EvernessNo city better demonstrates human determination than Stormwind. Destroyed during the Horde’s initial invasion of Azeroth, Stormwind was painstakingly reconstructed by the Stonemasons’ Guild after the Second War. Parts of the city were razed again when Deathwing, the corrupted black Dragon Aspect, brutally attacked Stormwind, but the other undamaged districts are more beautiful than ever thanks to their hardworking inhabitants. From the magnificent Cathedral of Light, which serves as a major spiritual hub, to the awe-inspiring Valley of Heroes, which commemorates the sacrifices of Stormwind’s loyal champions, the city truly represents the courageous heart of humanity.
Stormwind - Music & Ambience - World of WarcraftEverness2019-07-17 | No city better demonstrates human determination than Stormwind. Destroyed during the Horde’s initial invasion of Azeroth, Stormwind was painstakingly reconstructed by the Stonemasons’ Guild after the Second War. Parts of the city were razed again when Deathwing, the corrupted black Dragon Aspect, brutally attacked Stormwind, but the other undamaged districts are more beautiful than ever thanks to their hardworking inhabitants. From the magnificent Cathedral of Light, which serves as a major spiritual hub, to the awe-inspiring Valley of Heroes, which commemorates the sacrifices of Stormwind’s loyal champions, the city truly represents the courageous heart of humanity.
35:30 - [Cataclysm] Stormwind 3 37:30 - Anduin 1D 39:04 - For the Alliance 3 40:14 - Stormwind 2 40:51 - Alliance Battle March 2
42:52 - Stormwind 3 44:04 - Stormwind High Seas 46:17 - [Cataclysm] Stormwind 4 47:25 - For the Alliance 1 49:36 - Stormwind 8
50:45 - [OST] Lion’s pride 53:05 - Stormwind 5 54:08 - Stormwind 7 55:34 - Anduin 1H2 57:32 - Canticle of Sacrifice D
Alliance Battle March, For the Alliance and Classic versions of Stormwind composed by Jason Hayes.
Anduin and Cataclysm versions of Stormwind theme composed by Neal Acree.
Canticle of Sacrifice composed by Russell Brower.
All tavern songs composed by David Arkenstone.
Original thumbnail artwork by Peter Lee.Oribos - Music & Ambience - World of WarcraftEverness2022-11-28 | The city of Oribos serves as the crossroads of the Shadowlands. Here, mortal souls are judged by the Arbiter before being sent to their final destinations, and shadowy denizens swap gossip and anima—the soulborn essence that fuels the Shadowlands.
Oribos is in the care of the Attendants, mysterious beings who were created to tend to the Eternal City and ensure the Arbiter carries out her duties without interruption. Their decisions are guided by “the Purpose,” the belief that the Shadowlands follows a pattern laid out by the Arbiter in her infinite wisdom.
From her sacred chamber atop the very crown of Oribos, the Arbiter has judged every mortal soul crossing into the Shadowlands since the dawn of time. But now, instead of being shepherded to their deserved fate, all souls are flowing past the dormant Arbiter and hurtling directly into the horrors of the Maw. The desperate Attendants have sought in vain to unravel this mystery, causing some to question their own unwavering faith in the Purpose.
Music composed by David Arkenstone (Oribos, The Eternal City, The Purpose, The Way, In-Between, Calculated, Opulence, Revelation), Neal Acree (Revelation, Ubroken Will), and Glenn Stafford (Unbroken Will)
0:00 Oribos Intro 1:02 The Eternal City A 3:35 The Way D 5:47 The Purpose B 8:02 Revelation A 9:39 In-Between A 11:08 Unbroken Will Ambient E 13:19 Calculated H 17:28 Opulence H 19:27 The Purpose C 21:37 The Way C 23:48 The Eternal City B 26:15 Revelation C, H 29:13 Oribos B 30:15 Unbroken Will Ambient A 31:11 The Purpose D 33:18 The Way A 35:20 The Eternal City E 37:04 Calculated B 41:12 Opulence A, C 45:36 In-Between B 47:01 The Eternal City D 48:52 The Purpose E 51:03 Unbroken Will Ambient D 53:08 Oribos A 54:42 Revelation B 56:17 The Way H 58:18 The Eternal City H 1:00:51 Opulence B 1:03:01 Calculated C 1:07:23 The Way B 1:09:33 Ubroken Will Ambient C 1:10:21 The Purpose H 1:12:27 The Eternal City C 1:14:15 The Way E 1:16:17 In-Between C 1:17:43 Oribos C
#oribos #shadowlands #warcraftMount Hyjal - Music & Ambience - World of WarcraftEverness2022-08-30 | Upon learning of the second Well, three of the great Dragon Aspects converged on Hyjal. Like the night elves, they knew that so long as the fount of power existed, the Legion would have a means to invade Azeroth once again. Thus the Aspect of Life, Alexstrasza, used an enchanted seed to sprout a mighty tree over the Well of Eternity. The tree's boughs soon towered over the lake, scraping the belly of the heavens. Its roots grew deep into the earth, spreading life-giving energies across the war-torn world. Thereafter, the great tree would act as a seal over the new Well of Eternity, preventing the Legion or anyone else from abusing its powers. Malfurion and the other night elves looked upon this colossal World Tree and named it Nordrassil, meaning "Crown of the Heavens." They vowed to keep it safe and protect the Well of Eternity at any cost. To honor this decision, the Dragon Aspects agreed to bless the night elves so that they could perform their guardianship successfully. Alexstrasza infused Nordrassil with renewed strength and vitality, which would also extend to the night elves. The Aspect of Dreams, Ysera, then blessed the tree, binding it and all night elf druids to the Emerald Dream. Prior to this, Malfurion and his followers had wandered Ysera's realm, but doing so required difficult meditation. The new enchantment placed on Nordrassil would allow these druids to journey into the Dream whenever they so wished. Lastly, Nozdormu, the Aspect of Time, wove his energies through the boughs and roots of Nordrassil, assuring that as long as the colossal tree stood, the night elves would possess immortality. With that, the Aspects ventured back to their hidden lairs. Due to their enchantments, the second Well of Eternity would no longer act as a beacon to demons, nor could the Legion easily use it as a gateway into Azeroth. It would become a symbol of the night elves' connection to the natural world, a sacred monument that empowered their race with immunity to sickness, disease, and aging.
Text above is an excerpt from World of Warcraft: Chronicle, Volume I
Original thumbnail artwork by Justin Kunz
Music composed by David Arkenstone (Nordrassil, Hyjal, Aftermath, Guardians of Hyjal, Darkwhisper Gorge), Russell Brower (Barrow Dens, Moonglade), Neal Acree (Mysterious, Grove of the Ancients, Night Elves), and Glenn Stafford (Cataclysm)
Editor's note: I threw in original Hyjal ambient sounds from the TBC raid in two places to spice things up a bit. Inaccurate, but adds variety. I also left out all of the Twilight Hammer music, not only because it clashed with the rest of the playlist but also because I'm planning a dedicated mix for those gloomy purple snakes.
0:00 Guardians of Hyjal 1 2:02 Hyjal 1 3:17 Hyjal 4 5:11 Nordrassil 1 7:11 Night Elves 2 8:33 Grove of the Ancients 2 10:04 Cataclysm 8 11:50 Aftermath 2 13:57 Barrow Dens 1 14:57 Moonglade 7 16:28 Nordrassil 2 18:22 Aftermath 3 19:22 Guardians of Hyjal 3 20:40 Hyjal 3 22:08 Night Elves 3, Mysterious 1 25:06 Darkwhisper Gorge 2 26:59 Barrow Dens 5 27:48 Moonglade 5 29:15 Guardians of Hyjal 2 31:33 Cataclysm 9 33:19 Aftermath 4 34:40 Nordrassil 3 36:41 Grove of the Ancients 3 37:29 Hyjal 2 38:54 Barrow Dens 3, Barrow Dens 2 40:34 Hyjal 4 42:38 Guardians of Hyjal 4 44:54 Night Elves 2 46:16 Moonglade 6 47:32 Moonglade 2 48:08 Aftermath 1 50:14 Darkwhisper Gorge 2 52:09 Nordrassil 2 54:02 Aftermath 3 55:02 Barrow Dens 4 55:48 Cataclysm 7 57:40 Guardians of Hyjal 3 58:54 Hyjal 1 1:00:12 Grove of the Ancients 2, Night Elves 3
When first arriving in Drustvar, you’ll be greeted by a dark and foreboding shoreline on the eastern border. Drustvar is a rugged land plagued by superstition, and signs of witchcraft are everywhere. The pathways through Glenbrook to Fallhaven are fraught with danger, so you’ll need to stay on your guard. Dark rumors swirl as to what may have befallen the Waycrest family - and if the Alliance has any hope of convincing the Kul Tirans to join them, you’ll need to untangle the mysteries that lay ahead.
Cobblestone paths wind through the region and in and out of the various villages and towns. History and culture are deeply woven into the fabric of Kul Tiras, but so too are the workings of dark witches. Cursed and hopelessly twisted townsfolk and creatures work in servitude to these mystics’ machinations, set to a task you’ll need to decipher and put an end to - if you have the stomach for it.
Traveling westward will lead to a large chain of rugged snow-touched mountains running from the northern border of the region to the southern Iceveil Glacier, nearly bisecting the region in two. Along Highroad Pass, you’ll come across various wildlife and creatures, including Chillwind Yetis who find the cold of the mountains to their liking and food sources plentiful.
On the southwestern coast you’ll cross into the Crimson Forest. Various shades of red assail your eyes and bear witness to the veracity of the name. The town of Falconhurst sits on the coast, and as in your previous travels through the region, you’ll find this settlement is under siege by dark forces.
Each clue found and mystery solved only puts forth more questions as to what could be ultimately manipulating events in Drustvar. Perhaps you’ll find the source of the troubles within Waycrest Manor - ancestral home of the Waycrest family who watches over Drustvar.
