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{{Infobox faction
{{Removed|patch=4.0.3a}}
 
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| name = Magram clan
{{npcbox
 
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| logo =
|name=Son of Hakkar
 
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| races = {{Race|Centaur}}
|image=Son of Hakkar.jpg
 
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| base = [[Magram Territory]], [[Desolace]]
|race=Wind serpent
 
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| leader = [[Khan Kammah]]<br />[[Khan Jehn]] (formerly)
|creature=Beast
 
 
| faction = Neutral
|level=60
 
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| tabard = MagramBanner.jpg
|type=Elite
 
|faction=Combat
 
|health=15,000
 
|location=[[Zul'Gurub]]
 
|pet=<!--Wind serpent-->
 
 
}}
 
}}
   
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The '''Magram clan''' of [[centaur]] have made their home in the southeastern parts of [[Desolace]]. They are mortal enemies of the [[Gelkis clan]] of centaur, a brother tribe also located in southern Desolace. The founding leader, or [[Khan]], of the Magram was [[Magra]], third of the alleged offspring of [[Zaetar]] and [[Theradras]]. The Magram were once willing to befriend adventurers of the Horde and Alliance in exchange of doing evil acts told the Gelkis clan, while under [[Khan Jehn]]'s leadership.
'''Son of Hakkar''' can be found in [[Zul'Gurub]].
 
   
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This changed when the [[Burning Blade]] and their demon master took their home, forcing them out to the north where they slaughtered the [[Kolkar clan]] and took their homes as their own. Since then they have become untrustful of outsiders and openly attack anyone that approaches their [[Magram Territory|new land]]. No longer provided for themselves, they have taken to stealing from others, such as the nearby [[Cenarion Circle]].
== Tactics ==
 
These creatures are the key to defeating [[Hakkar the Soulflayer|Hakkar]]. After death, the Sons of Hakkar leave a cloud of venom behind, which infects each player in range with a DoT that ticks every 3 seconds for 100 points of nature damage. Usually the venom will be cleansed, but when fighting Hakkar it is essential to keep the DoT and '''not''' to cleanse it. The Sons of Hakkar have approximately 15465 HP. Hakkar casts a life drain every 90 seconds, but if enough players are infected with the venom when Hakkar drains, he will damage himself instead of healing.
 
   
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The Magram hold no alliance with their brother tribes.
== Notes ==
 
Sons of Hakkar were once famous for changing between three colors when tamed (yellow, red, and green) but are now permanently red.
 
   
==Patches and hotfixes==
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== History ==
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[[File:Khan Jehn.jpg|thumb|Current Magram leader, Khan Jehn.]]
{{Patch 1.7.0|note=Added}}
 
   
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Originally led by the Third Khan Magra, the Magram situated themselves against the mountain ranges of Desolace when the centaur divided into five tribes and have remained there ever since.
==External links==
 
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Links that do not conform to the rules will be DELETED.
 
Repeat violations may result in a BAN.
 
Have a nice day. :) -->
 
{{Elinks-NPC|11357}}
 
   
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Before the death of Magra, he installed the idea that strength was essential and the tribe’s survival depended on their fighting spirit. When their brother tribe of Gelkis centaur spoke out against this notion, arguing that Theradras always watches over the centaur and will keep the tribes safe and alive, an eternal feud between the two tribes was born.
[[Category:Zul'Gurub (original) mobs]]
 
