high plateau on the western edge of Blade's Edge Mountains, midway between Forge camps Terror and Wrath. However, you must first prove your worth to Ogri'la before any of the NPCs there will speak with you and offer quests. What would impress these ogres enough to give an outsider access to their most carefully guarded sanctuary? Read on...

[Tips, Reputation Level Daily Quests, and Rewards]

Sha'tari Skyguard

The Sha'tari Skyguard is a faction related to the Sha'tar that is closely associated with a special epic flying mount, the nether ray. There are other reputation-based rewards as well, such as epic trinkets. Once you reach honored reputation, you will have access to a free direct flightpath between the two Skyguard camps in Terokkar Forest and Blade's Edge Mountains. While using this flightpath, you get to ride a nether ray, as a preview of what you will look like when you get your very own.

A combination of daily and one-time quests allows you to raise your reputation from the starting state of neutral all the way to exalted. You do not need to have 300 riding skill to do any of the Skyguard quests or to purchase the Nether Rays at Exalted. You will need 300 riding skill to ride a nether ray, however.

To begin the process of befriending the Skyguard, talk to Yuula, who is located near the flight master in Shattrath City. If you have the requisite 225 riding skill, she will send you out to slay Gordunni Ogres in the Barrier Hills, which are only a few seconds by flying mount from Shattrath City. Once you've slain the requisite number of ogres, Yuula will be impressed enough with your prowess to recommend you to the Skyguard camp of Blackwind Landing.

Blackwind Landing, Terokkar Forest

This camp is located southeast of Shattrath City, north of Skettis near the river's fork. The entire region is surrounded by impassable mountains, so the only access to Blackwind Landing and Skettis itself is by flying mount. From this outpost, the Skyguard launches attacks against the arakkoa of Skettis – and they're looking for new recruits to aid their cause. The questgivers in the camp offer an assortment of one-time quests, which may lead to group quests with powerful rewards.

[Daily Quests]

Skyguard Outpost, Blade's Edge Mountains

The second quest hub for the Skyguard is found in Ogri'la, which is in the western section of Blade's Edge Mountains. There are more one-time and daily quests you can do here for Skyguard reputation. However, to unlock them you need to be neutral with Ogri'la, which itself is unlocked by completing an associated group quest chain, and then completing the Ogri'la quest “Our Boy Wants to be a Skyguard Ranger.” Talk to Grok in Shattrath's Lower City to start the Ogri'la quest chain.

[Daily Quests]

Sporeggar

2004 Game Guide's Banner for the Sporeggar Reputation

In the far west of Zangarmarsh, nestled between Marshlight Lake and the Spawning Glen, lies Sporeggar, the village of the sporelings. The sporelings, a mostly peaceful race of mushroom-men native to Outland, are facing numerous threats to their quiet way of life. Historically the greatest threat to the sporelings has been the marsh walkers. However, fungal giants in the marsh recently began devouring spore sacs, which contain the sporelings’ offspring. In addition, the Bloodscale naga have settled just to the northeast of Sporeggar, where they pose a clear threat to the village's safety. The sporelings have therefore begun appealing to travelers passing through Sporeggar, asking the strangers for help in these dire times.

The sporelings may seem primitive at first glance, but they possess a natural bond with the marsh, and they gladly share their home’s secret blessings with their friends. True to their shy and careful nature, the sporelings have learned to craft cloaks that let their wearer slip through the marshes. The sporelings also possess an intuitive knowledge of alchemy, and so they know how to extract wondrous properties from the marsh’s many mushrooms. One final piece of advice for adventurers seeking to befriend the sporelings: the people of Sporeggar have little use for your coin. They prefer to trade their goods for the  [Glowcap] mushrooms found throughout Zangarmarsh.