Original thumbnail artwork by Gabe Gonzalez (maybe, I’m not sure) and Mark Abadier (side banner sketches)
Music composed by Glenn Stafford (Drustvar, Barrowknoll Cemetery, Glenbrook Woods) and Clint Bajakian (Crimson Rise, Crimson Forest, House Waycrest)
Editor’s note: Fletcher’s Hollow Intro is a variation of the Drustvar Night composition, but this is how the audio file is named in the game data
0:00 [OST] Crimson Forest 5:53 Fletcher’s Hollow Intro 9:31 Drustvar C 12:20 Glenbrook Woods C, B 15:01 Barrowknoll Cemetery 2 17:38 House Waycrest B 19:17 Crimson Rise B 20:31 Crimson Forest A 24:07 Drustvar Night 4 25:27 Drustvar A 28:16 Glenbrook Woods A 30:15 House Waycrest A 32:04 Barrowknoll Cemetery 3 33:23 Glenbrook Woods D 34:37 Crimson Rise C 35:51 Crimson Forest C 38:04 Drustvar H 40:53 Drustvar Night 3 44:35 House Waycrest C 46:14 Crimson Forest H 48:20 Crimson Rise D 49:34 Glenbrook Woods H 51:33 Drustvar B 54:20 Barrowknell Cemetery 2 56:57 Drustvar Day 4 58:24 Crimson Forest B
Rather than abate the druids’ fury, however, the Scythe transformed Ralaar and his followers into worgen: bestial humanoids enslaved by their own primal instincts.
Ralaar’s druids tore through friend and foe alike. Night elves wounded by the beasts contracted a virulent curse that turned them into worgen as well. Desperate to staunch the affliction’s spread, Archdruid Malfurion Stormrage banished the worgen to a part of the Emerald Dream—Azeroth’s spirit world—where they would be in peaceful slumber for all eternity.
The worgen threat was contained for millennia, until Archmage Arugal pulled the wolf-beasts from the Dream. Summoned by order of King Genn Greymane, the worgen battled Scourge forces encroaching on the kingdom of Gilneas. Yet the feral creatures soon spread their curse throughout the human population, infecting Gilnean soldiers stationed beyond the Greymane Wall.
The night elves, feeling responsible for the creation of the curse and the destruction it caused, agreed to help the Gilneans. With the Scythe of Elune, the night elves could not permanently cure the affliction, but managed to teach the Gilneans how to control their curse; shapeshifting at will from human to worgen, and back again. Now, these self-disciplined worgen have rejoined the Alliance as powerful allies, prepared to fight to keep their humanity and their place in society.
Text above was taken from an old racial description page of the official website. An updated version of the page can be found here: worldofwarcraft.com/en-us/game/races/worgen
For a deeper dive into Warcraft lore and more information about the ferocious worgen check out this Wowpedia page: wowpedia.fandom.com/wiki/Worgen
Original thumbnail artwork by Wei Wang (main piece) and Samwise Didier (crest)
Music composed by Russell Brower (Alliance Hero, Cataclysm, Gilneas Event, Rift, Scarred, Shadows) and Neal Acree (Shadowglen, Winterspring)
Editor’s note: despite the fact that Shadowglen was part of Teldrassil, night elves players' starting zone, these tracks never actually play there. Instead, this music serves as the main theme for the town of Darkshire and the greater Duskwood area, an important part of worgen history. Night elves are closely tied to the people of Gilneas and they already have enough dedicated music to fill a four hour long mix. Addition of two Winterspring tracks has the same reasoning minus the lore. Honestly, I just like the way it sounds and I think the elves wouldn't mind sharing.
During the Third War, however, the high elves were nearly scoured from Azeroth. Led by the death knight Arthas, a Scourge army stormed into Quel’Thalas, slaughtering almost ninety percent of the kingdom’s population. Arthas then used the mystical Sunwell to resurrect the fallen necromancer Kel’Thuzad, irrevocably tainting the fount in the process.
Fearing that the befouled well would obliterate his dwindling race, Prince Kael’thas Sunstrider gathered a group of Quel’Thalas’s defenders and destroyed the fount to avert catastrophe. Although the high elves were spared from continued exposure to the Sunwell’s dark energies, in the fount’s absence they suffered terribly from withdrawal. As a result, Kael’thas desperately searched for a means to help his people—whom he had renamed the blood elves—and thus he set out for the shattered world of Outland...
The Caverns of Time are home to Nozdormu and the bronze dragonflight. It is their sacred mission, one which was charged to them by the titans, to guard the caverns against the intrusion of mortals, whose interference would assuredly disrupt the flow of time. Recently, a mysterious force called the infinite dragonflight has begun to meddle with time. The Bronze Dragonflight is recruiting adventurers to make sure that the events that took place in the past remain as they were.
Music composed by Russell Brower (Brazen Flight, Caverns of Time, Durnholde, Tarren Mill), Derek Duke (Morass, Hyjal), and Jason Hayes (Hillsbrad)
0:00 Brazen Flight 1:28 Caverns of Time 1 3:11 Morass Portal, Morass 1 5:22 Opening of the Dark Portal (OST) 7:54 Caverns of Time 2 9:54 The Escape from Durnholde (OST) 14:02 Tarren Mill Exterior 15:52 Caverns of Time 6 18:15 The Battle of Mount Hyjal (OST) 20:46 The Shaping of the World (OST) 23:13 Hyjal 11 24:01 Hyjal 4 25:22 Hyjal 3 26:02 Caverns of Time 9 28:36 The Culling (OST) 32:19 Stratholme Past General 34:03 Stratholme Past Intro, Outdoors Intro 35:11 Stratholme Past Battle 1, Alley End, Indoors Intro 38:33 Caverns of Time 3 41:03 Morass 1 42:44 Morass 5 43:55 Morass 2, 4 47:03 Caverns of Time 8 49:13 Durnholde Keep Exterior 6 50:08 Durnholde Keep Cellar 2 51:08 Durnholde Keep Interior 1 52:10 Durnholde Keep Cellar 3 53:08 Durnholde Keep Exterior 1, 2 55:31 Hillsbrad Exterior 57:08 Caverns of Time 4 58:59 Hyjal 12, 1 1:01:05 Hyjal 9, 10 1:03:06 Hyjal 7, 8 1:05:17 Hyjal 6 1:06:01 Caverns of Time 7 1:08:28 Stratholme Past Outdoors Night A, B 1:09:36 Stratholme Past General 1:11:19 Stratholme Past Mal’Ganis, Battle 2, End Stinger, Alley Intro 1:14:20 Caverns of Time 5
As you explore this harsh land, you’ll meet the fox-like vulpera - a keen and intelligent race of nomadic scavengers capable of turning what they find into opportunities to thrive. But not all who live here are free. Once an ally to the Zandalari trolls, the reptilian sethrak have taken to subjugating anyone they can as slaves, and the vulpera are an easy target for their machinations. If you’re to survive in Vol’dun and get to the heart of general Jakra’zet’s plans, you’ll need all the allies you can get. Lending aid to these creatures is bound to pay off.
To the south looms the Temple of Akunda. Like Nazmir and Zuldazar, this land is served by several of the loa. Many who seek sanctuary travel to this temple to forget the ills of the past and serve the great loa Akunda. There is more to discover here, and with a little extra effort, you’ll be able to get in this loa’s good graces.
North east of the Temple of Akunda, an outpost of outcasts has taken root near Atul’Aman. Despite frequent sandstorms and short supplies, they’ve begun to herd alpaca here among the harsh terrain. Keeping the herd safe from the likes of hyenas, Vol’duni Dunecrawlers, and saurolisks can be trying at best, and surviving off the land has hardened these people. They don’t trust outsiders, and marauders holing up in the nearby Scorched Sands Arena regularly plague this fragile settlement, stealing what little supplies they have.
To the north, the Skycallers’ Spire dominates the landscape. A large hooded snake looms above, crackling with lightning. It is here that you’ll find the Temple of Sethraliss and uncover the darkness within.
There is plenty to explore throughout Vol’dun, and what first seems like a wasteland comes to life with deadly vibrancy once you scratch the harsh exterior. The sand-bleached bones of giant beasts litter the land, long since picked clean and polished to a gleaming smooth by the shifting sands. Brief moments of reprieve from the heat can be found to the north in the small stretch of marsh and in the caverns and oasis tucked away from the unrelenting sun.
Original thumbnail art by Ishmael Hoover: artstation.com/izzyh Banner sketches by Jimmy Lo and Gabe Gonzalez
Music composed by Glenn Stafford (Sethrak, Heart of Sethraliss), Kory McMaster (Vol'dun, The Tortollan, Heart of Sethraliss), Sam Cardon (Vol'dun, The Tortollan), Neal Acree (Vulpera), and Derek Duke (Zul'Drak)
0:00 Winds of Vol’dun (OST) 5:33 Heart of Sethraliss (OST) 9:46 Vol’dun B 12:19 Vol’dun C 13:35 The Tortollan C 15:39 Zul’Drak Intro 5 17:49 Vol’dun D 19:25 Vulpera 1B 21:29 Sethrak 1A, 2A 23:43 Vol’dun A 26:14 Vol’dun E 28:46 Zul’Drak Night 4 30:22 Vulpera 2D, 2H 32:17 The Tortollan A 34:25 Vol’dun H 36:57 Vol’dun C 38:13 Sethrak 2A, 1A 40:20 Vol’dun B 42:53 Vulpera 1C 44:25 Zul’Drak Day 2 45:59 Vol’dun D 47:34 Vulpera 1H 49:38 Vol’dun E 52:11 The Tortollan D 53:28 Sethrak 1H, 2H 55:54 Zul’Drak Intro 2 57:35 Vol’dun A
#WorldofWarcraftStratholme and Eastern Plaguelands - Music & Ambience - World of WarcraftEverness2020-09-15 | Stratholme was once the jewel of northern Lordaeron, but today it is remembered for its harrowing fall to ruin. It was here that Prince Arthas turned his back on the noble paladin Uther Lightbringer, slaughtering countless residents believed to be infected with the horrific plague of undeath. Ever since, cursed Stratholme has been marred by death, betrayal, and hopelessness.
Text above is taken from the in-game Dungeon Journal.