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The life-long pursuit of strength has carried on through the Khans of Magram to this day, turning them violent and determined. To solidify their title as the strongest the tribe still fights fiercely to weaken or destroy their brother clans, viewing the Kolkar as weak, the Gelkis as nothing more than a nuisance, and the [[Maraudine]] as a formidable enemy.
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It can be assumed that the Magram’s culture has developed into revolving around strength worship above all else. When compared to the Gelkis, the Magram hold very primitive forms of speech and social structure. For example, their grasp of common is limited and the position of Khan would likely be sought through a death match of sorts.
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===Cataclysm===
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{{cata-section}}
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Forced out of their village by the forces of the Burning Blade, the Magram clan has moved north and turned [[Kolkar Village]] into [[Magram Territory]]. They are lead by [[Khan Kammah]].
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== Settlements ==
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[[File:Magram Village.jpg|thumb|Magram Village|left]]
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=== Desolace ===
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Since its founding, the Magram tribe has not ventured past the borders of their native homeland. Situated in the southeast, within range of the [[Valley of Bones]], lies the [[Magram Village]]. Patrols of [[warrior]]s and [[Caster|spell casters]] line the borders of their settlement, the many tents within housing their beast of a Khan, Jehn. Like the Kolkar, the Magram have domesticated [[hyena]]s and utilize them for scouting purposes around the village.
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==== Valley of Bones ====
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Southwest of the Magram Village is a great valley infested with undead known as the Valley of Bones. The ghosts of Magram ancestors roam here undisturbed among the two giant serpent skeletons that line the valley. It is believed that Magram and their necromancers may be creating a "new" scourge, and this makes them a potential danger to everyone.<ref name="Lands of Mystery 31">''[[Lands of Mystery]]'', pg. 31</ref>
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==Removed faction==
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{{rfg-section}}
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=== Magram vs. Gelkis ===
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The clashing cultural values of the Magram and Gelkis are the founding reason for their animosity towards one another, and it has only spiraled downwards since their initial disagreement. While the Magram only respect strength, the Gelkis respect nature and their birthmother Theradras, calling upon her protection and the power of earth to maintain their existence. The Magram view this as weak however, especially their trust in Theradras to protect the centaur tribes.
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The Magram representative [[Warug]], stationed at the base of the mountains on the eastern borders of Magram territory, recruits foreign aid to strike against the Gelkis and organizes strategic missions to weaken them. In order to be deemed worthy of fighting with the Magram, adventurers must gain [[reputation]] with the tribe by slaying members of the Gelkis until they reach {{Reputation|Friendly}} status with the Magram. Each kill gives 20 (22 with [[Diplomacy]]) reputation to the [[Magram]] faction and lowers the reputation of the [[Gelkis]] by 100. Reputation with the Magram from kills caps at {{reputation|Honored|Honored|11999/12000 Honored}}, or one point below {{Reputation|Revered}}. Reputation can be gained past this point by completing Magram quests.
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Warug also sends foreign assistance to combat the [[Kolkar]] and [[Maraudine]] clans.
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In earlier builds, a player could become friendly or higher with both Centaur clans at the same time, by having someone else in a party kill a member of the Gelkis or Magram, which would cause the player to gain reputation with one Centaur clan, while not losing reputation with the other. As of [[patch 2.2]] the player will gain and lose reputation regardless of who in the party actually does the killing.
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=== Quests ===
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{{Magram Alliance}}
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=== Magram rewards ===
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{{Lootbox|You will be able to choose one of these rewards:|Magram Hunter's Belt|Ceremonial Centaur Blanket}}
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== Classes ==
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The current known classes within the Magram clan are:
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* [[Magram Marauder]]
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* [[Magram Mauler]]
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* [[Magram Outrunner]]
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* [[Magram Pack Runner]]
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* [[Magram Scout]]
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* [[Magram Stormer]]
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* [[Magram Windchaser]]
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* [[Magram Wrangler]]
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==References==
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{{reflist}}
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{{Factions}}
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{{Centaurs}}
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[[fr:Clan Magram]]
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[[Category:Lands of Mystery]]
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[[Category:Magram Clan Centaur| ]]

Revision as of 21:44, 31 May 2011

NeutralMagram clan
Main leader Khan Kammah
Khan Jehn (formerly)
Race(s) CentaurCentaur Centaur
Base of operations Magram Territory, Desolace
Reputation
Tabard MagramBanner

The Magram clan of centaur have made their home in the southeastern parts of Desolace. They are mortal enemies of the Gelkis clan of centaur, a brother tribe also located in southern Desolace. The founding leader, or Khan, of the Magram was Magra, third of the alleged offspring of Zaetar and Theradras. The Magram were once willing to befriend adventurers of the Horde and Alliance in exchange of doing evil acts told the Gelkis clan, while under Khan Jehn's leadership.