[Tips, and Rewards]

The Consortium

2004 Game Guide's Banner for The Consortium Reputation

Led by Nexus-Prince Haramad, the Consortium is a loosely affiliated cartel of ethereal smugglers, traders, and thieves who have come to Outland to benefit from its riches. To this end, the Consortium has set up several bases of operation in Outland. Their camp in Nagrand, located due south of Sunspring Post, has been tasked with gathering the arcane treasures of Oshu'gun, and they have been authorized to subcontract any adventurers willing to assist them with this task. The Consortium also has plans to explore the ruins of ancient Auchindoun in the Bone Wastes south of Terokkar Forest, but apparently their efforts have been impeded by unforeseen complications. Adventurers planning to visit the Mana-Tombs of Auchindoun would be well advised to speak to the Consortium representatives outside the entrance before setting foot in this dungeon. The Consortium's most important settlements, however, are in the ravaged wastelands of the Netherstorm.

The Consortium takes a certain amount of well-justified pride in its eco-dome technology. The domes' protective energy fields allow the ethereals to work in a controlled and life-sustaining atmosphere. Lately there have been an increased number of technical difficulties surrounding the eco-domes in Netherstorm, and the Consortium is looking for outside help to find a way to stabilize the situation. In addition, a hostile group of ethereals called the Ethereum has built a staging area close to the Stormspire, the Consortium's main base of operations. The Ethereum's destructive tendencies are a threat to the Consortium and the Protectorate, a third group of ethereals in the area. Also, the presence of the Ethereum's leader, Nexus-King Salhadaar, means that Dimensius, the ethereals' ancient enemy, must be near.

The Consortium has access to a vast collection of the most exotic treasures and artifacts. As a result, the Consortium has the right kind of reward for every adventurer. Heroes who are deemed worthy by Nexus-Prince Haramad will be allowed a share of some of the Consortium's wealth... for a price.

[Tips, and Rewards]

The Scales of Sands

2004 Game Guide's Banner for The Scales of Sands Reputation

The Scale of Sands is closely linked with the Keepers of Time.

[Rewards]

The Violet Eye

2004 Game Guide's Banner for The Violet Eye Reputation

Looming over Deadwind Pass, the eldritch tower of Karazhan casts its shadow on the lands below. From the outside, the ruined tower looks as if it was abandoned long ago. Yet those who have come face to face with true evil know that some horrors never truly disappear. The tower's last master, the wizard Medivh, is gone, but the echoes of his evil deeds linger within the walls of Karazhan.

Although there seems little hope of ever lifting the shadows from these Light-forsaken lands, there are still people who will stand against the sinister presence that has taken up residence in Karazhan. The Violet Eye is a secret sect of the Kirin Tor, the ruling council of Dalaran. The Violet Eye was assigned to keep an eye on Karazhan and Medivh, in case things got out of hand. And things in Karazhan have indeed gotten out of hand. In recent years, several nobles of Darkshire ventured into Deadwind Pass to investigate the blight that had settled over the region. They entered the dark tower, but never emerged. The Violet Eye, too, sent agents into Karazhan to investigate, but none of them ever reported back. To make matters worse, the wizards of the Violet Eye have discovered what might very well be demonic emanations coming from the tower.

Whatever haunts the halls of Karazhan, it must be stopped at all costs. The tower was built at a powerful convergence of magical energies: only disaster could result if Karazhan fell into the hands of an enemy unencumbered by conscience or mercy. Members of the Violet Eye are keeping watch at the base of the tower, and they will gladly accept the aid of any adventurer willing to help.

[Violet Rewards, Violet Rings]

Notes

  • The articles above did not all release at the same time. In March 2007, the first released was the "Cenarion Expedition". The following month in April 2007, they added the "Hellfire Peninsula Factions", "Shattrath City Factions", "Lower City", "Keepers of Time", "Nagrand Factions", "Sporeggar", "The Consortium", and "The Violet Eye" articles. In June 2007, they added "The Scales of Scales". In September 2007, they added "Netherwing", "Ogri'la" and "Sha'tari Skyguard".
  • Despite the articles "The Violet Eye" and "The Scales of Sands" being published in April 2007, and June 2007 respectively, they were not added to the main page until September 2007.
  • While being breifly mentioned on the much less-developed US version of these articles, the "Ashtongue Deathsworn" and "Shattered Sun Offensive" were never added to the EU version.

References

This page and the articles it contained can still be viewed here through the Wayback Machine.