Only Velen abstained, for he had seen a vision. In it, his people were transformed into demons; members of Sargeras’ Burning Legion, a growing army of unspeakable evil. With the aid of the benevolent naaru, Velen gathered like-minded eredar and escaped Argus. These renegades would call themselves the draenei, or “exiled ones.”
Original thumbnail artworks by Howard Lee (background), Samwise Didier (crest), and Glenn Rane (draenei woman)
Music composed by Derek Duke (Azuremyst Isle, Bloodmyst Isle, Ammen Vale), Matt Uelmen (Terokkar Forest, Cenarion Intro, Shadowmoon Valley, Zangarmarsh), Neal Acree (Shadowmoon, A Hero's Sacrifice, Ancient Eredar, Vindicaar), Russell Brower (Elune's Shadow, Premonition, Gardens of Karabor, Xera, Krokuun, Baleful Night), Eimear Noone (Ways of the Ancient Ones, Malach), Clint Bajakian (Village), Edo Guidotti (Ethereal Embers), Craig Stuart Garfinkle (Shadowmoon Sunset), and Glenn Stafford (Argus)
0:00 [Azuremyst Isle] Exodar Intro 1 1:23 [Azuremyst Isle] Draenei 5, 7, 6 3:48 [Azuremyst Isle] Exodar 3 5:04 [Ammen Vale] Draenei 1 8:17 [Bloodmyst Isle] Satyr 2 10:20 [Azuremyst Isle] Naga 5 11:18 [Bloodmyst Isle] Satyr 4 12:31 [Azuremyst Isle] Owlkin 1 13:16 [Azuremyst Isle] Draenei 5 16:09 [Outland] Draenei 1, 2 19:22 Zangarmarsh 2, 4, 3 23:34 [Outland] Cenarion Intro 1, 2, 3 25:53 [Terokkar Forest] Shattrath 1, 6 30:18 Terokkar Forest 2 32:38 [Terokkar Forest] Auchindoun 2, 3 36:47 Shadowmoon Valley 2, 3 39:43 [Terokkar Forest] Shattrath 3 41:08 Terokkar Forest 3 43:30 Ways of the Ancient Ones (OST) 49:07 Village A 51:38 A Hero’s Sacrifice 2 53:21 Ethereal Embers H 54:34 Premonition H 56:45 Shadowmoon 1, 5 1:00:10 Gardens of Karabor H 1:02:18 Shadowmoon Sunset H 1:04:14 Village C2 1:05:42 Shadowmoon 1H 1:07:56 Elune’s Shadow C, H 1:09:30 A Hero’s Sacrifice 4, 3B 1:10:43 Malach H1, H4 1:13:53 Argus [Part 1] 1H 1:15:40 Ancient Eredar H 1:17:55 [Vindicaar] Krokuun 1:19:27 Xera H 1:21:17 Argus [Part 1] 2B 1:22:47 Argus [Part 2] 1B, Argus [Part 2] 2A 1:27:42 [Krokuun] Xenedar Landing 1:29:59 Baleful Night A 1:31:24 Ancient Eredar F 1:33:17 [Azuremyst Isle] Exodar 1 1:35:01 [Ammen Vale] Draenei 3 1:37:59 [Azuremyst Isle] Draenei 7 1:39:44 [Azuremyst Isle] Owlkin 2 1:40:26 [Bloodmyst Isle] Satyr 5 1:42:50 [Azuremyst Isle] Naga 1, 4 1:45:25 Zangarmarsh 5, 1 1:47:54 [Terokkar Forest] Shattrath 5 1:49:48 Terokkar Forest 1 1:51:11 Shadowmoon Valley 5 1:52:30 [Terokkar Forest] Shattrath 4 1:53:49 [Azuremyst Isle] Exodar 3 1:55:13 [Ammen Vale] Draenei 4 1:57:52 Shadowmoon 3, 4, 2 2:02:41 Gardens of Karabor A, B 2:05:00 Elune’s Shadow A, B 2:06:13 Ethereal Embers E, D 2:08:38 Village B, H 2:12:32 A Hero’s Sacrifice 1 2:14:30 Ancient Eredar B, C 2:17:25 [Vindicaar] Antoran Wastes 2:18:58 Argus [Part 2] 1C 2:20:11 Argus [Part 1] 2A 2:21:40 Argus [Part 1] 1B 2:23:26 [Vindicaar] Mac’Aree 2:24:54 Xera A 2:26:44 Ancient Eredar A 2:28:50 [Azuremyst Isle] Exodar 2 2:30:32 [Ammen Vale] Draenei 2 2:32:14 [Azuremyst Isle] Draenei 6 2:34:02 [Bloodmyst Isle] Satyr 1 2:36:01 [Azuremyst Isle] Naga 3 2:38:16 Zangarmarsh 6 2:39:36 [Terokkar Forest] Shattrath 2 2:41:16 [Azuremyst Isle] Draenei 8
#WorldofWarcraft #Draenei #DerekDukeKrasarang Wilds - Music & Ambience - World of WarcraftEverness2019-12-29 | Once home to a sprawling mogu port, the dense Krasarang Wilds stretch along Pandaria's southern shores. Most pandaren avoid this shadowy place and its dangerous inhabitants, but groups of intrepid fishermen have been known to brave the wilds and ply their trade in the area's bountiful coastal waters.
Text above is taken from "The Art of World of Warcraft: Mists of Pandaria" official art book.
0:00 - Krasarang Wilds BH 3:27 - Temple of the Jade Serpent H 7:12 - Krasarang Wilds AH 9:56 - Wood of Staves H 13:05 - Spirits A4
14:31 - The River 2 15:30 - Krasarang Wilds BH2 16:34 - Temple of the Jade Serpent H2 18:05 - Mogu B1 and B4 20:25 - Krasarang Wilds AH1
21:58 - Wood of Staves H2 23:16 - Krasarang Wilds BH3 24:28 - Temple of the Jade Serpent H3 25:40 - Spirits B1 26:51 - Mogu B5
28:13 - Krasarang Wilds AH2 29:31 - Wood of Staves H3 30:38 - Krasarang Wilds BH 34:06 - Temple of the Jade Serpent H 37:51 - Krasarang Wilds AH
40:35 - Wood of Staves H 43:43 - Mogu B6 45:06 - The River 1 45:49 - Spirits B2 46:58 - Krasarang Wilds BH1
48:23 - Temple of the Jade Serpent H1 49:40 - Wood of Staves H2 50:58 - Krasarang Wilds AH1 52:32 - Krasarang Wilds BH2
53:35 - Temple of the Jade Serpent H2 55:06 - Mogu BH1 57:21 - Spirits A4 58:49 - Krasarang Wilds BH3
Krasarang Wilds, Temple of the Jade Serpent composed by Jeremy Soule.
The River, Spirits, Mogu composed by Russell Brower.
Wood of Staves composed by Sam Cardon.Firelands - Music & Ambience - World of WarcraftEverness2019-12-21 | For ages, the Elemental Plane served its purpose as a secure realm to imprison Azeroth's primordial spirits... until the Cataclysm ruptured its boundaries. Without warning, Ragnaros's armies surged toward Mount Hyjal, intent on burning the World Tree of Nordrassil to the ground. In the ensuing conflict, many brave heroes gave their lives to protect Hyjal from destruction. By their noble sacrifices, the impossible was achieved: the Guardians of Hyjal pushed Ragnaros's minions back into the Firelands.
Now, the battle to protect Hyjal rages in Ragnaros's smoldering realm. As territory is gained and Azeroth's champions edge closer to the Firelands' inner sanctums, a monumental task lies ahead. Entrenched around Ragnaros's lair - Sulfuron Keep - are his most trusted guardians, including the turncoat Druids of the Flame and their mysterious leader. Yet Hyjal's defenders cannot afford to shy away from any of these dangers. Should Ragnaros prevail against the incursion and succeed in destroying Nordrassil, Azeroth will suffer a blow from which it might never recover
Music composed by Russell Brower (Firelands, Druids of the Flame, Rift) and Neal Acree (Fire, Twilight Hammer, Twilight Vale, Twilight Highlands)
0:00 Firelands AH1 1:40 Firelands BH1 3:29 Druids of the Flame BH1 5:00 Druids of the Flame A1 6:27 Twilight Highlands 2 7:37 Fire 1 8:40 Firelands A3 9:40 Firelands B2 10:35 Twilight Vale 2 11:58 [4.0] Firelands 1 14:29 Twilight Hammer 1 16:01 Druids of the Flame AH1 17:35 Rift 1 19:06 Druids of the Flame B2 20:33 Firelands B1 21:37 Firelands A2 22:54 Twilight Highlands 3 24:05 Twilight Vale 1 25:57 Firelands B4 26:50 Firelands A1 28:21 Fire 2 29:06 Twilight Highlands 1 30:14 Firelands B3 31:21 Firelands AH1 33:04 Twilight Vale 3 34:26 Twilight Hammer 2 35:14 Rift 4 36:14 Firelands BH1 38:05 Druids of the Flame A2 39:34 Twilight Highlands 4 40:54 Firelands A3 41:54 Druids of the Flame B3 43:20 Firelands B2 44:16 Twilight Vale 4 45:20 Twilight Hammer 3 46:09 Firelands A2 47:24 Firelands B3 48:30 Druids of the Flame A3 49:17 Rift 2 50:21 Firelands B4 51:16 Twilight Vale 5 52:04 Twilight Highlands 5 53:14 Druids of the Flame B1 54:41 Firelands A1 56:10 Firelands BH1 58:01 Fire 1 59:05 Druids of the Flame A1
#WorldofWarcarft #Cataclysm #FirelandsTanaan Jungle and the Hellfire Citadel - Music & Ambience - World of WarcraftEverness2019-12-15 | In primordial Tanaan, even the plants have teeth. Darkling fronds stab out at unlucky wanderers, or conceal canyons that plunge miles deep beneath the canopy - and these are far from the jungle’s worst dangers. Each day, warlords fell even wider stretches of Tanaan’s wilderness, striving to finally rend the gates of space and time for conquest unending.
Text above is taken from the official Warlords of Draenor website.
