New races in new patch Worgen

Worgen


AllianceRequires Cataclysm

Behind the formidable Greymane Wall, a terrible curse has spread throughout the isolated human nation of Gilneas, transforming many of its stalwart citizens into nightmarish beasts known as worgen. The origins of this curse have been fiercely debated, but only recently has the startling truth come to light.
Long ago, amid a brutal war between the night elves and the demonic satyrs in Kalimdor, a group of druids practiced a powerful yet unwieldy form that embodied the fury of the wolf Ancient, Goldrinn. Taught by Ralaar Fangfire, these Druids of the Pack sought to temper the uncontrollable rage inherent in their chosen form. To do so, they willingly submitted to the energies of the Scythe of Elune, a mystical artifact created from Goldrinn’s fang and the staff of Elune.
Rather than abate the druids’ fury, however, the weapon transformed Ralaar and his followers into worgen: bestial humanoids enslaved by their own primal instincts. Blinded by all-consuming rage, Ralaar’s druids tore through friend and foe alike during battle with the satyrs. Night elves wounded by the unruly beasts contracted a virulent curse that turned them into worgen as well. Desperate to stanch the affliction’s spread, Archdruid Malfurion Stormrage mournfully banished the worgen to a pocket dimension of the Emerald Dream, where they would be in peaceful slumber for all eternity.
The worgen threat was contained for millennia, until Archmage Arugal managed to pull the wolf-beasts from the Dream. Summoned by order of King Genn Greymane, the worgen were used to battle Scourge forces encroaching on the kingdom of Gilneas. Yet the feral creatures soon spread their curse throughout the human population of Silverpine Forest, infecting Gilnean soldiers stationed beyond the Greymane Wall. Before long the affliction had advanced through the legendary barrier and was gradually eating away at Gilneas’s humanity. As reports of strange attacks and disappearances rose, fear took root in the hearts of Genn’s people.
Not long ago the curse’s spread was stifled, but the victory proved short-lived. Now, at a time when Gilneas is still recovering from a civil war, the curse has returned with renewed fervor. To compound the worgen threat, the Forsaken are battering at the nation’s gates in a bid to conquer Gilneas. Unbeknownst to many of the kingdom’s citizens, a war between beast and man is also raging within the worgen themselves. Whether or not balance can be restored to these cursed Gilneans before the entirety of Genn’s kingdom loses its humanity is uncertain.
Home City & Start Location:Gilneas City
For many years, the nation of Gilneas existed in isolation behind the colossal Greymane Wall. Free from outside influence, the kingdom relied on the indomitable spirit and tenacity of its citizens to make its own destiny in the world. Of late, however, a series of events has shaken Gilneas to its core. While the nation struggles to recover from a past civil war, a devastating worgen curse has spread throughout Gilneas, turning some of its inhabitants into ferocious beasts.
Recently these savage worgen have launched a surprise assault against the kingdom’s fortified capital, Gilneas City. The uninfected citizenry have taken up arms in defense of their home and are now battling the worgen throughout the city’s winding cobblestone streets and narrow alleyways. Yet with no signs of relenting, the worgen threat has raised fears that perhaps the days of Gilneas surviving on its own have come to an end.
Racial Mount:Running Wild
Due to their ties with the wilds, worgen are able to call upon their bestial fervor to travel great distances. With the aid of all four limbs, a worgen can sprint at speeds rivaling the swiftest horses, nightsabers, and mechanostriders. As though it satisfies some primal urge deep within, worgen relish this mode of travel over those used by Azeroth’s other races, who rely on mounts to transport them.
Leader:King Genn Greymane
Time and again, King Genn Greymane has been forced to make difficult decisions to sustain Gilneas’s well-being and autonomy. Following the Second War, he ordered the construction of the seemingly impenetrable Greymane Wall to protect his people from outside threats, effectively closing off the nation from the world and its petty conflicts. For years the wall did as intended, but when the worgen curse spread into Gilneas, the enormous barrier began to resemble the gateway to a prison rather than a sanctuary. Now, with Forsaken in nearby Silverpine Forest and the worgen curse poised to destroy everything that Genn and his forebears had labored to build, Gilneas’s proud king must do everything in his power to save his kingdom. Due to his anger over the dire situation, however, Genn’s most arduous trial ahead might be subduing his own fury before it consumes him entirely.

