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  Kalimdor
 
Kalimdor
Azuremyst Isle Durotar Mulgore Teldrassil Bloodmyst Isle
Darkshore The Barrens Stonetalon Mountains Ashenvale Thousand Needles
Desolace Dustwallow Marsh Feralas Tanaris Azshara
Felwood Un'Goro Crater Winterspring Silithus Moonglade

Azuremyst Isle: History: People and culture: Geography:
 
Capital The Exodar (17,000)
Population Unknown
Races Draenei
Blood elf
Furbolg
Wildkin
Murloc, Siltfin
Naga, Wrathscale
Government Theocracy
Ruler Prophet Velen
Minor Settlements Azure Watch
Azuremyst Isle is one of the two main islands that make up the Azuremyst Isles. Remaining mostly untouched by sapient races until recently, the land has changed a great deal due to the recent crash by a Draenei inter-dimensional generation ship. Powerful and ominous crystals dot the lands, and energy storms ripple through the sky. The Draenei capital city, The Exodar is built around their crashed ship in the western part of Azuremyst Isle. Evidence that parts of the crashed ship are tainting and mutating the natural flora and fauna of the island has become apparent. The draenei are working to halt and if possible reverse these mutations as soon as possible, to restore the natural beauty and health of the island. Azuremyst Isle one of WoW's starting zones which sees the least amount of PvP action (along with Teldrassil), due to the fact that the only way for Horde players to get to Azuremyst Isle itself is via ship from Auberdine in mainland Kalimdor. Other starting zones are directly accessible by the opposing faction without such hazards. For this reason, some draenei on PvP servers leave for the human and dwarven starting zones.

History:
Very little history is known of Azuremyst Isle and the surrounding islands. Not frequented often by the night elves and tauren of Kalimdor due to their out-of-the-way location, the isles' indigenous creatures have been left to their own devices over the centuries. This is also the reason why the other races have not yet noticed the crashed dimensional ship that lies scattered across the islands, now used by the surviving draenei as a set of bases and outposts. Some civilization did exist on the island before the draenei arrived. On the southern Silvermyst Isle, a dock and house of night elf architecture marks the dwelling of a family of night elves who made their home here. In addition, a clan of furbolgs live in the central island. Due to being so far removed from their cousins in Kalimdor, these furbolgs have remained uncorrupted, though they have recently been driven out of their ancestral holdings. Additionally, ancient night elven ruins predating the Sundering are found scattered about both Azuremyst and Bloodmyst, all of them now inhabited by vile naga. The night elves have mostly abandoned these islands in favor of mainland Kalimdor.

People and culture:


Geography:
Arcane storms strike this peaceful area outside the coast of Kalimdor. Evergreens and purple flowers cover the land. The island itself is divided into two parts by a river running north-south, the eastern and slightly smaller region dubbed Ammen Vale, as it is sheltered by hills on all sides. To the south lies Silvermyst Isle, close enough to reach by swimming without difficulty, and small enough to be considered part of the main island. Azuremyst Isle contains no dungeons, raid dungeons, micro dungeons, or battlegrounds. It is the starting area for the draenei and contains a very sheltered 1-5 leveling area, Ammen Vale. The draenei city, the Exodar, can also be found in this zone with a flight path to Bloodmyst Isle. The only access to the mainland is by boat to Auberdine.
 
Durotar: History: People and culture: Geography:
 
Capital Orgrimmar (14,000)
Population 21,000
Races Orc (13,650)
Troll (4,200)
Tauren (3,150)
Forsaken (1,680)
Human (420)
Quilboar (300)
Government Tribal chiefdom
Ruler Warchief Thrall
Major Settlements Razor Hill (3,000)
Sen'jin Village (2,000)
Minor Settlements Tiragarde Keep (200)
Durotar, the land named after Thrall's father, Durotan, lies on the eastern coast of Kalimdor. It borders the Barrens to the west and the coastal lands of Azshara to the north. The land of Durotar is rocky, and the soil is cracked and red, not unlike the Orcs' Draenorian homeland. The land has many crags and canyons, where various dangerous creatures take residence. It is a harsh land to survive in; it is very dry and hot, and the vegetation and freshwater access is sparse. The orcs however see a harsh beauty in the land that reminds them of their homeworld. Durotar is a proving ground for young orcs, who are sent to the Valley of Trials to complete several rites of passage before they are considered fit for the challenges that lie ahead. Durotar is the new homeland of the orcs and the site of the orcs’ principal city of Orgrimmar. While the orcs founded their city of Orgrimmar here, Durotar has become something of a haven for all of the Horde races, especially the trolls.