0:00 - Tanaander A 1:57 - The Wanderer H 4:40 - Mortal Night H 7:14 - Tanaan Gloom B 9:00 - Undaunted A
10:44 - Falling 1A 11:57 - Fel Essence A 13:21 - Lost Moon A 14:39 - Eternal Night H 15:56 - Tanaander B
17:52 - Feu De L'Enfer H 19:51 - Tanaan Gloom C 20:52 - [Hellfire Citadel] Ramparts 1 21:54 - Fel Essence H 23:55 - The Wanderer B
25:08 - Mortal Night A 26:00 - Undaunted H 27:44 - Lost Moon B 28:46 - Falling 2H 30:00 - Fel Essence D
30:49 - Tanaan Gloom H 32:44 - Tanaander H 34:46 - The Wanderer A 37:04 - Mortal Night C 38:21 - Lost Moon H
39:48 - Undaunted B 41:16 - Fel Essence B 42:16 - [Outland] Action 1 43:37 - [Hellfire Citadel] Ramparts 2
44:47 - Feu De L'Enfer A 46:42 - Falling 1B 47:59 - Tanaan Gloom A 49:50 - Mortal Night H
52:22 - The Wanderer H 55:03 - Fel Essence C 55:45 - Tanaander C 57:49 - Herding Clans H
The mantid are a rampaging insect race separated from the rest of Pandaria by the Serpent's Spine. They devour everything in their path in order to build their own crystalline empire of ruthless warriors and scheming feudal lords. The pandaren are left reeling when the mantid's hundred-year cycle of aggression kicks off ten years too early and their greatest warriors burst through the great wall. The beleaguered pandaren must now face the worst swarm in recorded history while trying to isolate the cause of the mantid's erratic behavior.
Text above is taken from "The Art of World of Warcraft: Mists of Pandaria" official art book and from the official zone preview.
Townlong Steppes composed by Jeremy Soule, Edo Guidotti, and Sam Cardon.
Shado-Pan composed by Sam Cardon, Jeremy Soule, and Russell Brower.
Kun Lai Summit composed by Jeremy Soule and Sam Cardon.
Sha composed by Jeremy Soule (Stingers by Russell Brower).
Siege of Niuzao Temple composed by Jeremy Soule.
Pandaria composed by Sam Cardon.
Mantid composed by Neal Acree.Warcraft III - Music & AmbienceEverness2019-09-19 | A generation before the events of World of Warcraft begin… Cunning, sinister, and seemingly unstoppable, the demonic Burning Legion prepare to launch their long-awaited assault on the mortal world. Survival is a matter of strategy, as the Reign of Chaos begins…
Music composed by Tracy W. Bush, Derek Duke, Jason Hayes, Glenn Stafford and Victor Crews
0:00 - Reign of Chaos 1:07 - Comradeship 3:12 - Blackrock & Roll 7:44 - Dark Agents 8:51 - Blight
13:57 - Heroic Victory 14:55 - Orc Victory 15:39 - Bloodlust 20:44 - Sad Mystery 22:11 - Arrival at Kalimdor
26:19 - Lordaeron Fall 30:17 - Dark Victory 31:31 - Arcane Echoes 36:40 - Doomhammer’s Legacy 41:55 - Awakening
46:35 - Night Elf Defeat 48:56 - Frostmourne 53:46 - The Calm 55:00 - Carrion Waves 59:54 - Doom
1:01:02 - Temporary Alliances 1:05:32 - Rise of the Ancients 1:09:56 - The Frozen Throne 1:11:10 - The Night Elves’ Song 1:16:08 - Illidan Stormrage
1:17:56 - Lady Vashj of the Naga 1:19:27 - In Pursuit of Illidan 1:20:53 - Vengeance of the Blood Elves 1:23:15 - King Arthas of Lordaeron 1:25:21 - Last Days of the Alliance
1:30:07 - The Orcish Hordes 1:32:02 - Remnants of the Horde 1:37:24 - The Lich King 1:38:46 - Last Days of the Scourge
The stalwart night elves, led by the Arch-Druid Malfurion Stormrage and the Priestess Tyrande Whisperwind, have vanished back into the shadows of Ashenvale Forest, intent on healing the ancient lands that were scarred by the legion's vile corruption.
The battle-weary orcish Horde, led by the idealistic Warchief Thrall, has settled in the harsh eastern hills of the Kalimdor Barrens. Finally able to claim a homeland of their own, the orcs work tirelessly to found and protect their new nation of Durotar.
The human survivors of Lordaeron, under the command of the Sorceress Jaina Proudmoore, have also settled along the eastern coast of the Barrens. The island citadel of Theramore was erected to safeguard the ragtag remnants of the failing human Alliance.
And Arthas, the newly crowned king of Lordaeron, has driven the undead Scourge to eradicate the last vestiges of resistance to his iron rule. His kingdom, the once-proud bastion of human might and nobility has become a plagued realm of death and sorrow. Now, driven by haunting visions of the Frozen Throne of Icecrown, Arthas plans to lighten his grip over the rest of the world.
Still, one dark soul remains at large. For in some shadowed corner of the world, the wayward creature known as Illidan Stormrage plots... and waits.
However, many of the original high-borne survivors grew restless. Like Illidan before them, they fell victim to the withdrawal that came from the loss of their coveted magics. They were tempted, once again, to tap the energies of the Well of Eternity and exult in their magical practices. Dath’Remar, the brash, outspoken leader of the high-borne, began to mock the druids publicly – calling them cowards for refusing to wield the magic that was theirs by right. Furion and the druids chaffed of Dath’Remar’s arguments and warned the high-borne that any use of magic would be punishable by death. In their insolence, Dath’Remar and his followers unleashed a terrible magical storm upon Ashenvale in an ill-fated attempt to convince the druids to rescind their law.
The druids, unable to bring themselves to slaughter so many of their kin, decided to exile the reckless high-borne from their lands. Dath’Remar and his followers, glad to be rid of their conservative cousins at last, boarded a number of specially crafted ships and set sail upon the seas. Though none of them knew what awaited them beyond the waters of the raging Maelstrom, they were eager to establish their own homeland where they could practice their coveted magics with impunity. The high-borne, or ‘Quel’dorei’ as Azshara had named them in ages past, would eventually set shore upon the eastern land men would call Lordaeron. They planned to build their own magical kingdom - Quel’Thalas - and reject the night elves’ precepts of moon worship and nocturnal activity. Forever after, they would be known only as the “high elves.”
With the departure of their wayward cousins, the night elves turned their attention back to the safekeeping of their enchanted homeland. The druids, sensing their time of hibernation nearing once again, prepared to sleep and leave their loved ones and families behind. Tyrande, who had become the First priestess of Elune, asked her love, Furion, not to leave her for Ysera’s Emerald Dream. But, Furion, honor bound to enter the changing Dreamways, bid the priestess good-bye and swore that they would never be apart so long as they held true to their love.
Tyrande, left alone to protect Kalimdor from the dangers of the new world, assembled a powerful fighting force from amongst her night elf sisters. The fearless, highly trained warrior women who pledged themselves to Kalimdor’s defense became known as the Sentinels. Though they preferred to patrol the shadowy forests of Ashenvale alone, they had many allies upon which they could call in times of urgency.
The demigod, Cenarius, remained nearby in the Moonglades of Mount Hyjal. His sons, known as the Keepers of the Grove, kept close watch on the night elves’ land and regularly helped the Sentinels maintain peace in the land. Even Cenarius’ shy daughters, the dryads, appeared in the open with increasing frequency.
Though the task of policing Ashenvale kept her busy, Tyrande felt lost and alone without Furion at her side. As the long centuries passed while the druids slept, her fears of a second demonic invasion grew more palpable. She could not shake the unnerving feeling that perhaps the Burning Legion was still out there, beyond the Great Dark of the sky plotting its revenge upon the night elves and the world of Azeroth.
Nineteen years passed and Thrall grew into a strong, quick-witted orc. Yet his young heart knew that a slave’s life was not for him. Many things had transpired in the world outside the fortress as he grew to maturity. He learned that his people, the orcs – whom he had never met – had been defeated and placed into internment camps in the human lands. Doomhammer, the leader of his people, had escaped from Lordaeron and gone into hiding. He knew that only one rogue clan still operated in secret, trying to evade the watchful eyes of the Alliance.
The resourceful yet inexperienced Thrall decided to escape from Blackmoore’s fortress and set off to find others of his kind. During his journeys Thrall visited the internment camps and found his once mighty race to be strangely cowed and lethargic. Having not found the proud warriors he hoped to discover, Thrall set out to find the last undefeated orc chieftain, Grom Hellscream.
Despite being constantly hunted by the humans, Hellscream still held onto the horde’s unquenchable will to fight. Aided only by his own devoted Warsong clan, Hellscream continued to fight an underground war against the oppression of his beleaguered people. Unfortunately, Hellscream could never find a way to rouse the captured orcs from their stupor. The impressionable Thrall, inspired by Hellscream’s idealism, developed a strong empathy for the horde and its warrior traditions.
Seeking the truth of his own origins, Thrall traveled north to find the legendary Frostwolf clan. Thrall learned that Gul’dan had exiled the Frostwolves during the early days of the First War. He also discovered that he was the son and heir of the orc hero, Durotan – the true chieftain of the Frostwolves who had been murdered in the wilds nearly twenty years before…
Under the tutelage of the venerable shaman, Drek’Thar, Thrall studied the ancient shamanistic culture of his people that had been forgotten under Gul’dan’s’ evil rule. Over time, Thrall became a powerful shaman and took his rightful place as chieftain of the exiled Frostwolves. Empowered by the elements themselves and driven to find his destiny, Thrall set off to free the captive clans and heal his race of demonic corruption.
During his travels, Thrall found the aged warchief, Orgrim Doomhammer, who had been living as a hermit for many years. Doomhammer, who had been a close friend of Thrall’s father, decided to follow the young, visionary orc and help him free the captive clans. Supported by many of the veteran chieftains, Thrall ultimately succeeded in revitalizing the horde and giving his people a new spiritual identity.