 http://us.battle.net/wow/en/game/class/

My shaman's Race Supersize Tauren

I have a shaman was called Aititrol. I play World of Warcraft 3 years. Why I spend 3 years to play this game. Because this game is a myths. It has perfect classes design, beautiful view, long storical quest. You can make friends in the game and play together. Then I will introduce my shaman's race
I love Tauren this Race.
Tauren has big body, ox face and long beard.
I think Tauren did not eat grass during their life. I always see many Tauren eat fish, fruits, meats and vegetables like carrots.
My Shman was learned two profession, first is Alchemy and other is engnieering. Why I make my shaman learn this two probession, because for shaman this class, it doesn't have good control people's
spells, so engnieering will make my shaman be powerful in Palyer vs player.
I used to be a Raider in my guild. I am the first one who started raid the Blackwing Desert and The Bastion of Twlight. However because some reason I did not complete the third raid that is Throne of four winds.
I hope I can countinues play my shaman when I graduated. I think World of Warcraft is the best game I have ever seen .
Oh yes I am a restoration shaman and elemental shaman, I think this talent is easy to get good gears and easy play with your team. Because be a healer is a really good idea to get good gears really quickly and easily.
I have some friends play together. They are Warrior, Mage and hunters. We have play the random battle grount together. It was a really good time that I can play with them.
That's my shaman's link
http://us.battle.net/wow/en/character/arthas/Aititrol/simple

Tauren


Horde

The peaceful tauren—known in their own tongue as the shu’halo—have long dwelled in Kalimdor, striving to preserve the balance of nature at the behest of their goddess, the Earth Mother. Until recently, the tauren lived as nomads scattered throughout the Barrens, hunting the great kodo beasts native to the arid region.
Although split into different tribes, the tauren were united by a common enemy: the marauding centaur. These primitive horse-men terrorized central Kalimdor, leaving only death and suffering in their wake. Although the tauren tribes struggled valiantly for survival against their foes, the relentless centaur attacks continued. Over time, the centaur wiped out the area’s wild game, threatening starvation for the beleaguered tauren. During the Third War, the mighty chieftain Cairne Bloodhoof had a chance encounter with the orcish Horde that would alter the destiny of the tauren forever. After befriending Warchief Thrall, Cairne and his Bloodhoof tribe were able to fend off the centaur as they journeyed to the fertile lands of Mulgore. Owing a blood-debt to the orcs for their assistance, the tauren joined Thrall on Mount Hyjal to defend Kalimdor from an invasion by the demonic Burning Legion.
Following the Legion’s defeat, the tauren who helped defend Hyjal returned to their new home in Mulgore. Ruling from the majestic capital of Thunder Bluff, Cairne welcomed tauren of every tribe to this secure refuge. Many tauren who traveled to the capital were content with Cairne’s vision of a peaceful and harmonious future, but at least one tribe felt otherwise. The stern Grimtotem tribe looked upon Kalimdor’s other races as inferior and believed that its matriarch, Magatha, was the only one fit to rule the tauren. Although Magatha constantly disagreed with Cairne over the direction of their nation, the elder crone nonetheless coexisted alongside him in Thunder Bluff without major incident. The Grimtotem tribe did not, however, join the Horde along with Cairne and the tauren under his rule.
For years the tauren flourished throughout Mulgore, but tragedy befell the noble race following the campaign against the Lich King in Northrend. Believing that the reckless new warchief, Garrosh Hellscream, would lead the Horde to ruin, Cairne challenged the young upstart to a duel. The tauren high chieftain fought with a ferocity that belied his age, but an act of betrayal had sealed his fate before the battle had even begun. Unbeknownst to either of the duel’s combatants, Magatha had poisoned Garrosh’s blade. After Cairne was wounded by the tainted weapon during combat, he was immobilized by the poison, and Garrosh was able to slay him.