History:
For many years, Durotar was home to the quilboar. Then Thrall, Warchief of the Orcs, brought his race to Kalimdor in search of a new homeland. The quilboar were tenacious but ultimately no match for the unified might of the orc clans. The bristled “boar men” were driven back in a series of decisive orc victories along the northern canyons and ultimately pushed to the most remote regions of Durotar and even into the Barrens. The orcs claim the coastal realm as their own, but the quilboar vow to reclaim it someday. The realm of Durotar - named by Warchief Thrall in honor of his father, Durotan - occupies the east coast of Kalimdor, just across the river from the Barrens. The goblin port of Ratchet stands to the south, with the ruined shores of Azshara some distance to the north. The region is warm and rocky, but not as arid as the rest of the Barrens. A fair amount of vegetation grows thanks to the warm easterly winds blowing in from over the ocean, but truly fertile soil is rare, making farmland precious. Sagebrush on the plains and thin pine forests at higher elevations combine with rugged hills and canyons to break up the landscape. Orcs are by far the major inhabitants of Durotar. Quilboar cluster in the canyons along the northwestern borders and encroach from the Barrens to the west. Centaur warbands make the occasional foray, and furbolgs and undead have been seen in more than one instance. Herd animals such as deer and goats roam the land, preyed upon by wolves and coyotes. A number of Horde settlements have been established throughout the region, but much of the land has yet to be tamed. The cities and towns scattered along the frontier are heavily fortified against attacks from quilboar raiders, centaur warbands, rogue furbolgs, and even sudden appearances by undead and the occasional demon. Caravans are common targets, creating a strong market for caravan guards. The few large cities are distant from one another, with a variety of smaller encampments and villages scattered in between. Given that Durotar is the orcs’ new homeland, Horde races and independents are welcome throughout the region. Alliance races risk their lives when they venture into Durotar. Razor Hill Razor Hill The orcs and the Darkspear trolls led by Warchief Thrall landed here after their exodus from the Eastern Kingdoms. They proceeded to explore the area, helping the tauren to drive out the cruel centaurs who were harassing Cairne and his people. After the war against the Burning Legion, Durotar was founded as a nation and the new orcish homeland by Thrall. The young warchief named the land after his father, Durotan. Upon this land, he laid the ground for the orcs' new capital city Orgrimmar, named for the previous warchief and hero of the Horde, Orgrim Doomhammer. The capital, Orgrimmar, is host to 14,000 inhabitants. In all, Durotar has a population of 21,000, the majority of which is of the orcish blood. 65% of those living here are orcs, 20% are trolls, 15% are tauren, 8% Forsaken, and the smallest, humans, at 2% of the population. It is ruled as a tribal chiefdom by Warchief Thrall. Major settlements include Orgrimmar, Razor Hill, and Sen'jin Village, with respective populations of 14,000, 3,000, and 2,000. Spoken here are the languages of Orcish, Common, Low Common, Taurahe, and Zandali, otherwise known as Troll.

People and culture:
Durotar is the most populated of all Horde-controlled regions, as well as their cultural center. Here, young orcs, tauren and trolls study shamanism, and hunting. There is a strong sense of unity here, although a number of Horde members are disturbed by the growing presence of the Forsaken in their lands. I expected this central point for the Horde to also be a major battlefield, and that I would be attacked on sight — I couldn’t have been more wrong. Most of the people here are trying to live normal lives, focusing on agriculture and spiritual pursuits. That doesn’t mean their guards didn’t try to rough me up, but after I put the first couple of them on the floor, the rest were smart enough to realize they would be dead if I wanted them to be. After that, most of the people left me alone — a few were even willing to talk to me. I suspect some of them had never seen a dwarf before. Beyond the Horde, harpies, centaur and quilboar are prevalent in specific regions of Durotar, attacking caravans and neighboring villages. These prove to be some of the first challenges for young warriors before they move on to bigger battles; these creatures are hardly organized enough to pose a major threat.