To symbolize his people’s rebirth, Thrall returned to Blackmoore’s fortress of Durnholde and put a decisive end to his former master’s plans by laying siege to the internment camps. Yet, during the liberation of one camp, Doomhammer fell in battle. Thrall took up Doomhammer’s legendary warhammer and donned his black plate-armor to become the new warchief of the horde. During the following months, Thrall’s small but volatile horde laid waste to the internment camps and stymied the Alliance’s best efforts to counter its clever strategies. Encouraged by his best friend and mentor, Grom Hellscream, Thrall worked to ensure that no orc would be cast into slavery – either by humans or demons – ever again.
The Lich King’s plan worked perfectly. Many of Lordaeron’s northern villages were contaminated almost immediately. Just as in Northrend, the citizens who contracted the plague died and arose as the Lich King’s willing slaves. The cultists under Kel’Thuzad were eager to die and be raised again in their dark lord’s service. They exulted in the prospect of immortality through undeath. As the plague spread, more and more feral zombies arose in the northlands. Kel’Thuzad looked upon the Lich King’s growing army and named it the Scourge – for soon, it would march upon the gates of Lordaeron… and scour humanity from the face of the world.
Though the Dreadlords were pleased that Ner’zhul’s true mission had finally begun, the Lich King himself brooded within the tight, shadowy confines of the Frozen Throne. Despite his vast psychic powers and his complete dominion over the undead, he longed to be free of his icy prison. He knew that Kil’jaeden would never release him from his curse. And, due to his great power, he knew that the demons would destroy him as soon as his mission was completed.
Still, he had one chance for freedom – one chance to escape his terrible curse. If he could find a suitable host – some hapless dupe who was torn between darkness and light – he could possess that body and escape the confines of the Frozen Throne forever.
Thus, the Lich King sent his vast consciousness out once again and sought out the perfect host…
Amidst the strain of the new orc uprising, King Terenas was disturbed to hear ill news on another front. Rumor held that a number of supposed “death cults” had formed in the northern provinces. The cults attracted the disenfranchised and disheartened citizens of Lordaeron, offering them “eternal life” on earth as an alternative to servitude to the King. After many years of peace and quiet, King Terenas knew that troubles were only just beginning for his land. He took some comfort in the fact that Lordaeron had endured every trial that had ever come its way – and that its defenders, both new and old, would see it safely through to a new dawn…
Although claimed by the humans, the dwarven Dark Iron clan founded its own kingdom in the northern reaches, fleeing defeat in the War of the Three Hammers. Summoning the Firelord Ragnaros to aid them, their leader Thaurissan inadvertently caused the eruption of a new, immense volcano; Blackrock Mountain. This not only destroyed his clan's new city, but utterly devastated the ecology of northern Redridge, forever leaving it an ash-choked wasteland.
The humans of Stormwind remained dominant in the unblemished southern ranges. Now a much smaller region, the Redridge Mountains were eventually conquered by the Orcish Horde in the First War, in which the southern kingdom was forced into exile. The humans eventually returned triumphant and began rebuilding their former holdings. Yet the orcs of the Blackrock and Black Tooth Grin clans would also return, this new "Dark Horde" plaguing the town of Lakeshire from their former stronghold of Blackrock Mountain.
Eventually, the orcs allied with the wicked human warlock Morganth and his Shadowhide gnoll lackeys, and seized the eastern half of Redridge, capturing the castle of Stonewatch Keep before the events of World of Warcraft. Weakened by political turmoil in Stormwind, Lakeshire was left with little military aid to fend off the encroaching orcs.
The region remains heavily contested to this day. Desperate, the people of Redridge seek help from outside sources, recruiting passing adventurers to help in the defense of Lakeshire and the liberation of Stonewatch.
0:00 - Forest Day 3 1:08 - Western Plaguelands Night A1 2:00 - Western Plaguelands Day C1 2:53 - Shadows 4 4:06 - Forest Day 2
5:22 - Western Plaguelands Night B3 6:15 - Western Plaguelands Day A1 7:07 - Western Plaguelands Night C2 8:00 - Forest Day 1 8:57 - Shadows 1
10:31 - Western Plaguelands Night A2 11:23 - Western Plaguelands Day B1 12:17 - Western Plaguelands Night C1 13:10 - Forest Day 3 14:18 - Shadows 3
15:13 - Mystery 4 16:20 - Shadows 2 16:53 - Western Plaguelands Day C1 17:47 - Forest Day 2 19:02 - Western Plaguelands Night B2
19:54 - Western Plaguelands Night A1 20:45 - Shadows 5 21:48 - Western Plaguelands Day A1 22:40 - Forest Day 1 23:39 - Mystery 1
24:42 - Western Plaguelands Night C2 25:35 - Western Plaguelands Night B1 26:28 - Forest Day 3 27:36 - Western Plaguelands Night A1 28:29 - Western Plaguelands Day C1
29:21 - Shadows 4 30:35 - Forest 2 31:50 - Western Plaguelands Night B3 32:43 - Western Plaguelands Day A1 33:36 - Western Plaguelands Night C2
34:28 - Forest Day 1 35:26 - Shadows 1 37:00 - Western Plaguelands Night A2 37:52 - Western Plaguelands Day B1 38:45 - Western Plaguelands Night C1
39:38 - Forest Day 3 40:46 - Shadows 3 41:42 - Mystery 3 42:48 - Shadows 2 43:21 - Western Plaguelands Day C1
44:14 - Forest Day 2 45:29 - Western Plaguelands Night B2 46:22 - Western Plaguelands Night A1 47:13 - Shadows 5
48:16 - Western Plaguelands Day A1 49:08 - Forest Day 1 50:06 - Mystery 2 51:05 - Western Plaguelands Night C2
52:00 - Western Plaguelands Night B1 52:54 - Forest Day 3 54:02 - Western Plaguelands Night A1 54:56 - Western Plaguelands Day C1
55:49 - Shadows 4 57:03 - Forest Day 2 58:18 - Western Plaguelands Night B3 59:11 - Western Plaguelands Day A1
Forest composed by Jason Hayes.
Western Plaguelands Composed by Glenn Stafford.
Shadows and Mystery composed by Russell Brower.Argus - Music & Ambience - World of WarcraftEverness2019-08-05 | Argus was once ruled by the Second Duumvirate, consisting of Velen and Kil'jaeden. During this time, the sorcerer Thal'kiel and his order of eredar mages, the Wakeners, began using summoning magics to conjure demons from the Twisting Nether. Velen condemned Thal'kiel's new summonings and ordered him never to conjure them again. However, with the support of these entities, Thal'kiel hoped to become the sole ruler of Argus. His trusted apprentice, Archimonde, informed Velen and Kil'jaeden of the planned coup. Archimonde was placed in charge of the attack on the Wakeners' hidden stronghold and decapitated his former master himself. Archimonde would later rise to rule Argus alongside Velen and Kil'jaeden, and the three eredar wisely ruled the planet for many years. Mac'Aree was the most sacred of the cities on Argus.
Eventually, Argus attracted the attention of Sargeras. He offered the eredar a deal: in exchange for their loyalty, he would give them power undreamed of by all races. Kil'jaeden and Archimonde were quick to accept the offer, but Velen had a vision of the future: the eredar would be transformed into demons under the rule of Sargeras. His advice to Kil'jaeden and Archimonde went unheeded, and he desperately sought a solution to this dilemma.
Eventually, Velen was contacted by a race of divine energy beings called the naaru, and he fled with his followers, renaming his people the draenei, or "exiled ones", while Kil'jaeden, Archimonde and the rest of the eredar became the feared, insidious sorcerers and tacticians of the Burning Legion. As the draenei fled, the world was devoured by the Legion. After Argus fell, Sargeras ordered a temple of darkness to be built deep within the planet's core. Little is known of it, for only the titan's most devoted acolytes are given sigils that permit entrance.
34:46 - Ancient Eredar D 36:21 - Argus 2-1C 37:35 - Mac’Aree Kil’jaeden 5 39:26 - Mac’Aree Void Medium 4 42:18 - Mac’Aree Void Full 2
43:45 - Ancient Eredar A 45:52 - Argus 1-2C 47:21 - Baleful Night A 48:50 - Xe’ra A 50:42 - Argus 1-1A
52:29 - Ancient Eredar C 54:03 - Argus 2-1B 55:17 - Argus 2-2H 57:23 - Argus 1-2B 58:52 - Ancient Eredar E
Xe’ra, Xenedar Landing and Baleful Night composed by Russell Brower
Ancient Eredar and Vindicaar composed by Neal Acree
Mac’Aree tracks composed by Clint Bajakian
Argus composed by Glenn StaffordTiragarde Sound - Music & Ambience - World of WarcraftEverness2019-07-28 | The region of Tiragarde Sound serves as the heart of Kul Tiras. Nearly bisected by the capital city of Boralus, the land is rich with wildlife in the hills and mountains to the north and south, and its people enjoy the bounty of the oceans to the south, east, and west. It is a realm of people in touch with both the land and the sea.
You’ll find many more estates and ports to explore throughout Tiragarde Sound. You’ll soon discover the situation among the nobility is becoming explosive, and you’ll need to seek out the source of it all.
To the northwest of Boralus lie the green rolling hills of Norwington Estate, where you’ll be able to delve into Kul Tiran culture, take part in their festival, and embark on a tour. Animal husbandry and horsemanship are important disciplines to the Kul Tirans, many of whom are skilled riders and falconers.
Further north you’ll encounter the Roughnecks, who are responsible for training the gryphons used by the Kul Tirans. You’ll need your cold-weather gear if you plan to trudge into the Waning Glacier and brave the bitter cold winds that blow through its crenellated passages.
While they’re renowned for their naval prowess, the people of Tiragarde Sound are accomplished hunters as well, even going so far as to seek out the terrifying monsters that lurk in the depths of the Great Sea. Those who enjoy a little hunting and fishing will want to visit Kennings Lodge south of Boralus, and there’s plenty of opportunity to seek out game in a land where wild Fjord Mustangs run free—there’s something for everyone here.
Further south, you won’t find a bigger hive of scum and villainy than Freehold. It’s populated by pirates, scoundrels, and those who claim to seek to live free of Kul Tiran control. These scoundrels pose a growing threat to the ruling families of Kul Tiras and are due to be reined in before it’s too late.
