The Sons of Hodir quest chain The Sons of Hodir quest chain is perhaps the longest continuous quest chain in " World of Warcraft " . You must complete a large portion of the quest chain to gain access to the Sons of Hodir reputation faction . To complete even the first quest in this chain , you must either : Summary . You start off with the relatively simple task of freeing some prisoners from the hands of the Vrykul women . Getting the last prisoner , Zeev Fizzlespark , brings you into contact with Lok ' lira the Crone , who helps you infiltrate with the Hyldnir , in disguise . After you successfully free Zeev , Lok ' lira asks you to continue to gain the trust of the Hyldnir , with the purpose of rousing Thorim from his stupor and ending the war between the Hyldnir and the Sons of Hodir . By competing in various stages of the Hyldsmeet you gain the honour of riding a drake up to the Temple of Storms , where you meet Thorim . You manage to spur Thorim into action . He sends you out on a mission to regain the trust of the Sons of Hodir . In the process you find and restore his armor . You then help Thorim to get his drake mount , Veranus , back . Finally , Thorim reconciles himself with the Sons of Hodir and he regains his mighty hammer Krolmir . Time to confront Loken . With Thorim ' s help you first thin out his minions and defeat three of his lieutenants . But when Thorim takes on Loken himself things end badly and Thorim and his drake are captured . It turns out that once again you have unwittingly been helping the side of evil . You get your own back when the king of the Sons of Hodir sends you to the Halls of Lightning to kill Loken . Details . An Ambushed Expedition . Arriving at K3 in The Storm Peaks , you find yourself petitioned by a distressed goblin . Gretchen Fizzlespark tells you she was part of an expedition into the mountains that was attacked by odd , blue skinned Vrykul . The Vrykul captured all of the men , but released all of the expedition ' s women . You agree to get them back . You fly to Sifreldar Village , and observe the hyldnir there . You find that many of them carry keys to the cages in and around Sifreldar . You kill a few hyldnir for their keys , and liberate the goblins held prisoner . While you ' re doing this , you remember that Gretchen also mentioned that the Hyldnir also took a fair amount of the . Thoughtfully , you pick up what you can find of it to take back with you . Reporting back to Gretchen , you discover that you missed one . Specifically , Zeev , Gertchen ' s brother . Gretchen asks you to look around The Forlorn Mine , since that seems to be where they send a lot of their captives to work . The crone ' s bargain . While you don ' t immediately find Zeev , you do find something else unusual : a female captive . She accosts you , guessing correctly that you are looking for the new prisoner . She introduces herself as Lok ' lira , and offers you a deal : She ' ll help you get Zeev back , if you help her escape . She intends to put an illusion over you , so that you appear to be one of the Hyldnir . To do that , she needs her set of runes , currently held by one Overseer Syra . You hold no particular love for the Hyldnir , so it is no great moral quandary to slay Syra and retrieve the runes . Lok ' lira intends that you ingratiate yourself with the mine supervisor , Mildred the Cruel . You are to ' lend a hand ' , and do what she asks of you until she trusts you with the keys to Lok ' lira ' s shackles . Mildred has been expecting a new Overseer ( presumably to replace the one you slew earlier ) . She sets you to administering discipline to the male Vrykul toiling in the mines . Charming . Necessary , though , if you are to free Lok ' lira . If you had any qualms about the last job , you ' ll be having more bout the next one . Mildred has found the leader of the frykul resistance in the mines : one Garhal . She wants you to slay him in front of the other males , to make a lesson of him . Your hope of rescuing Zeev rests on freeing Lok ' lira , and balking at this point can only look suspicious . You find Garhal only a short distance away , in a stand off between two of his cronies and two guards . You send him to whatever eternal reward he was destined for , and return to Mildred . Even Mildred ( whose own ekename is " the Cruel " ) acknowledges that you are without mercy . She has found yet another task for you : kill off Lok ' lira . Naturally , this involves the shackle keys you ' ve been after all this time . You quickly take the keys to Lok ' lira , and set her free . She ' s eager to get out of the mines , but you have to leave separately , to avoid suspicion . ( You were told to kill her painlessly . She is gone from the mine . As long as you don ' t have to show anyone a body , no problem ! ) You