Following the high chieftain’s death, Magatha’s Grimtotem agents stormed Thunder Bluff and seized the tauren capital as their own. They had also hoped to murder Cairne’s son, Baine, but the young tauren managed to elude his would-be assassins. After formulating a strategy to exact retribution upon Magatha, Baine launched a counterattack and wrested Thunder Bluff from the hands of the treacherous matriarch. Ultimately, rather than spill further blood, Baine banished Magatha and all other Grimtotem who still supported her from tauren lands.
Despite the deadly encounter between Cairne and Garrosh, the tauren have not abandoned their place in the Horde. While many chaotic events have transpired in recent months, Baine has bravely taken up the mantle of tauren leadership and is now focused on ruling just as his wise and benevolent father would have.
Start Location:Mulgore
After settling in the grasslands of Mulgore, the mighty tauren established the stunning capital of Thunder Bluff. For years afterward the tauren lived amid central Kalimdor’s serene plains, tending to the well-being of their beloved new home. Yet the recent Cataclysm has had disastrous effects on Mulgore. Driven from their dens south of Thunder Bluff, the barbaric quilboar have swarmed across Red Cloud Mesa, encroaching on Camp Narache. Apart from taking numerous tauren captive, the quilboar have caused giant thorned roots to burst from the ground, choking all life from the once-verdant plains. In light of this, the tauren have vowed to drive away the savage creatures and heal the wounds inflicted upon the land before the damage becomes irreparable.
Home City:Thunder Bluff
Established by the wise chieftain Cairne Bloodhoof and his stalwart tribe, Thunder Bluff overlooks the verdant land of Mulgore from atop a series of windswept mesas. Prior to the construction of the capital, the tauren had lived as nomads for countless generations, often under attack by marauding bands of centaur. With Thunder Bluff’s founding, however, the proud and good-spirited race was finally granted a permanent home.
Following Cairne’s death in a duel with Warchief Garrosh Hellscream, Thunder Bluff was briefly seized in a coup by Magatha Grimtotem and elements of her tribe. In retaliation, Cairne’s son, Baine, launched a brilliant counterattack using a fleet of zeppelins. After he strategically divided Magatha’s forces, Baine recaptured Thunder Bluff and assumed his role as the high chieftain of the tauren. Having recovered from the recent unrest, the capital is once again a bastion of peace and security for Kalimdor’s tauren.
Racial Mount:Kodo
Tauren legends abound regarding the great horned kodos of Kalimdor’s Barrens. Some myths tell of rare kodos that are bound to the spirits of the sky and storm, thus allowing the colossal beasts to harness the powers of lightning itself. While kodos are generally considered gentle by nature, they are fierce opponents when threatened and have occasionally been known to devour their enemies whole.
Leader:High Chieftain Baine Bloodhoof
High Chieftain Baine Bloodhoof is the son of the late tauren leader, Cairne Bloodhoof. In addition to embodying his father’s kindness and valor, Baine has developed into a warrior without equal. Following Cairne’s death in a duel with Warchief Garrosh Hellscream, Baine fled his home in Bloodhoof Village when the tauren matriarch Magatha Grimtotem’s agents attacked the village and seized Thunder Bluff. Although still pained by the loss of his father, Baine staged a counterattack on Magatha and her forces, ultimately retaking the tauren capital.
In the end, Cairne’s honorable son spared Magatha’s life, banishing the matriarch and her traitorous allies to the harsh Stonetalon Mountains. Since then Baine has assumed the role of high chieftain of Mulgore’s courageous tauren. While bitterness might still linger over Cairne’s demise, Baine has pledged his loyalty to the Horde and its warchief for the good of the tauren