Music composed by David Arkenstone and Leo Kaliski (Kul Tiras), Glenn Stafford (Sirensong, Outlaw Harbor, Freehold), Sam Cardon (House Ashvane)
0:00 [OST] Time & Tide 6:13 Kul Tiras Sky Night 6 8:32 Kul Tiras Peaks Night 2 9:50 Kul Tiras Stone B 12:22 Siren Song C 13:24 Outlaw Harbor A 16:21 Freehold A 18:09 Kul Tiras Sky D 20:22 Kul Tiras Peaks Night 4 21:35 Kul Tiras Stone Day 10 22:45 Kul Tiras Stone Night 4 23:53 Siren Song A 24:59 House Ashvane H 26:52 Kul Tiras Sky Day 6 28:01 Kul Tiras Peaks Night 5 29:15 Kul Tiras Stone Day 11 30:23 Kul Tiras Sky Day 7 32:41 Outlaw Harbor B 35:32 Freehold H 37:37 Kul Tiran Peaks Day 9 38:53 Kul Tiras Sky Day 5 40:27 Kul Tiras Stone Night 3 41:37 Siren Song D 42:42 House Ashvane A 44:32 Kul Tiras Sky Day 4 46:40 Kul Tiras Stone Day 3 47:53 Kul Tiras Peaks Night 6 49:15 Kul Tiras Sky Night 1 50:48 Outlaw Harbor C 53:45 Freehold B 55:50 Kul Tiras Stone Night 7 57:01 Siren Song B 58:02 Kul Tiras Sky Day 3 59:06 Kul Tiras Peaks Night 5Emerald Nightmare - Music & Ambience - World of WarcraftEverness2019-07-23 | The Emerald Dream was created by the titans as a blueprint for Azeroth itself - a verdant and perfect mirror that reflects the state of nature had it remained unspoiled by so-called civilization. For many years, the druids and keepers who are closest to nature have noticed signs of an unsettling presence stirring within the Dream. Spurred on by the Legion and Nightmare Lord Xavius, that creeping corruption has now burst forth, and will engulf all of Azeroth if it is not rooted out at its source.
0:00 - Emerald Nightmare Orchestral H 2:19 - Emerald Nightmare C 4:31 - Emerald Nightmare I 6:13 - Emerald Nightmare E 6:49 - Emerald Nightmare M
8:24 - Emerald Nightmare Synth H 10:35 - Emerald Nightmare J 12:18 - Emerald Nightmare Orchestral A 13:32 - Emerald Nightmare K 15:30 - Emerald Nightmare D
17:30 - Emerald Nightmare F 18:07 - Emerald Nightmare Synth A 20:01 - Emerald Nightmare Orchestral B 21:08 - Emerald Nightmare G 23:05 - Emerald Nightmare Orchestral H
25:24 - Emerald Nightmare C 27:37 - Emerald Nightmare I 29:19 - Emerald Nightmare E 29:55 - Emerald Nightmare M 31:29 - Emerald Nightmare Synth H
33:41 - Emerald Nightmare J 35:24 - Emerald Nightmare Orchestral A 36:37 - Emerald Nightmare K 38:35 - Emerald Nightmare D
40:36 - Emerald Nightmare F 41:13 - Emerald Nightmare Synth A 43:07 - Emerald Nightmare Orchestral B 44:14 - Emerald Nightmare G
46:11 - Emerald Nightmare Orchestral H 48:30 - Emerald Nightmare C 50:42 - Emerald Nightmare I 52:24 - Emerald Nightmare E
53:00 - Emerald Nightmare M 54:35 - Emerald Nightmare Synth H 56:46 - Emerald Nightmare J 58:27 - Emerald Nightmare K
All songs composed by Sam CardonMechagon Island - Music & Ambience - World of WarcraftEverness2019-07-08 | A mystery awaits that is of particular interest to the gnomes and goblins. A previously closed vault in Kul Tiras has opened and within it a radio transmitter sends a signal for help and points to a new land to explore, Mechagon. This is an ancient lost city of the gnomes. The beginning of the adventure is within the Junker Wastes where heroes will be beset by death robots, but there are potential allies nearby. Hunted by robots themselves, the mechagnomes introduce you to a whole new society and take you to where higher cast gnomes live who have dedicated themselves to their king and have embraced robotics.
King Mechagon has a vision to return anyone of flesh into more pure robotic parts and it's up to you to put a stop to him.
Original thumbnail art by Jordan Powers: artstation.com/artwork/kDB5vd Banner sketches by Jordan Powers and Sukjoo Choi
Music composed by Peter McConnell (Junker Gnomes, Workshop), Leo Kaliski (Junker Gnomes, Workshop, Kul Tiran Human, Kul Tiras Stone, Kul Tiras Sky, Classic Battle), David Arkenstone (Kul Tiras Sky, Kul Tiras Stone, Kul Tiran Human), Sam Cardon (Kul Tiran Human, Vows), Glenn Stafford (Siren Song, Classic Battle), and Russell Brower (Shadows)
0:00 Workshop 1H 1:11 Junker Gnomes 1B 2:43 Workshop 1C 4:19 Junker Gnomes 1H 6:29 Workshop 1D 7:57 Kul Tiran Human 1D 9:24 Kul Tiran Human 2E 10:47 Kul Tiras Sky Night 1 12:21 [Cataclysm] Shadows 1 13:54 [Warlords of Draenor] Vows C1 15:21 Junker Gnomes 1A 16:52 Workshop 1B 18:22 Junker Gnomes 1D 19:50 Junker Gnomes 1E 21:26 Workshop 1A 23:00 Junker Gnomes 1C 24:30 Siren Song A 25:35 Kul Tiras Stone Night 9 26:47 [Warlords of Draenor] Vows D2 28:13 [Cataclysm] Shadows 5 29:17 Junker Gnomes 1H 31:27 Workshop 1D 32:56 Junker Gnomes 1B 34:28 Workshop 1C 36:04 Kul Tiran Human 1E 37:16 Classic Battle E 38:50 Junker Gnomes 1E 40:26 Workshop 1B 41:56 [Cataclysm] Shadows 3 42:51 [Warlords of Draenor] Vows C2 44:33 Junker Gnomes 1A 46:05 Workshop 1D 47:35 Junker Gnomes 1D 49:02 Workshop 1A 50:33 Kul Tiran Human 1D 51:59 Kul Tiran Human 2E 53:22 Kul Tiras Sky Night 1 54:57 Siren Song C 55:57 Junker Gnomes 1B 57:30 Workshop 1C 59:07 Junker Gnomes 1H
#WorldofWarcarft #Mechagon #MechagnomesThe Hall of Shadows - Music & Ambience - World of WarcraftEverness2019-06-23 | Rogues fend for themselves, looking for fights in which they dictate the terms. They’re the shadows in the night that remain unseen until the right moment comes to strike - then they dispatch an opponent with quick blade work or a deadly toxin snuck acutely into the bloodstream. Rogues are opportunistic thieves, bandits, and assassins, but there’s an unparalleled art to what they do.
One of the favorite tools of the assassin is a pair of daggers coated with vicious poisons. The damage they inflict is deceiving at first - the initial wounds often seem survivable, even superficial. Then the toxins set about their business. Wounds don’t close, and blood loss continues unabated. Assassins begin their work stealthily, choosing their targets and methods of engagement carefully - but once committed to a course of action, they stick to their target until the job is done rather than disappearing into the shadows to avoid their quarry’s blows.
Outlaw rogues are the unscrupulous scoundrels of Azeroth. Operating outside the law, they bend the rules and distort the truth to get what they need. While they share plenty in common with other rogues, these outlaws have little use for tact or discretion, happy to engage in a tavern brawl or spontaneous duel, rarely patient enough to wait in stealth for the opportune time to engage. To survive in such a world, outlaws must become master swordsmen in toe-to-toe combat - and they can’t shy away from fighting dirty. If blade fails to cut too deeply, the outlaw takes advantage of a concealed pistol, catching the enemy by surprise with a quick blast.
0:00 - The Deb of Night 1 2:49 - Commercial Break 5:33 - "Isolated" by Chiasm
10:32 - The Deb of Night 2 12:47 - "Smaller God' by Darling Violetta
16:45 - The Deb of Night 3 21:18 - Commercial Break 23:26 - "Lecher Bitch" by Genitorturers
26:49 - The Deb of Night 4 29:53 - Commercial Break 32:15 - "Cain" by Tiamat
37:02 - The Deb of Night 5 43:22 - Commercial Break 44:50 - "Swamped" by Lacuna Coil
Deb of Night voiced by Karis Campbell.
Sound effects and design by Jason Freedman and Rik Schaffer.Tuskarr (Northrend) - Music & Ambience - World of WarcraftEverness2019-06-10 | "Through sunsets beyond counting, the tusked people have dwelled here in the land of ice. We have lived on the bounty of the sea. We have grown fat on the meat of the antlered ones. The sea and land has given us life. Some seek to take the sea from us. The giant raiders have invaded our sacred place on the shore. Some seek to take the land from us. The finned hunters squat upon the plains and devour the antlered ones themselves. We are hunters, too. We are fighters. We can fight for the sea and the land."
- Mystic Tomkin
0:00 - [Dragonblight] Indu’le 1 2:09 - [Howling Fjord] Kamagua Day 1 3:42 - [Dragonblight] Indu’le Day 3 4:19 - [Borean Tundra] Kaskala Day 2
5:34 - [Dragonblight] Indu’le Day 2 6:36 - [Borean Tundra] Kaskala Night 1 8:12 - [Dragonblight] Night 2 9:15 - [Howling Fjord] Kamagua Night 1
10:52 - [Dragonblight] Indu’le Day 1 13:01 - [Borean Tundra] Kaskala Day 1 14:36 - [Dragonblight] Indu’le 2 15:39 - [Howling Fjord] Kamagua Day 2
16:35 - [Dragonblight] Indu’le Night 1 18:46 - [Dragonblight] Indu’le Night 3 19:24 - [Borean Tundra] Kaskala Night 2 20:20 - [Howling Fjord] Kamagua Night 2
Knowing that the quickest way to spread the Plague of Undeath would be via the grain exported from Andorhal, the necromancer Kel'Thuzad and his Cult of the Damned infected the grain with the Plague, and set up four massive plague cauldrons in the fields of the area's four largest farmsteads. As Lordaeron collapsed, the farmlands and the forests began to die. The trees in the Plaguelands pulsate with tumor-like growths, and the needles of the pines are a sickly brown. With the Kingdom collapsed, the Scarlet Crusade attempted to salvage what little of their lands remained, taking possession of Mardenholde Keep in Hearthglen as a regional headquarters. Some time later after the fall of the Scarlet Crusade and the war in Outland, the fight against the Scourge was brought to Northrend and victory claimed by the Ashen Verdict, the town of Hearthglen was reclaimed by its former lord and the leader of Argent Crusade, Tirion Fordring; it now serves as a main base of operations and training ground for the Argent Crusaders in Lordaeron.