make your own way to the eastern end of the mine , leading to Brunnhildar Village . There you meet with Lok ' lira , who is sporting a look much like your own illusion . And it seems you ' ve arrived in the nick of time , too . It seems he ' s about to be spitted by one of the Hyldnir . You challenge her to mortal combat ( not uncommon at the Hyldsmeet ) , and ' win ' Zeev ' s freedom . The Hyldsmeet : A worthy opponent . It seems that Thorim , a servant of the titans , had been a guardian of Ulduar and the Terrace of the Makers . However , when Loken killed his wife ( Sif ) , he flew into a rage and lashed out at everyone close . This included the Sons of Hodir . The Hyldnir of Brunnhildar Village took their cue from that , resulting in a war between them and the frost giant s lasting to this day . Once he recovered from his rage , Thorim sank into depression , and exiled himself to the Temple of Storms . The Hyldsmeet is a contest to determine who gets to be Thorium ' s new wife . Lok ' lira had come to Brunnhildr Village in an attempt to participate in the Hyldsmeet , and gain access to the Temple , hoping to get Thorim to pay attention to the world again . The Hyldnir took exception to that , and there you are . You , by killing the Hyldnir threatening Zeev , have automatically entered the Hyldsmeet . You COULD just skip out now , but with the guardian Thorim brooding instead of guarding , taking action sounds a whole lot more useful to you . Lok ' lira directs you to the next round of matches . For that , you need to defeat 6 ( other ) Victorious Challenger s . The Hyldsmeet : The Bear Pit . For the next step , you ' ll need a Warbear . Lok ' lira directs you to Brijana , just past the east end of Brunnhildar village . Prove yourself to her , and you will be on track to getting a war bear of your own . You go to Brijana . She does have a task to prove yourself : Ride Icefang down the valley and back , burning Frostworg s and Frost Giant s alike . You prepare yourself , and hop on Icefang ' s back . He apparently knows where he wants to go , and goes there without your direction . You take advantage of that to inflict pain and suffering among the foes of the Hyldnir . Brijana is satisfied with your performance , but not yet ready to help you get your bear . Instead , she has another mission for you . The Frost Giants are holding a number of the Hyldnir prisoner , frozen in blocks of ice . This is not a proper end for a warrior ! Your task is to free a number of proto - drakes from the chains that hold them , load them up with Brunnhildar prisoners , and return them home . And isn ' t that the wild ride ? You take your own flying mount out to Dun Niffelem time and again , releasing the shackles on a proto - drake , and directing the drakes to break the ice blocks to free the prisoners . All the while , giants are throwing their clubs at you , forcing you to dodge , weave , duck , and sometimes just take it on the wing . Still , eventually , you ' ve returned a large number of Hyldnir to Brunnhildar . That , Brijana declares , is a glorious feat ! ( And rightly so , in your own humble opinion . ) She directs you to speak to Astrid Bjornrittar , back in the village , and tell her of your accomplishments . Astrid , of course , is more than happy to tell you that the reward for a job well done is another job . In this case , that you ' ve got to make a harness before you can ride your bear . And she knows just where to find some hides that will do . Following her directions , you fly down the cliffs south of Brunnhildar Village and find scattered groups of Yeti . You don ' t have to kill many to get enough hides , but you do have to watch your step . Fortunately , you don ' t tumble over the cliffs to an ignominious death . You give her the hides , and she puts together a harness for you from them . Now , what you need is the bear itself . Astrid directs you to the Hibernal Cavern , where the Brunnhildar have traditionally gotten their bears ( before breeding them in captivity ) . At the caverns , you will need to find an Icemaw Matriarch . She warns you , though , that the cave has recently been overrun by jormungar , and most of the wild bears have been killed . You venture into the caverns . It ' s nice that Astrid offered you a bounty on the jormungar , as you can barely move without tripping over them . You slaughter your way in to the back of the cave and find one last , Icemaw Matriarch , albeit injured . You harness her up , and head out of there . Astrid admires your bear , but tells you that you need the skill to ride it , to make it an effective combatant . She directs you to a point in town where Kirgaraak is chained up . Kirgaraak is the largest yeti the Hildnyr have yet captured , and should provide you adequate practice . You return