10 Classes in wow

Mage. Druid. Shamn. Warlock. Warrior. Death knight. Paladin. Priest. Hunter. Rogue

 

Mage


Students gifted with a keen intellect and unwavering discipline may walk the path of the mage. The arcane magic available to magi is both great and dangerous, and thus is revealed only to the most devoted practitioners. To avoid interference with their spellcasting, magi wear only cloth armor, but arcane shields and enchantments give them additional protection. To keep enemies at bay, magi can summon bursts of fire to incinerate distant targets and cause entire areas to erupt, setting groups of foes ablaze.
Masters of ice can command blizzards that tear into flesh and limit movement. Should enemies manage to survive this assault, the mage can shrink them into harmless sheep in the blink of an eye.
Powerful magi can even generate enhancements and portals, assisting allies by sharpening their minds and transporting them instantly across the world.
Mage Information
Mages demolish their foes with arcane incantations. Although they wield powerful offensive spells, mages are fragile and lightly armored, making them particularly vulnerable to close-range attacks. Wise mages make careful use of their spells to keep their foes at a distance or hold them in place.
  • Type Ranged Magic Damage Dealer
  • Standard Bars Health, Mana
  • Available Armor Cloth
  • Available Weapons Wands, Daggers, One-Handed Swords, Staves

Warrior


For as long as war has raged, heroes from every race have aimed to master the art of battle. Warriors combine strength, leadership, and a vast knowledge of arms and armor to wreak havoc in glorious combat. Some protect from the front lines with shields, locking down enemies while allies support the warrior from behind with spell and bow. Others forgo the shield and unleash their rage at the closest threat with a variety of deadly weapons.
The warrior’s battle cries embolden friends and leave foes cowering in fear. With legendary precision, warriors target the smallest gaps in armor and slice at hamstrings in a blur of steel.
Every dragon slain, corrupted tyrant toppled, and demon banished from Azeroth has trembled in the face of these lords of war.
Warrior Information
Warriors equip themselves carefully for combat and engage their enemies head-on, letting attacks glance off their heavy armor. They use diverse combat tactics and a wide variety of weapon types to protect their more vulnerable allies. Warriors must carefully master their rage – the power behind their strongest attacks – in order to maximize their effectiveness in combat.
  • Type Tank, Melee Damage Dealer
  • Standard Bars Health, Rage
  • Available Armor Cloth, Leather, Mail, Plate, Shields
  • Available Weapons Bows, Crossbows, Daggers, Fist Weapons, Guns, One-Handed Axes, One-Handed Maces, One-Handed Swords, Polearms, Staves, Two-Handed Axes, Two-Handed Maces, Two-Handed Swords

Warlock


In the face of demonic power, most heroes see death. Warlocks see only opportunity. Dominance is their aim, and they have found a path to it in the dark arts. These voracious spellcasters summon demonic minions to fight beside them. At first, they command only the service of imps, but as a warlock’s knowledge grows, seductive succubi, loyal voidwalkers, and horrific felhunters join the dark sorcerer’s ranks to wreak havoc on anyone who stands in their master’s way.
Warlocks can ignite distant enemies in searing flame, send them fleeing in terror and pain, or afflict them with corrupting diseases and curses that steal the victim’s vitality.
These practitioners of the profane are feared across Azeroth, and many who have felt their wrath now prefer to fight alongside a warlock than against one.
Warlock Information
Warlocks burn and destroy weakened foes with a combination of crippling illnesses and dark magic. While their demon pets protect and enhance them, warlocks strike at their enemies from a distance. As physically weak spellcasters bereft of heavy armor, cunning warlocks allow their minions to take the brunt of enemy attacks in order to save their own skin.
  • Type Ranged Magic Damage Dealer
  • Standard Bars Health, Mana
  • Available Armor Cloth
  • Available Weapons Daggers, One-Handed Swords, Staves, Wands


Shaman


Shaman are spiritual guides and practitioners, not of the divine, but of the very elements. Unlike some other mystics, shaman commune with forces that are not strictly benevolent. The elements are chaotic, and left to their own devices, they rage against one another in unending primal fury. It is the call of the shaman to bring balance to this chaos. Acting as moderators among earth, fire, water, and air, shaman summon totems that focus the elements to support the shaman’s allies or punish those who threaten them.
These masters of the elements can also call upon elemental forces directly, unleashing torrents of lava and bolts of lightning against foes. The elements can create, destroy, support, and hinder.
The experienced shaman balances the vast spectrum of these primordial forces into an array of diverse abilities, making shaman versatile heroes and valued members of any group.
Shaman Information
During combat, shaman place damaging and controlling totems on the ground to maximize their effectiveness while hindering their enemies. Shaman are versatile enough to battle foes up close or at range, but wise shaman choose their avenue of attack based on their enemies’ strengths and weaknesses.
  • Type Healer, Ranged Magic Damage Dealer, Melee Damage Dealer
  • Standard Bars Health, Mana
  • Available Armor Cloth, Leather, Mail, Shields
  • Available Weapons Daggers, Fist Weapons, One-Handed Axes, One-Handed Maces, Relic, Staves, Two-Handed Axes, Two-Handed Maces

Rogue


For rogues, the only code is the contract, and their honor is purchased in gold. Free from the constraints of a conscience, these mercenaries rely on brutal and efficient tactics. Lethal assassins and masters of stealth, they will approach their marks from behind, piercing a vital organ and vanishing into the shadows before the victim hits the ground.
Rogues can dip their weapons in paralyzing toxins that render foes unable to defend themselves. These silent stalkers wear leather armor so they can move unencumbered, ensuring that they land the first strike.
With the rogue’s poisons and speed, the first strike is often the last step before the killing blow.
Rogue Information
Rogues often initiate combat with a surprise attack from the shadows, leading with vicious melee strikes. When in protracted battles, they utilize a successive combination of carefully chosen attacks to soften the enemy up for a killing blow. Rogues must take special care when selecting targets so that their combo attacks are not wasted, and they must be conscious of when to hide or flee if a battle turns against them.
  • Type Melee Damage Dealer
  • Standard Bars Health, Energy
  • Available Armor Cloth, Leather
  • Available Weapons Bows, Crossbows, Daggers, Fist Weapons, One-Handed Axes, One-Handed Maces, One-Handed Swords
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Priest