Despite being where the Plague took hold in Lordaeron, the Western Plaguelands were in surprisingly better condition (though still quite dead) than the Eastern Plaguelands. It may be one of the factors that helped the Cenarion Circle nurse the majority of this land to its former state.
0:00 - Western Plaguelands Day A1 and Day C1 1:37 - Volcanic Day 1 2:52 - Cursed 2 4:18 - Volcanic Night 2 5:26 - Western Plaguelands Night A1 and Night C1
7:03 - Ghosts 3 8:33 - Scholomance 9 10:06 - Scholomance 2 11:16 - Western Plaguelands Night A2 12:08 - Volcanic Day 2
13:39 - Volcanic Night 1 14:53 - Cursed 4 16:12 - Haunted 2 (Classic) 17:14 - Western Plaguelands Night C2 18:07 - Scholomance 1 and 8
20:15 - Western Plaguelands Day B1 21:08 - Volcanic Day 1 22:22 - Volcanic Night 2 23:28 - Western Plaguelands Night B1 24:21 - Scholomance 6
25:46 - Haunted 1 (Classic) 26:51 - Cursed 6 28:14 - Western Plaguelands Day A1 and Day C1 29:51 - Volcanic Day 2 31:22 - Scholomance 11
32:21 - Western Plaguelands Night B3 33:14 - Scholomance 5 34:24 - Volcanic Night 1 35:38 - Cursed 8 37:00 - Haunted 2 (Cataclysm)
39:08 - Scholomance 12 40:54 - Western Plaguelands Night A1 and Night C1 42:32 - Volcanic Day 1 43:46 - Volcanic Night 2
44:52 - Western Plaguelands Night B2 45:45 - Scholomance 10 47:10 - Cursed 2 48:38 - Ghosts 3
50:06 - Scholomance 4 51:27 - Scholomance 7 52:43 - Western Plaguelands Day B1 53:37 - Volcanic Day 2
55:07 - Volcanic Night 1 56:22 - Cursed 4 57:40 - Scholomance 3 58:42 - Western Plaguelands Night A1 and Night C1
Scholomance and Haunted (Cataclysm) composed by Russell Brower.
Volcanic and Haunted (Classic) composed by Jason Hayes.
39:25 - Hollywood Explore 41:50 - Moldy Old World 44:34 - The Crypt 46:53 - Dark Asia 50:42 - Dark Asia Combat
And then it repeats a couple of times.
Composed by Rik Schaffer.
Sound effects and design by Jason Freedman and Rik Schaffer.Vampire: The Masquerade - Bloodlines – Music & AmbienceEverness2019-05-22 | 0:00 - Main Theme 3:23 - Santa Monica Theme 8:28 - Creepy Ambience 1 10:46 - [Unused] Festival 18:10 - [Unused] Selfless Doubt
23:33 - Disturbed and Twisted 28:02 - Disturbed and Twisted Combat 30:22 - General Combat 32:40 - [Unused] Clean 35:54 - [Unused] Edward’s Theme
41:28 - [Unused] The LaCroix Dream 44:27 - Downtown Theme 48:52 - Creepy Ambience 2 52:49 - [Unused] Innocence Once Lost 56:26 - [Unused] Dreamscape 2
1:03:47 - [Unused] Time Eternal 1:07:36 - [Unused] Downtown Theme Alternative 1:13:20 - Dangerous Places 1:17:36 - Dangerous Places Combat 1:20:42 - [Unused] This World Then The Next
1:25:05 - Hollywood Theme 1:30:45 - Creepy Ambience 3 1:34:17 - Luckee Star 1:35:32 - [Unused] Vesuvius Alternative 1:39:25 - Vesuvius
1:41:21 - [Unused] Dreamscape 1 1:48:51 - [Unused] Hollywood Exploration 1:51:16 - [Unused] Poinsettia 1:57:03 - [Unused] Hollywood Theme Alternative 2:00:19 - Chinatown Theme
2:06:30 - Creepy Ambience Combat 2:08:50 - Dark Asia 2:12:39 - Dark Asia Combat 2:15:08 - China Boss Battle 2:17:14 - [Unused] Tikal Jungle
2:21:38 - Moldy Old World 2:24:21 - The Crypt 2:26:40 - The Crypt Combat 2:29:04 - [Unused] Open Season 2:33:15 - [Unused] To Live Forever
2:38:30 - Mission Impossible 2:43:31 - Mission Impossible Combat 2:46:25 - [Unused] All That Could Ever Be 2:52:57 - [Unused] Come Around
Composed by Rik Schaffer.
Sound effects and design by Jason Freedman and Rik Schaffer.
Tracks marked [Unused] were restored by the Unofficial Patch, a community project led by Wesp5, and something that is being developed to this very day, almost fifteen years after the original game was released. More information can be found here: vtmb.fandom.com/wiki/Unofficial_Patch moddb.com/mods/vtmb-unofficial-patch
The tracklist itself loosely follows the order in which you can hear the music by playing through the game yourself, with only minor alterations (partially because of the nonlinear nature of the game, and also because of the changes in the Unofficial Patch). The visuals are tied to the audio in a similar manner.
Speaking of visuals, I wanted to make the beginning of the video a bit more dynamic so I edited a couple of in-game cutscenes (which is all of them, even after all the restoration efforts made by the community over the years) together with little pieces of gameplay to add to the beat of the main theme. Looks kinda amateurish, but I still like it, considering the limitations. And the last video segment is just the beginning of the credit sequence because I literally ran out of interesting or scenic places to show.Skyrim - Music & AmbienceEverness2019-04-18 | Two hundred years have passed since the events of the Oblivion Crisis, and it is now 4E 201. The High King of Skyrim has been killed, and the threat of Civil War looms over the land of Skyrim. One side wishes to secede from the weakened Third Empire, while the other wishes to remain a part of it. To make matters worse, this schism is the final event in a prophecy foretold by the Elder Scrolls that will lead to the return of the dragons under Alduin, the Nordic god of destruction.
0:00 From Past to Present 5:02 Unbroken Road 11:26 Ancient Stones 16:09 The City Gates 19:56 Silent Footsteps 22:47 Dragonsreach 25:06 Under an Ancient Sun 28:41 Masser 34:46 Distant Horizon 38:39 Dawn 42:37 The Jerall Mountains 45:55 Unnamed Cave music piece (not present on the OST album) 48:30 Secunda 50:35 Imperial Throne 52:51 Frostfall 56:15 Into Darkness 59:07 Kyne’s Peace 1:02:56 Unbound (not present in the game) 1:04:27 Far Horizon 1:09:53 A Winter’s Tale 1:13:13 The Bannered Mare 1:15:45 The Streets of Whiterun 1:19:50 The White River 1:23:17 Silence Unbroken 1:25:39 Standing Stones 1:32:16 Beneath the Ice 1:36:25 Tundra 1:40:14 Journey’s End 1:44:20 A Chance Meeting 1:47:32 Out of the Cold 1:50:34 Around the Fire 1:53:48 Shadows and Echoes 1:56:06 Aurora 2:03:26 Towers and Shadows 2:05:49 Solitude 2:08:00 The Gathering Storm 2:10:53 Sky Above, Voice Within 2:14:48 Death in the Darkness 2:17:21 Shattered Shields 2:20:01 Wind Guide You
#Skyrim #ElderScrolls #JeremySouleKun-Lai Summit - Music & Ambience - World of WarcraftEverness2019-02-15 | Chill winds lash this snowy mountain region, site of a breathtaking temple complex devoted to the powerful spirit of the White Tiger, Xuen. Among Kun-Lai's denizens are members of the Shado-Pan - an elite order of highly disciplined pandaren fighters dedicated to protecting their empire from any threat.
Text above is taken from "The Art of World of Warcraft: Mists of Pandaria" official art book.
Shado-Pan composed by Sam Cardon, Russell Brower, and Jeremy Soule.
Vale of Eternal Blossoms composed by Jeremy Soule and Neal Acree.
Monk Windwalker composed by Neal Acree and Russell Brower.
Kun-Lai Summit composed by Jeremy Soule and Sam Cardon.
Mogu and Spirits composed by Russell Brower.
Jinyu composed by Edo Guidotti.Feralas - Music & Ambience - World of WarcraftEverness2019-02-11 | Feralas is a trackless wilderness of uncharted rainforest, with practically every inch of it under control of ogres. Unlike its barren neighbors to the north, south, and east, it’s a lush jungle. Both the Horde and Alliance lay claim to the area and have to contend with powerful local forces. These include the bloodthirsty Gordunni ogres who control a number of scattered ancient elven ruins, including the vast ruined city now known as Dire Maul. The ogres have desecrated and defiled much of Feralas, damaging the land with their taint. The Horde in particular is concerned with the unchecked expansion of the Gordunni and has put out a call for adventurers to aid the war effort against them. Feralas is also home to a number of Woodpaw gnolls and Grimtotem tauren, members of which are hunted by order of Belgrom Rockmaul in Orgrimmar. The far western islands are crawling with naga and recently several silithid hives have been spotted. Feralas is also the location of one of the four Great Trees leading to the Emerald Dream.