to Astrid after beating up on the chained yeti , and she declares you ready to face opponents in the Pit of the Fang . At this point in the Hyldsmeet , you have to defeat 6 other warbear riders , to advance to the next stage . The Pit is an anarchic place , with Hyldnir attacking each other based seemingly on who they were close to . You find that your bear is indeed superior to most of the other bears in the pit , but your bear takes a lot of mauling before you have defeated the 6 opponents required . The Hyldsmeet : the Drakkensryd . Astrid Bjornrittar congratulates you on your success , and offers to take care of your bear until you return , as you won ' t need her on the great Drakkensryd . . . . assuming you survive the Drakkensryd , as that is a mortal challenge . Astrid tells you to set your affairs in order and say goodbye to your friends , as you will either succeed , or perish . You think it wise to return to Lok ' lira for any parting advice at this point . She is amazed at the speed of your progress . However , the Drakksryd is something that will require a little luck , as well as courage and skill . She attaches a strand of her hair to yours , saying " you cannot fail now " . You wonder , for a moment , whether it is knowledge , or wishful thinking . Your next task is to go to Gretta the Arbiter and declare your readiness to take part in the Drakkensryd . To win , you must defeat 10 Hyldsmeet Drakerider s in flight around the Temple of Storms . The winner lands at the temple and talks to Thorim . You are handed a harpoon with a chain attached , and set off on a Hyldsmeet Proto - Drake , possibly even one you ' d freed earlier . The temple is perhaps the highest point on Azeroth , and a long way up even from the rest of the Storm Peaks . You join the swirling , jostling crowd of drake riders circling the peak , and set about to prove your dominance . One after another , you spear a competitor and use the harpoon ' s chain to swing to their mount , slaying them in hand - to - hand combat and tossing the body off only to spear another . At long last , you have risen through the pack , and hook the harpoon around a decorative ornament and swing to the floor of the Temple itself . Now , to face thorim . . . Thorim Stirs . Initially , Thorim mistakes you for Sif . He throws it off after a moment , though , and declares that he intends to avenge her . You entice him to tell you what befell Sif . In turn , you describe how Loken now controls Ulduar . He rages some , then recalls his dispair of the time , and what he did . You remind him that he can still fight , and he enlists your help . First , he asks you to help him make amends to the Sons of Hodir by slaying the fire giant Fjorn and some of his iron giants , at an anvil east of Dun Niffelem . He provides you with a charm that summons Earthen to aid you against the giants in the area . In the process of dispatching the giants , you find a sizable piece of . It looks interesting , but you would need something hot to work the slag off in order to find out what it is . One of the nearby fire revenants unwittingly catches your attention . Soon , you ' ve captured a fair number of the revenants , put the metal lump on Fjorn ' s anvil , and apply the revenants to burning off the slag . What is left by the revenants is a gleaming lump of . When cool , you examine it and discover one of Thorim ' s runes shining from beneath the surface . You return to Thorim with the mysterious ore and the news that Fjorn and his giants are dead . Thorim tells you that the ore is what remains of his armor , cast off in grief at the loss of Sif . He asks you to take the metal to King Jokkum at Dun Niffelem , and plead for the assistance of the Sons of Hodir in reforging the armor . Kind Jokkum listens to your story and thanks you for having defeated Fjorn . While there are still some ill feelings between him and Thorim ( you can ' t expect one good deed to erase years of bitterness ) , he will allow his smith , Njormeld , to reforge the armor . However , Njormeld was sent to recover Fjorn ' s Anvil , now entirely Fjorn - free . You need to meet him there . Njormeld agrees that it can be done once the anvil is back in Dun Niffelem . However , the Seething Revenants you used to burn off the slag are still around , and Njormeld asks your help chasing them away to let the anvil cool enough to move . One of the older Ice giants of Dun Niffelem accompanied him to the anvil , and Njormeld thinks it would be a kindness for you to help him do the work . With Snorri ' s help ( and your guidance ) , a few well - aimed snowballs send the revenants packing . You give Njormeld the ore and your thanks , and promise to meet him back in Dun Niffelem , when he ' s done with the armor . Upon returning to Dun Niffelem , you find