Priests are devoted to the spiritual, and express their unwavering faith by serving the people. For millennia they have left behind the confines of their temples and the comfort of their shrines so they can support their allies in war-torn lands. In the midst of terrible conflict, no hero questions the value of the priestly orders.
These masters of the healing arts keep their companions fighting far beyond their normal capacities with an array of restorative powers and blessings. The divine forces at the priest’s command can also be turned against foes, smiting them with holy fury.
As light cannot exist without darkness, and darkness without light, some priests tap into shadow to better understand their own abilities, as well as the abilities of those who threaten them.
Priest Information
Priests use powerful healing magic to fortify themselves and their allies. They also wield powerful offensive spells from a distance, but can be overwhelmed by enemies due to their physical frailty and minimal armor. Experienced priests carefully balance the use of their offensive powers when tasked with keeping their party alive.
  • Type Healer, Ranged Magic Damage Dealer
  • Standard Bars Health, Mana
  • Available Armor Cloth
  • Available Weapons Daggers, One-Handed Maces, Staves, Wands












Paladin


This is the call of the paladin: to protect the weak, to bring justice to the unjust, and to vanquish evil from the darkest corners of the world. These holy warriors are equipped with plate armor so they can confront the toughest of foes, and the blessing of the Light allows them to heal wounds and, in some cases, even restore life to the dead.
Ready to serve, paladins can defend their allies with sword and shield, or they can wield massive two-handed weapons against their enemies. The Light grants paladins additional power against the undead and demons, ensuring that these profane beings corrupt the world no longer.
Paladins are not only zealots, but also guardians of the righteous, and they bestow blessings on those the Light would shine upon. The Light radiates from paladins, and worthy allies who stand near them are emboldened by its power.
Paladin Information
Paladins stand directly in front of their enemies, relying on heavy armor and healing in order to survive incoming attacks. Whether with massive shields or crushing two-handed weapons, Paladins are able to keep claws and swords from their weaker fellows – or they use healing magic to ensure that they remain on their feet.
  • Type Tank, Healer, Melee Damage Dealer
  • Standard Bars Health, Mana
  • Available Armor Cloth, Mail, Leather, Plate, Shields
  • Available Weapons One-Handed Axes, One-Handed Maces, One-Handed Swords, Polearms, Two

    Hunter

    From an early age the call of the wild draws some adventurers from the comfort of their homes into the unforgiving primal world outside. Those who endure become hunters. Masters of their environment, they are able to slip like ghosts through the trees and lay traps in the paths of their enemies.
    These expert marksmen drop foes dead in their tracks with flawless shots from a bow or rifle. With the ability to wield two weapons simultaneously, hunters can unleash a flurry of blows against anyone unfortunate enough to stumble into close combat with them.
    The art of survival is central to the isolated life of a hunter. Hunters track beasts with ease and enhance their own abilities by attuning themselves to the feral aspects of various creatures. Hunters are known for the lifelong bonds they form with animals of the wild, training great hawks, cats, bears, and many other beasts to fight alongside them.
    Hunter Information
    Hunters battle their foes at a distance, commanding their pets to attack while they nock their arrows and fire their guns. Though their missile weapons are extremely effective, hunters are at a disadvantage when their foes close in, and often attempt to evade or restrain enemies so that they can continue fighting from a safe distance.
    • Type Ranged Physical Damage Dealer
    • Standard Bars Health, Focus
    • Available Armor Cloth, Leather, Mail
    • Available Weapons Bows, Crossbows, Fist Weapons, Guns, One-Handed Axes, One-Handed Swords, Polearms, Staves, Two-Handed Axes, Two-Handed Swords
    Hunter Talents