Geography:
The geography of Durotar is similar to that of the orcs’ original homeland of Draenor, which is probably part of the reason why they are so comfortable settling here. The land is dry, baked red by the sun and littered with cacti and watering holes. The landmass itself is a long expanse separated from mainland Kalimdor by the Southfury River. Durotar is south of Azshara. The southern tip of Durotar ends at the Great Sea. The eastern coast is littered with sunken ships and considered to be a prime scavenging spot. The wildlife of the land includes boars, scorpids, raptors, crocolisks, thunder lizards and makrura. There are no dungeons, raid dungeons, micro dungeons, or battlegrounds in Durotar. However, Ragefire Chasm can be found in the Horde capital city, Orgrimmar, which is located in this zone.
 
Mulgore: History: People and culture: Geography:
 
Capital Thunder Bluff (6,000)
Population 9,000
Races Tauren (7,650)
Goblin (540)
Dwarf (450)
Orc (180)
Harpy (180)
Government Spiritual hierarchy
Ruler Cairne Bloodhoof, Chieftain of
the United Tauren Tribes
Major Settlements Bloohoof Village (1,000)
Minor Settlements Camp Narache (500)
Bael'dub Digsite (450)
Venture Company Mine (300)
Dalsh-Beran
The green, verdant plains of Mulgore are home to the noble tauren. Their ancestral homeland is nestled in the foothills of the Stonetalon Mountains to the north, and protected by a natural wall of mountains on all sides. The only pass through these mountains leads into the Barrens to the east. A land of windswept mesas and grassy plains, Mulgore is the tauren’s ancestral homeland. Centaur often send raiding parties into Mulgore, and the tauren, now with the help of their Horde allies, beat them back. Tauren are naturally a nomadic people, and their tent cities are scattered across the landscape and change with the seasons and the weather. Now that they are members of the Horde, the tauren have constructed several permanent settlements, including fortified Dalsh-Beran and their capital of Thunder Bluff. Mulgore provides bounty for the hunt, as a diversity of wild beasts roam the rolling plains and climb the foothills of the surrounding range. In the northern section of Mulgore, the mesas of Thunder Bluff tower above the plains, casting long shadows. Bloodhoof Village is centrally located surrounded by the clear waters of Stonebull Lake, and further south on the protected cliffs of Red Cloud Mesa, Camp Narache stands as the principal training camp for all young tauren. Despite the serene landscape and the pine-scented breeze, Mulgore is fraught with trouble. Brambleblade Ravine and the sacred Red Rocks are overrun by quilboars. The goblin-run Venture Company infests the three sacred water wells of Mulgore as well as their Venture Co. Mine in the eastern mountain face. The Windfury harpy tribe lay claim to the extreme northern reaches of Mulgore and the southeast mountain face. The Alliance makes its presence known at the Bael'dun Digsite, where dwarves scour the mountains for traces of their shrouded ancestry, and a tribe of gnolls known as the Palemane make their home at the cave called Palemane Rock as well as scattered camp along the southern mountains.