This changed when the Burning Blade and their demon master took their home, forcing them out to the north where they slaughtered the Kolkar clan and took their homes as their own. Since then they have become untrustful of outsiders and openly attack anyone that approaches their new land. No longer provided for themselves, they have taken to stealing from others, such as the nearby Cenarion Circle.

The Magram hold no alliance with their brother tribes.

History

Khan Jehn

Current Magram leader, Khan Jehn.

Originally led by the Third Khan Magra, the Magram situated themselves against the mountain ranges of Desolace when the centaur divided into five tribes and have remained there ever since.

Before the death of Magra, he installed the idea that strength was essential and the tribe’s survival depended on their fighting spirit. When their brother tribe of Gelkis centaur spoke out against this notion, arguing that Theradras always watches over the centaur and will keep the tribes safe and alive, an eternal feud between the two tribes was born.

The life-long pursuit of strength has carried on through the Khans of Magram to this day, turning them violent and determined. To solidify their title as the strongest the tribe still fights fiercely to weaken or destroy their brother clans, viewing the Kolkar as weak, the Gelkis as nothing more than a nuisance, and the Maraudine as a formidable enemy.

It can be assumed that the Magram’s culture has developed into revolving around strength worship above all else. When compared to the Gelkis, the Magram hold very primitive forms of speech and social structure. For example, their grasp of common is limited and the position of Khan would likely be sought through a death match of sorts.

Cataclysm

Cataclysm This section concerns content related to Cataclysm.

Forced out of their village by the forces of the Burning Blade, the Magram clan has moved north and turned Kolkar Village into Magram Territory. They are lead by Khan Kammah.

Settlements

Magram Village

Magram Village

Desolace

Since its founding, the Magram tribe has not ventured past the borders of their native homeland. Situated in the southeast, within range of the Valley of Bones, lies the Magram Village. Patrols of warriors and spell casters line the borders of their settlement, the many tents within housing their beast of a Khan, Jehn. Like the Kolkar, the Magram have domesticated hyenas and utilize them for scouting purposes around the village.

Valley of Bones

Southwest of the Magram Village is a great valley infested with undead known as the Valley of Bones. The ghosts of Magram ancestors roam here undisturbed among the two giant serpent skeletons that line the valley. It is believed that Magram and their necromancers may be creating a "new" scourge, and this makes them a potential danger to everyone.[1]

Removed faction

Removed from game The subject of this section has been removed from World of Warcraft.

Magram vs. Gelkis

The clashing cultural values of the Magram and Gelkis are the founding reason for their animosity towards one another, and it has only spiraled downwards since their initial disagreement. While the Magram only respect strength, the Gelkis respect nature and their birthmother Theradras, calling upon her protection and the power of earth to maintain their existence. The Magram view this as weak however, especially their trust in Theradras to protect the centaur tribes.

The Magram representative Warug, stationed at the base of the mountains on the eastern borders of Magram territory, recruits foreign aid to strike against the Gelkis and organizes strategic missions to weaken them. In order to be deemed worthy of fighting with the Magram, adventurers must gain reputation with the tribe by slaying members of the Gelkis until they reach Friendly status with the Magram. Each kill gives 20 (22 with Inv misc note 02 [Diplomacy]) reputation to the Magram faction and lowers the reputation of the Gelkis by 100. Reputation with the Magram from kills caps at 11999/12000 Honored, or one point below Revered. Reputation can be gained past this point by completing Magram quests.

Warug also sends foreign assistance to combat the Kolkar and Maraudine clans.

In earlier builds, a player could become friendly or higher with both Centaur clans at the same time, by having someone else in a party kill a member of the Gelkis or Magram, which would cause the player to gain reputation with one Centaur clan, while not losing reputation with the other. As of patch 2.2 the player will gain and lose reputation regardless of who in the party actually does the killing.

Quests

  1. A [35] Brutal Politics / H [33] Magram Alliance
  2. N [32] Assault on the Kolkar
  3. N [33] Broken Tears
  4. N [35] Gizmo for Warug
  5. N [37] Khan Shaka
  6. N [42] Khan Hratha

Magram rewards

You will be able to choose one of these rewards:

Classes

The current known classes within the Magram clan are:

References

 

Template:Centaurs