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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!
Uncover Warcrafts Secrets
Designed with extensive input from the creative minds behind Blizzards 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
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.
Hope You Survive the Discovery
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 Warcrafts unexplored regions. Provides a wealth of lore and material for Warcraft fans. Immerses the players into Blizzards best-selling Warcraft computer game franchise, with over 19 million copies sold.
ISBN 1-58846-784-8 WW17206 $29.99 U.S.
INTRODUCTION
LANDS OF MYSTERY
CREDITS
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 dragonight, magnataur, new rules).
Managing Editor:
Stewart Wieck
Art Director:
matt milberger
Layout and Typesetting:
Chris Metzen and Bob Fitch
Creative and Rules Design Assistance and Additional Material: Developer:
Luke Johnson
Editor:
Ellen P Kiley.
Special Thanks Luke Johnson
To 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.
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.
Dan Oh w/ Mike Chaney & matt milberger Samwise Didier
Cover Artist: Interior Artists:
Hannah Spute, Nicole Cardiff, Saytr, James Stowe, Jay Epperson, Patrick McEvoy
Front & Back Cover Design:
Mike Chaney
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 1.0a The 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. Denitions: (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, modication, 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 identi 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 specically 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 identied as Product Identity by the owner of the Product Identity, and which specically 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 afx 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 suf 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 holders name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. 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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 NOTICE Open 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 Entertainment Warcraft Roleplaying Game: Manual of Monsters Copyright 2003, Blizzard Entertainment Warcraft Roleplaying Game: Alliance & Horde Compendium Copyright 2004, Blizzard Entertainment Warcraft Roleplaying Game: Magic & Mayhem Copyright 2004, Blizzard Entertainment Warcraft Roleplaying Game: Lands of Conict Copyright 2004, Blizzard Entertainment Warcraft Roleplaying Game: Shadows & Light Copyright 2004, Blizzard Entertainment World of Warcraft: The Roleplaying Game Copyright 2005, Blizzard Entertainment World of Warcraft: More Magic & Mayhem Copyright 2005, Blizzard Entertainment World of Warcraft: Lands of Mystery Copyright 2005, Blizzard Entertainment
TABLE OF CONTENTS
T ABLE
Credits Legal Information Introduction Chapter 1: Northern Kalimdor
Ashenvale Azshara Darkshore Felwood Hyjal Summit Moonglade Teldrassil Winterspring
C ONTENTS
Coldarra Crystalsong Forest The Dragonblight Grizzly Hills Howling Fjord Icecrown Glacier The Stormpeaks ZulDrak 109 111
Chapter 6: Civilizations
The Blue Dragonight Magnataur Murlocs Nerubians
132 141
Chapter 7: Adventures
Off to the Races Ghost Ship Troll Meat The Bloodsail Buccaneers The Burning Blade Druids of the Fang The Scourge Prestige Classes Buccaneer Holy Strider Techno Mage Feats Magic Items Steam Armor and Equipment Special Material Spells
Chapter 2: Central Kalimdor
The Barrens Desolace Durotar Dustwallow Marsh Mulgore Orgrimmar Stonetalon Mountains Thunder Bluff
Chapter 8: Organizations
184 186
Chapter 9: New Rules
Chapter 3: Southern Kalimdor
Feralus Silithus Tanaris Thousand Needles UnGoro Crater
Chapter 4: The South Seas
The Broken Isles The Eye Isle of Kezan Plunder Isle Zandalar
Tables
Table 61: The Blue Wyrmkin Table 62: The Murloc Table 91: The Buccaneer (Buc) Table 92: The Holy Strider (Hst) Table 93: The Techno Mage (Tmg) 201
Chapter 5: Northrend
Azjol-Nerub The Borean Tundra
I NTRODUCTION
To 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, Im done. After months of slogging through swamps, plodding across deserts, slinking through forests, swimming through (and beneath) seas, and trudging across icy wastelands, I nished the task you set before me back in the Weary Boots. (I had had a few, as you might recall, and so wasnt 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 rmly 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 conicts, mostly for traditions sake. I say squabble, but the situation is escalating toward outright war again, my friends. I cant 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 whatevers left when were 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 theyll prove hostile to our cause. Centaur, trolls, naga the world is full of people who want to eat your liver, and I fear we dont have enough
strong dwarves to stand against them. These are dark times, my friends. At least theyre 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, its all interesting).
In Chapters 1 through 5, I recount my travels through northern, central and southern Kalimdor, then through the South Seas and nally up into Northrend. I provide estimates (which range from wild guesses to accurate statements backed by ofcial records) of the populations in each of the regions within these areas, as well as the regions resources, rulers, settlements and the like. I should point out that the Language section of each region entry lists the regions most prominent language rst, 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 dont 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 dragonight, 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.
Summary of Contents
A Closing Thought
I have now traveled the whole of the world. Im 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 havent seen before? What else is there? Wont 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 dont you go off and squirt some lemon juice up your kilt? Trying to make me feel bad like that. If theres one thing I learned in my travels through the lands of mystery, its 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 Ill answer is that theyll lead to more questions. The world brims with possibilities and with the unknown, and I will always be there to partake. And thats just Azeroth. There are other worlds than this whats next for me, Magni? Brann Bronzebeard
I can hear the complaints on the message boards (www.warcraftrpg.com) now: Why didnt 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 ll that room with maps that people can nd online. We gured readers would prefer some new and original content instead.
People apparently like writing about Warcraft, because I had to cut huge chunks out of this book to make everything t. Hopefully, well make the choppedout sections available for free at www. warcraftrpg.com, so check it out. Luke Johnson, Developer
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