History:
This rich plain was once used by the night elves as prime hunting grounds. When the Great Sundering shattered the world, mountains pierced the earth and the night elves fled north. The mighty tauren made their home upon the low valleys and high plateaux after the night elves left. In time, the ash of upheaval disappeared and the once fertile grasslands returned. The aggressive centaur claim the right to the grasslands and have warred constantly against the tauren for supremacy of the land, but the tauren's mesa strongholds have so far proved impregnable. Mulgore is a landlocked region, with Desolace to the west, the Barrens to the east, the Stonetalon Mountains to the north, and the Thousand Needles to the south. Mulgore is the ancient homeland of the tauren, who live on the windswept mesas and roam the grassy valleys. Below the mesa's ridgeline are the vast emerald plains, which hold an abundance of life including prairie wolves, young kodo beasts, and tallstriders. The centaur horde mercilessly hounds the tauren throughout Mulgore. The tepee-like tents and crude hide huts that comprise tauren towns stand in stark contrast to the turning windmills and pulley structures that keep the tauren grainmills operating. Large, ornately carved totems dot every street and stand above every major structure. Toward the eastern boarder, quilboar displaced from Durotar have started creating dens with thorned hedgerow barriers. For now, it is a small concern for the tauren, but if the bristly "boar men" encroach too far, there will be a price to pay. At present, the tauren are far more interested in what the centaur are up to. Mulgore is filled with a variety of antelopes, rabbits, and wild boar, making it the ideal place for game hunting. A tauren pastime involves hunting these animals to improve one's combat skills. The tauren rarely eat their prey, preferring to graze on wheat and grass that grow wild in the valley. Once nomadic, the tauren met with Thrall and his orcs when they landed on Kalimdor. Looking to the orcs for protection, they saw kindred spirits with honor and power. When Cairne led his people to Mulgore, they came upon what is now called Thunder Bluff. They constructed their capital upon the lofty mesas, and the city is now a center for trade and commerce. Ruling over the tauren in his old age, Cairne looks one day to hand the mantle of leadership down to his son Baine.

People and culture:


Geography:
Mulgore has Temperate rugged hills, plains (grassland), some rugged mountains. Mulgore is a sheltered and pastoral valley surrounded by mountains on all sides, and accessible only through a pass to the southeast. Resembling a huge pasture, the area is covered with verdant green grass and few trees. An oddity of the landscape, the tall cliffs of Thunder Bluff tower over the fields in the center of the zone. It is possible for non-tauren to explore Red Cloud Mesa without actually running all the way up. By hugging the cliff below, the area will appear on the map. Mulgore contains no dungeons of any type and no battlegrounds. Thunder Bluff, the Horde aligned capital city for tauren, is the only travel hub.
 
Teldrassil: History: People and culture: Geography:
 
Capital Darnassus (15,000)
Population 24,000
Races Night elf (20,400)
Furbolg (1,440)
Dryad (1,200)
Human (720)
Other (240)
Government Elected council
Ruler High Priestess
Tyrande Whisperwind
Major Settlements Dolanaar (5,000)
Aldrassil (2,000)
Minor Settlements Rut'theran Village (300)
Off Kalimdor's northern coast lies the island of Teldrassil, the new home of the reclusive night elves and a stunning testament to the power of their magic and their connection with nature. In recent times, the night elves have moved their capital to an island off northwest Kalimdor.WoWRPG 19 It was here that the Circle of the Ancients and the wise druids pooled their power to create another World Tree, but on a smaller scale. They called this tree Teldrassil (“Crown of the Earth”), and built their city of Darnassus atop it. The island takes the name of the "tree" as well, and a twilit forest now covers it. Teldrassil is truly massive, a huge trunk rising out of the sea and holding the entire night elf homeland and capital, Darnassus, in its boughs. The enterprise was not blessed by the aspects, however, and the tree's growth has been flawed. Regardless, the behemoth of a tree dwarfs Nordrassil, even large enough that a decently large amount of land has emerged atop its gargantuan limbs, and trees, flora, and fauna are now verdantly spreading across the magical tree. Teldrassil sees very little PvP action due to the fact that Horde players have to cross through Darnassus. The only way for Horde players to get to Teldrassil itself is via ship from Auberdine on mainland Kalimdor. Most other starting zones are directly accessible by the opposing faction without such hazards.

History:
After the cataclysmic events that followed the invasion of the Burning Legion, Malfurion went missing. Archdruid Fandral Staghelm took over the leadership of the night elven druids, convincing the Circle of the Ancients in Darkshore that it was time for the night elven people to rebuild the World Tree and regain their cherished immortality. However, his plan failed due to the fact that Nozdormu, the source of the night elves immortality, didn't bless the tree. The Circle of the Ancients and powerful druids combined their powers to grow an immense tree in the Veiled Sea. They called the tree Teldrassil, meaning "Crown of the Earth" in their native tongue. The night elves made their new home in the boughs of Teldrassil, creating a forest of mighty trees and flowing rivers, bathed in the endless night that fell over the lands of the elves from the dawn of time. However, the calm of the enchanted forest has slowly fallen into the shadow of a sinister presence. Crazed furbolgs and fouler beasts have appeared in Teldrassil, and it occupies all the attention of the vigilant Sentinels and the wise druids to ensure the safety of their new home.

