Dun Morogh storyline

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Availablequesticon.png This chapter continues the story of Khaz Modan from IconSmall Dwarf Male.gifIconSmall Dwarf Female.gifColdridge Valley, and the IconSmall Gnome Male.gifIconSmall Gnome Female.gifassault on Gnomeregan.

Dun Morogh is a level 1-20 zone, intended for starting dwarves and gnomes. For the quests in Dun Morogh before the Cataclysm, see Dun Morogh (Classic) quests.

Encircled by jagged mountain peaks, the snowy region of Dun Morogh has been the cultural heart of Ironforge's dwarves for ages. Not long ago, quakes roused numerous troggs from their subterranean dwellings, and caused the savage Frostmane trolls to abandon their usual holdings on Shimmer Ridge and encroach upon dwarf-occupied areas.[1]

Kharanos

Upon arriving in Kharanos, the adventurers are recruited by its citizens to deal with the local wendigo[2] and Frostmane[3] threats, which were everyday encroaching further upon dwarven lands.[4] With the help of the Gnomeregan Covert Ops stationed at Steelgrill's Depot,[5] and their Ultrasafe Personnel Launcher,[6] the adventurers are deployed at the newly built Frostmane Retreat and deal with the remnants of the troll tribe.[7]

Leaving the mountaineers to clean up the last of the trolls, the heroes are sent east, to Amberstill Ranch, to check out reports about troll raids on the ranch.[8] As soon as they arrive, a party of raiders sneak into the stables to steal the rams, so they help Sergeant Flinthammer fending the trolls off.[9] Afterwards, they recover the stolen rams from the Tundrid Hills,[10] and kill a large wendigo that had been preying on the rams known as Vagash, taking one of his fangs as proof of the deed.[11]

With the ranch safeguarded again, Flinthammer sends the adventurers south to Gol'Bolar Quarry, which had been deactivated since the troggs invaded the mines.[12]

  1. A [1-30] Frostmane Aggression
  2. A [1-30] Culling the Wendigos
  3. A [1-30] Beer Basted Boar Ribs / A [1-30] The Perfect Stout
  4. A [1-30] Pushing Forward
  5. A [1-30] Help from Steelgrill's Depot / A [1-30] Operation Recombobulation
  6. A [1-30] The Ultrasafe Personnel Launcher
  7. A [1-30] Eliminate the Resistance / A [1-30] Strike From Above
  8. A [1-30] A Hand at the Ranch
  9. A [1-30] It's Raid Night Every Night
  10. A [1-30] Rams on the Lam / A [1-30] Protecting the Herd
  11. A [1-30] Help for the Quarry (breadcrumb) / A [1-30] The Public Servant

Help for the Quarry

At the quarry, the adventurers deal with the troggs[13] and rescue trapped miners.[14] Once the place is secured, attentions are turned to Helm's Bed Lake where Sergeant Bahrum and his detachment are camped. Bahrum has not sent any reports for a very long time, and the adventurers are sent to investigate[15]. They quickly learn the mountaineers were frozen by the water elementals at the lake[16] and work to release them. Bahrum reveals that with all the chaos in Dun Morogh, the Dark Iron dwarves had taken over Ironband's Compound to the south, beyond the lake. Stealing the attack plans from Captain Beld, the sergeant learns the Dark Irons intentions - to cripple Ironforge's defense.[17]

According to the plans, the first attack would happen on the Ironforge Airfield. The adventurers quickly head back to Gol'Bolar and hop on Mathel Rustwrench's flying machine to get to the airfield.[18] Once they get there, the attack is already occurring.[19] However, using one of therepaired bombers, they manage to repel the Dark Irons and their golem constructs[20] and finally kill General Grimaxe to end the assault.[21]

The Council of Three Hammers had to be informed of the Dark Iron clan's betrayal. The adventurers take  [Stonebreaker's Report] to the High Seat in Ironforge, and confront Moira Thaurissan.[22] Turns out the Dark Irons had been betrayed from within, and some of the dwarves remained loyal to the Twilight's Hammer cult. Ambassador Slaghammer, the dwarf behind the attacks, is arrested before he could escape the city and brought to the dungeons of Ironforge. However, he was certainly not the only dwarf allied with the Twilight's Hammer, and Moira reminds the council they must remain vigilant against the Twilight's neverending schemes.[23]

  1. A [1-30] Those Blasted Troggs! / A [1-30] Priceless Treasures
  2. A [1-30] Trouble at the Lake
  3. A [1-30] Entombed in Ice / A [1-30] Dealing with the Surge
  4. A [1-30] Dark Iron Scheming
  5. A [1-30] Get to the Airfield
  6. A [1-30] Extinguish the Fires
  7. A [1-30] Rallying the Defenders
  8. A [1-30] Striking Back
  9. A [1-30] Grimaxe's Demise
  10. A [1-30] Demanding Answers
  11. A [1-30] Seize the Ambassador
Availablequesticon.png The story of Khaz Modan continues with The Road to Thelsamar, in Loch Modan.

References