The Light in which many priests bathe is brilliant and effervescent, granting them immense divine power. But the brightest light casts the darkest shadow - and from within this blackness, a rival power dwells. Shadow priests fully embrace this opposing polarity, their faith equally resolute as their holy counterparts - but focused on shadowy magics and mental manipulation. Like all priests, they dedicate much of their lives to worship - but they derive their power from the Void, straying dangerously close to the domain of the Old Gods. To truly understand such ancient, corruptive influence is to be driven mad. This is the state in which these dark priests thrive, embracing insanity and feeding off of the minds of their opponents to reach terrifying new limits.
Some priests pride themselves on pragmatism. They understand that light casts a shadow, that darkness is defined by light, and that true discipline stems from one’s ability to balance these opposing powers in services of a greater cause. While these priests possess many holy virtues to aid their allies, they also dabble in the dark arts to debilitate their enemies - always exercising immense discipline to keep themselves away from the brink of insanity. Many would say the ends justify the means; scriptures both virtuous and vile should be studied and understood to protect the congregation.
0:00 - Order Hall Devotions H 2:09 - Order Hall Devotions C 4:11 - Order Hall Devotions F 6:18 - Order Hall Devotions E 7:27 - [Hour of Twilight] Corrupted Dragonblight 2
9:31 - [Cataclysm] Cursed 2 10:59 - Order Hall Devotions A 12:55 - Order Hall Devotions B 15:04 - Order Hall Devotions D 17:11 - [Hour of Twilight] Corrupted Dragonblight 3
18:37 - [Cataclysm] Cursed 11 19:25 - Order Hall Devotions F 21:31 - Order Hall Devotions C 23:34 - Order Hall Devotions E 24:44 - Order Hall Devotions H
26:52 - [Hour of Twilight] Corrupted Dragonblight 1 28:56 - [Cataclysm] Cursed 2 30:22 - [Hour of Twilight] Corrupted Dragonblight 3 31:48 - Order Hall Devotions D 33:56 - Order Hall Devotions B
36:06 - Order Hall Devotions A 38:02 - Order Hall Devotions F 40:09 - [Cataclysm] Cursed 11 40:57 - [Hour of Twilight] Corrupted Dragonblight 2 43:01 - [Cataclysm] Cursed 3
44:29 - Order Hall Devotions H 46:37 - Order Hall Devotions C 48:39 - Order Hall Devotions F 50:46 - Order Hall Devotions E 51:56 - [Hour of Twilight] Corrupted Dragonblight 2
54:00 - [Cataclysm] Cursed 2 55:27 - Order Hall Devotions A 57:24 - Order Hall Devotions B 59:33 - Order Hall Devotions F
Order Hall Devotions composed by Sam Cardon.
Corrupted Dragonblight composed by Russell Brower.
Visitors can find anything they need for an extended stay in the heart of Dazar’alor at the center of the city. Facilities include an inn, portals to Orgrimmar, Thunder Bluff, and Silvermoon City, profession trainers, a bank, training dummies, vendors, and more. It’s easy to get lost this ancient, multileveled city—but that only emphasizes its vastness and grandeur.
In the southern part of city at its lowest point, you’ll find the expansive Port of Zandalar. It is here that the Zandalari berth their mighty fleet and traders from around Azeroth sell their wares and services.
Things aren’t as they should be in the great empire. The land is charged with dark secrets, and rumors of a rebellion swirl. As a representative of the Horde, you’ll need to earn the trust of King Rastakhan and the Zanchuli Council to gain access to Zuldazar’s resources and superior naval force. The Horde’s war efforts depend on it.
Original thumbnail artwork is an in-game screenshot edited to hell, with banner sketches by Christopher Hayes (trolls) and Ashleigh Warner (kiosks)
Music composed by Sam Cardon (City of Gold, Zandalari Lament, Zuldazar, Might of Zandalar, The Grand Bazaar) David Arkenstone (Might of Zandalar, The Grand Bazaar, Zuldazar Jungle, Zuldazar Bazaar), and Leo Kaliski (Zuldazar Jungle)
0:00 [OST] Might of Zandalar 5:02 [OST] The Grand Bazaar 10:46 Zuldazar 2H 12:13 City of Gold A 13:36 Zuldazar Jungle Q 15:07 Zandalari Lament A 16:32 Zuldazar 1A 17:44 Zuldazar Bazaar 1H 20:14 Zuldazar 2B 21:41 City of Gold B 23:03 Zandalari Lament B 24:28 City of Gold (?) 25:41 Zuldazar Jungle O 27:15 Zuldazar 1H 28:29 Zuldazar Bazaar 2H 30:54 City of Gold H 32:16 Zandalari Lament H 33:42 Zuldazar 2A 35:10 City of Gold (?) 36:24 Zuldazar Jungle Q 37:54 Zandalari Lament A 39:19 Zuldazar Bazaar 1H 41:49 City of Gold A 43:12 Zuldazar 2C 44:39 Zandalari Lament B 46:05 Zuldazar 1B 47:16 City of Gold (?) 48:28 Zuldazar Jungle O 50:01 Zuldazar Bazaar 2H 52:26 Zandalari Lament H 53:52 Zuldazar 2B 55:19 Zuldazar 1H 56:33 City of Gold B 57:56 Zandalari Lament A 59:21 Zuldazar Jungle Q
#WorldofWarcraft #Zandalar #DazaralorOblivion - Music & AmbienceEverness2019-01-12 | In the shadow of evil, a hero will rise from the ashes of a fallen empire. The gates have been opened, and the battle has begun. Only one thing can save the world from Mehrunes Dagon and the demonic hordes of Oblivion. The true heir of the Septim line must be found and restored to the Imperial throne. The fate of the world rests in the hands of one. Find him, and shut the jaws of Oblivion.
0:00 Reign of the Septims 1:51 Through the Valleys 6:10 Death Knell 7:21 Harvest Dawn 10:13 Wind from the Depths 11:52 King and Country 15:56 Fall of the Hammer 17:12 Wings of Kynareth 20:40 All’s Well 23:06 Tension 25:38 March of the Marauders 27:45 Watchman’s Ease 29:52 Glory of Cyrodiil 32:22 Defending the Gate 33:43 Bloody Blades 34:59 Minstrel’s Lament 39:39 Ancient Sorrow 40:45 Auriel’s Ascension 43:50 Daedra in Flight 44:51 Unmarked Stone 45:58 Bloodlust 47:06 Sunrise of Flutes 50:01 Churl’s Revenge 51:10 Deep Waters 52:21 Dusk at the Market 54:31 Peace of Akatosh
For the Alliance, Stromgard sits in a critical defensive position. Following the battle for Lordaeron, the Horde threat still looms over the Eastern Kingdoms. Holding Stromgarde will be key if you hope to keep the Horde’s aggression at bay.
As the Horde, securing Stromgarde would set the stage for an assault on the heart of the Eastern Kingdoms and serve as a launching point for a campaign against the worgen kingdom of Gilneas. The location is also key to the defense of the blood elf capital, Silvermoon City, in the north.
Music composed by Clint Bajakian (Warfronts Battle), Leo Kaliski (Warfronts Battle, Classic Battle), Glenn Stafford (Classic Battle, Arathi Highlands), Neal Acree (Lordaeron), and Jason Hayes (Classic Battle)
0:00 Classic Battle C 1:39 [Cataclysm] Arathi Highlands A1 2:49 Warfronts Battle F 4:48 Classic Battle D 6:13 [Cataclysm] Arathi Highlands B1 7:25 Lordaeron Alliance 2C 8:26 Warfronts Battle O 9:52 Warfronts Battle I 11:25 Classic Battle F 13:07 [Cataclysm] Arathi Highlands C1 14:37 Warfronts Battle M 16:15 Warfronts Battle P 17:48 Warfronts Battle B 21:13 Classic Battle E 22:44 [Cataclysm] Arathi Highlands A1 23:52 Lordaeron Alliance 3H 24:37 Warfronts Battle K 26:07 Classic Battle C 27:47 Warfronts Battle J 29:10 Warfronts Battle F 31:08 [Cataclysm] Arathi Highlands B1 32:19 Warfronts Battle E 34:32 Classic Battle D 35:57 [Cataclysm] Arathi Highlands C1 37:26 Lordaeron Alliance 2C 38:27 Warfronts Battle O 39:54 Classic Battle F 41:35 Warfronts Battle G 42:55 [Cataclysm] Arathi Highlands A1 44:05 Warfronts Battle L 45:35 Classic Battle E 47:07 Warfronts Battle B 50:32 [Cataclysm] Arathi Highlands B1 51:42 Lordaeron Alliance 3H 52:28 Classic Battle C 54:09 Warfronts Battle N 55:49 [Cataclysm] Arathi Highlands C1 57:18 Warfronts Battle P 58:51 Classic Battle DIcecrown Citadel - Music & Ambience - World of WarcraftEverness2018-12-27 | Icecrown Citadel dominates Northrend - visible from farther away than nearly any other structure and home to the greatest army of undead in the known world. Inside dwells the Lich King - a tyrant with nearly godlike power over his tireless, seemingly infinite subjects - and the will to bring Azeroth to its knees.
An assault on the mighty citadel is among the most dangerous undertakings in the history of Azeroth - and the most pivotal. The legendary heroes Highlord Tirion Fordring of the Argent Crusade and Highlord Darion Mograine have joined forces to lead the charge through Icecrown's fortified gates, and both the Horde and Alliance have sacrificed lives - indeed, whole battalions - to get this far. They dare not fail. The Lich King's reign must end.
Duskwood is inhabited by a defiant people who still cling to their holdings in the face of overwhelming adversity. On all sides lurk dangerous creatures, from skeletal warriors and ghouls to ferocious worgen and some of the most powerful members of the Defias Brotherhood. The militia of Duskwood, known as the Night Watch, patrol the main thoroughfare and protect Darkshire, wary of anything moving through the shadows.
The most prominent geographical feature of Duskwood is an ancient and long-dead volcano crater. The crater teems with life, and features one of the Great Trees with a portal leading into the Emerald Dream. The sleeping druids' influence can be seen on the surrounding land, which is cloaked in a twilight quite different from the rest of Duskwood. The woods also feature several abandoned farmsteads, as well as the prominent Raven Hill Cemetery, which holds the graves of the numerous people who have been killed by wild beasts and undead since the darkness fell.