People and culture:


Geography:
The majority of Teldrassil's upper reaches is open forest, and it resembles a mid-sized forested island. Darnassus takes up a large chunk on the western side of this island, and smaller cities dot the remaining forest. All forms of terrain exist here, including streams, full-sized lakes, and a few hills that might be considered mountains. The entire zone of Teldrassil is in fact one huge tree, grown on an island off the coast of Kalimdor. As such, there is no ore to speak of here, and night elves are not known to be blacksmiths or miners. However, because the tree is so full of life, herbs are numerous here. Teldrassil contains no dungeons, raid dungeons, micro dungeons, or battlegrounds. It is the starting area for the night elves and contains a very sheltered 1-5 leveling area, Shadowglen. The night elf capital city of Darnassus can also be found in this zone, though the travel hub is actually at Rut'theran Village (accessible by portal from Darnassus). Although Teldrassil is only the size of a mid-sized island in width, you must also take into account the sheer size in height that rivals any other island. It has been described as an "island continent". Another reference in the book and other sources simply call it an island. World of Warcraft Battle Chest Guide though shows it as separate from Northern, Central, and Southern Kalimdor.
 
Bloodmyst Isle: History: People and culture: Geography:
 
Population Unknown
Races Draenei
Blood elf
Furbolg
Wildkin
Satyr
Murloc, Blacksilt
Naga, Wrathscale
Minor Settlements Blood Watch
Bloodmyst Isle is the second of the two major isles of the Azuremyst Isles. North of the main island, Azuremyst Isle, Bloodmyst is often the next step in the journey for ambitious young draenei. Bloodmyst Isle has been ravaged by radiation from the crashed draenei ship, the Exodar. Red crystals dot the land, and the eerie red mist for which the isle was renamed covers everything. Even the great pine trees which cover the island have taken on a crimson tinge. The creatures of the isle have mutated, in some cases becoming hostile. The draenei, hoping to find a way to restore the island, have set up an outpost known as Blood Watch near the center of the island. Several giant creatures can be found on Bloodmyst Isle. The northwest of Bloodmyst isle is home to a huge spider called Zarakh, its spawn grown to unnatural sizes due to contamination by the spaceship debris. Near the Vector Coil, Blood Elves have set up camp to control its energies and use it to empower their secret leader. Heroes of the Draenei are called upon to bring her down. A smaller island off the coast to the northeast, called Wyrmscar Island, is now home to (the ghost of) a dragon called Razormaw.

History:
Bloodmyst Isle has little historical information related to it. Once known as Silvergale when the draenei first landed, it was once as beautiful as the nearby Azuremyst Isle. The island was corrupted by blood red crystals from the draenei's dimensional ship, the Exodar. Blood-like liquid seeps from many of the crystals into the ground. The corruption from the liquid caused creatures and plants to become irradiated. The air was polluted with red-tinted mist from the red liquid. Due to the corruption the island was renamed "Bloodmyst". The island has for a long time lain out of view from central Kalimdor, and has largely been left to itself by the neighboring tauren and night elves. As such, it is likely that this is why many enemies of the night elves, such as satyrs and naga have found a haven here. When the Exodar crashed on Azuremyst Isle, several large pieces of the dimensional ship fell on Bloodmyst. These pieces are now used both by the draenei and by other creatures as a form of shelter.

People and culture:


Geography:
Bloodmyst Isle lies off the west coast of northern Kalimdor. The island is divided into two sections by a narrow strip of water. The smaller section, which is connected by bridge to Azuremyst Isle, is yet untainted by the red mist which covers the main part of the island. There are no instanced dungeons or battlegrounds on Bloodmyst Isle. The micro dungeon, The Vector Coil, can be found here. Blood Watch serves as the zone's travel hub, connecting it to Azuremyst Isle.
 