Druid


Druids harness the vast powers of nature to preserve balance and protect life. With experience, druids can unleash nature’s raw energy against their enemies, raining celestial fury on them from a great distance, binding them with enchanted vines, or ensnaring them in unrelenting cyclones.
Druids can also direct this power to heal wounds and restore life to fallen allies. They are deeply in tune with the animal spirits of Azeroth.
As master shapeshifters, druids can take on the forms of a variety of beasts, morphing into a bear, cat, storm crow, or sea lion with ease. This flexibility allows them to fill different roles during their adventures, tearing enemies to shreds one minute and surveying the battlefield from the sky the next. These keepers of the natural order are among the most versatile heroes in Azeroth, and they must be prepared to adjust to new challenges on a moment’s notice.
Druid Information
Druids are versatile combatants, in that they can fulfill nearly every role – healing, tanking, and damage dealing. It’s critical that druids tailor the form they choose to the situation, as each form bears a specific purpose.
  • Type Tank, Healer, Ranged Magic Damage Dealer, Melee Damage Dealer
  • Standard Bars Health, Mana, Rage, Energy
  • Available Armor Cloth, Leather
  • Available Weapons Daggers, Fist Weapons, One-Handed Maces, Polearms, Relic, Staves, Two-Handed Maces

Death Knight

Requires Wrath of the Lich King

When the Lich King’s control of his death knights was broken, his former champions sought revenge for the horrors committed under his command. After their vengeance was won, the death knights found themselves without a cause and without a home. One by one they trickled into the land of the living in search of a new purpose.
Frost sharpens their strikes; blood fortifies their bodies; and undeath allows them to erupt in unholy rage in the heat of battle. A thousand atrocities are etched in the eyes of every death knight, and foes who gaze into them too long will feel the warmth pulled from their bodies, replaced with cold steel.
Death Knight Information
Death Knights engage their foes up-close, supplementing swings of their weapons with dark magic that renders enemies vulnerable or damages them with unholy power. They drag foes into one-on-one conflicts, compelling them to focus their attacks away from weaker companions. To prevent their enemies from fleeing their grasp, death knights must remain mindful of the power they call forth from runes, and pace their attacks appropriately.
  • Type Tank, Melee Damage Dealer
  • Standard Bars Health, Runic
  • Available Armor Cloth, Leather, Mail, Plate
  • Available Weapons One-Handed Axes, One-Handed Maces, One-Handed Swords, Polearms, Relic, Two-Handed Axes, Two-Handed Maces, Two-Handed Swords
  • http://us.battle.net/wow/en/game/class/

Expend the Universe-Chapter I



  The World of warcraft's universe is made up of composition; the world and are known by the Twisting Nether (Twisting Nether) connected to the field of death, the void in the twisted world of shadow demons are everywhere (including the terrible Burning Legion Burning Legion ); guardian Guardians (the body for this life, we know little about) in order to stay away from the Twisting Nether, the establishment of Azeroth Tirisfal civilization, after that after about 1000, guardian passed into the hands of civilization to their offspring.
What began as the story of orcs and humans clashing in an epic battle for dominance has since grown into the massive canon of lore that makes up the Warcraft universe. This section will be home to short stories and other pieces of fiction created to immerse you deeply in the lore of Warcraft.
Chapter I

The Titans and the Shaping of the Universe
No one knows exactly how the universe began. Some theorize that a catastrophic cosmic explosion sent the infinite worlds spinning out into the vastness of the Great Dark – worlds that would one day bear life forms of wondrous and terrible diversity. Others believe that the universe was created as a whole by a single all-powerful entity. Though the exact origins of the chaotic universe remain uncertain, it is clear that a race of powerful beings arose to bring stability to the various worlds and ensure a safe future for the beings that would follow in their footsteps.
The Titans, colossal, metallic-skinned gods from the far reaches of the cosmos, explored the newborn universe and set to work on the worlds they encountered. They shaped the worlds by raising mighty mountains and dredging out vast seas. They breathed skies and raging atmospheres into being. It was all part of their unfathomable, far-sighted plan to create order out of chaos. They even empowered primitive races to tend to their works and maintain the integrity of their respective worlds.
Ruled by an elite sect known as the Pantheon, the Titans brought order to a hundred million worlds scattered throughout the Great Dark Beyond during the first ages of creation. The benevolent Pantheon, which sought to safeguard these structured worlds, was ever vigilant against the threat of attack from the vile extra-dimensional entities of the Twisting Nether. The Nether, an ethereal dimension of chaotic magics that connected the myriad worlds of the universe, was home to an infinite number of malefic, demonic beings who sought only to destroy life and devour the energies of the living universe. Unable to conceive of evil or wickedness in any form, the Titans struggled to find a way to end the demons’ constant threat.