Njormeld at the anvil , now installed where he can use it safely . And better , he has the armor ready for you to take back to Thorim . And it ' s better than it was when new ! Njormeld hopes that the armor will remind him of those better days when they stood together . You return to Thorim , armor in hand , who is amazed at its beauty . He is grateful . . . but there ' s more work to be done . When he set to brooding , he released his old riding drake , Veranus , back into the wild . He is hoping to recover her despite the odds . He comes up with a plan that will involved Veranus ' old nest . She may be a broodmother in name only these days , but he hopes that he can perhaps lure her back to her nest with some eggs ' borrowed ' from other nests . And for that , he needs you to go bring some back . The nests are all over , with nothing more than ravenous baby proto - dragons and the occasional watchful parent to worry about . A fair few drake - bites later , you return with the eggs . Thorim tells you where to find Veranus ' nest , and positions himself for the capture . A bit nervously , you plant your cuckoo ' s eggs in Veranus ' nest , and shortly the old drake herself shows up . Fortunately , your close air support ( Thorim ) arrives before Veranus can really get lined up on you . Thorim manages to calm her down ( a little , anyway ) , but . . . it ' s going to take more time . Thorim asks you to meet him back at the Temple of Storms . One last task remains - recovering Thorim ' s hammer . In his rage , he had thrown it to the earth and walked away . It might have been destroyed , but King Jokkum would be the one who would know , if anyone does . Thorim asks you to return to the king and ask what he knows of it . You return to Dun Niffelem and talk to King Jokkum . He tells you that while there is much left to be done , mending relations between Thorim and the Sons of Hodir , he can share with you the secret of Krolmir ' s fate . King Jokkum gives you a ride atop his helm ( " Hold on ! " ) to the Thunderfall . There you behold a tableau of dwarves and giants frozen as they fought . King Jokkum reveals that his father ' s last act was to cast a rune at Krolmir , freezing it in a block of ice , to keep it out of the hands of his foes . The king summons the hammer , and returns it to Thorim . Confronting Loken . Thorim asks you to meet him on the Terrace of the Makers . It ' s a short flight from the Thunderfall . At Thorim ' s side , the two of you view a field where Iron Dwarves and sentinels battle Earthen . Thorim asks you to take the and rally the earthen defenders against Loken ' s forces . But it ' s not just the foot soldiers that Thorim wants you to defeat . Loken has dispatched three of his more powerful lieutenants to guide his forces . Thorim asks you to defeat , a Stone giant , , an Air revenant , and , an Iron golem . Numerous times you have to rally the Earthen to the cause , but you defeat ( ) the lieutenants , and large portions of the army invading the Terrace . Finally , Thorim requests you witness - but not participate in - his fight against Loken directly . You fly off to the Temple of Wisdom , and let Thorim know that you are there with him . Thorim finds Loken seated at the Temple of Wisdom and . Loken knows what the result of a " fair fight " would be , and disables both Thorim and Veranus by some strange magic . He then summons a pair of Runeforged Servants to carry them off . Loken turns to you , then , and describes how you were the key to Thorim ' s defeat - drawing Thorim from the center of his power to where Loken ' s influence could defeat him . . . . how Loken himself , in the guise of Lok ' lira the Crone , guided you every step of the way . As a last twist before he teleports away , he thanks you for your invaluable service , sparing your life . You carry word of Thorim ' s defeat to . You might be furious at being used by Loken , but the king goes a step further . King Jokkum vows to rip him literally limb from limb . But should you meet Loken before he does , you will earn both Jokkum ' s gratitude and his blessing by bringing the king . The Halls of Lightning where Loken dwells also harbors Volkhan , a giant even more formidable than Fjorn , and sworn to the destruction of Dun Niffelem . King Jokkum charges you with defeating him . You gather friends , and venture into the Halls of Lightning . Many harrowing encounters later , you return with news of the defeat of both Volkhan and Loken . Rewards . You will gain a good amount of experience ( or a gold equivalent instead ) . From , you get one of : From , you gain one of : From , you gain your choice of : You also gain several other , albeit , items during the course of the chain . As well , you will be by the Sons of Hodir . Quest progression . < onlyinclude > #