The return of Hakkar turns an ancient troll capital and its sacred priesthood into the center of a blood cult.
Origins & history
Zul’Gurub was a great city of the Gurubashi Empire. In the aftermath of the Sundering, the empire’s search for power drew it toward Hakkar the Soulflayer. His demands for blood ultimately provoked resistance, but his Atal’ai servants continued to work for his return.
By the Classic expedition, Hakkar has manifested within the city. Priests associated with several animal loa are bound into his system of power. The Zandalari opposing the blood god establish a base on Yojamba Isle and seek outside help to stop the catastrophe.
Why we enter
Adventurers answer that call and enter the city to sever Hakkar’s support before confronting him. The raid follows the danger hinted at in the Sunken Temple, but here the enemy is the blood god himself rather than a summoned avatar. The priests must be understood as both adversaries and parts of his domination.
The Zandalar Tribe’s camp on Yojamba Isle provides the opposing troll perspective. Its emissaries recruit outsiders to stop Hakkar, making resistance within troll society part of the expedition’s foundation.
The story inside
High Priests and Priestesses Jeklik, Venoxis, Mar’li, Thekal and Arlokk draw on the bat, snake, spider, tiger and panther aspects of their respective loa. Defeating them removes the additional powers they otherwise lend Hakkar.
Bloodlord Mandokir and Jin’do the Hexxer form other major threats inside the city. The summoned Gahz’ranka and the Edge of Madness encounters provide optional branches. At the central temple, the battle against Hakkar turns his blood-draining power against him through the poison associated with the Sons of Hakkar.
Aftermath & legacy
The raid ends this manifestation of the blood god and frees the city from his immediate control. It does not erase the Atal’ai or end Jin’do’s story.
Key figures
Hakkar the Soulflayer — Blood god manifested in the city’s central temple.
The five high priests — Loa priests whose power has been placed in Hakkar’s service.
Jin’do the Hexxer — Troll sorcerer whose ambitions continue after this raid.
The Zandalari on Yojamba Isle — Allies organizing resistance to Hakkar in Classic.
Priests of the animal loa
High Priestess Jeklik — Bat priest; defeating this encounter removes a power from Hakkar.
High Priest Venoxis — Snake priest; defeating this encounter removes a power from Hakkar.
High Priestess Mar’li — Spider priest; defeating this encounter removes a power from Hakkar.
High Priest Thekal — Tiger priest; defeating this encounter removes a power from Hakkar.
High Priestess Arlokk — Panther priest; defeating this encounter removes a power from Hakkar.
Other encounters
Bloodlord Mandokir — Mounted defender of the city.
Jin’do the Hexxer — Sorcerer encountered in the original raid.
Gahz’ranka — Optional summoned hydra.
Edge of Madness — Optional encounters: Gri’lek, Hazza’rah, Renataki or Wushoolay.
Yeh’kinya directed adventurers to recover an ancient vessel and carry it into the Sunken Temple. There, the defeat of an avatar supplied the essence needed to fill the Egg of Hakkar. The instructions appeared to make the danger containable.
Later investigation revealed the opposite purpose. The egg had helped return Hakkar to the world in Zul’Gurub. By the time Yeh’kinya was confronted, the warning came too late to prevent it.
The failed containment joins two expeditions into one story. Killing an immediate enemy was not enough when the person directing the recovery intended to use the remains. The next campaign had to confront the consequence.
From Yojamba Isle, the Zandalar Tribe called for help against the power restored in Zul’Gurub. The danger hinted at in the Sunken Temple was now manifest within the Gurubashi capital.
The assault confronted the high priests whose powers strengthened Hakkar. Breaking that support prepared the way for the confrontation at the central temple. The enemy was the blood god himself, rather than the avatar encountered beneath the swamp.
Hakkar was defeated, and his heart was taken to the Zandalari in the hope of destroying its remaining power. The victory ended his immediate hold on the city. It did not establish that every follower or future attempt to restore him had vanished.