Darkshore: History: People and culture: Geography:
 
Capital Auberdine (5,500)
Population 9,000
Races Night elf (7,830)
Furbolg (540)
Ironforge dwarf (450)
Other (180)
Government Elected Council
Ruler Thundris Windweaver
Darkshore is a long strip of coast on the northwestern part of Kalimdor. It its known for its characteristically shadowed woods and sandy beaches, littered with ancient ruins and mountainside caves. The night elves of Teldrassil claim the shore as part of their new kingdom, and sentinels patrol the road from the port of Auberdine towards Ashenvale to the south. This rocky area stretches along Kalimdor’s north coast. Rains, winds and rocky beaches make the place inhospitable. Old night elf ruins stand crumbling on the cliffs, and murlocs and naga lurk within. The night elf village of Auberdine serves as a friendly trading post. The region is not without dangers, however. Aggressive wildlife roams the grassy hills and stalks among the dark trees. The ruined cities of the night elves are infested with nagas, satyrs, grells and haunting ghosts, and cultists of the Dark Strand and Twilight's Hammer ambush unwary travelers from their hideouts beyond the road. Even the seas are unsafe, as bloodthirsty frenzies, gigantic threshadons, and hostile murlocs lurk beneath the waves.

History:
Darkshore was once one of the most prosperous regions of the Kaldorei empire, and great cities such as Ameth'Aran and Bashal'Aran were the pinnacle of civilization at that time. Much of the coastline was destroyed in the Sundering, and it was many years before the night elves began to rebuild in the area.LoM 12 After the Sundering, some night elves settled in the continent's northern reaches, on and near Mount Hyjal, including the port at the mountain's northern foot. The night elves left Darkshore in the course of the Third War, moving to the safety of Mount Hyjal and the Moonglade. A small number of night elves have returned to the cold and desolate beach to revive the port. They dwell in the village of Auberdine and currently use it as a ferry outpost. The remainder of the seaside is left in ruins. Darkshore covers northwestern Kalimdor, and the tainted land of Felwood rises to Hyjal to the southeast. The rocky cliffs, sandy soil, and ever-present sea mist ensure that little worth noting grows in Darkshore. Kelp, seaweed, and rocks litter the beaches, and a few sparse trees dot the landscape away from the beach. Once a thriving night elf settlement, it is little more than a desolate beach dotted with ruined buildings. The weather is cold and stormy much of the time, with a wicked wind stirring up the waves. Rain and fog are prevalent for a good part of the year, allowing only the most talented sailors to navigate the dangerous waters. Shipwrecks of the less talented litter the shallower waters and beach. The night elves currently living in Darkshore have focused their attention on rebuilding Auberdine. Most of the town is made up of new buildings, as the night elves cleared away the ruins they could not restore. Many ruins remain outside Auberdine, and harsh winds and salt water continue to corrode the once sturdy buildings. These worn pillars and crumbling structures are not totally abandoned - stories about that murlocs and naga are slowly taking the ruins for their own. The night elves have a limited presence in Darkshore. They spend much of their time keeping the area directly around the port town of Auberdine safe. The night elves subsist mainly what they can catch in the ocean and what they can get through trade. When not fighting one another, naga and murlocs that lurk elsewhere in the ruins of Darkshore attack any travelers who look like easy pickings. Furbolgs inhabit a series of caves beneath the port. Uncultured but friendly to night elves in the past, their time in the ruins has turned many of them feral.

People and culture:


Geography:
Darkshore consists of a long strip of coastline in northwestern Kalimdor. It is sheltered to the east by mountains, which protect the wildlife in Darkshore from the taint of the Felwood. Between the mountains and the beach lies a forest consisting mainly of evergreens. To the south, the forest thickens and the mountains recede, leading into the deep wilderness of Ashenvale. Darkshore contains no dungeons of any type, and no battlegrounds. The night elf village Auberdine is the region's only travel hub, and Alliance aligned.
 
The Barrens: History: People and culture: Geography:
 
Capital Ratchet (9,000)
Population 17,000
Races Orc (5,100)
Tauren (3,400)
Goblin (4,250)
Troll (2,550)
Dwarf (850)
Gnome (510)
Night elf (170)
Human (170)
Government Trade princes (Ratchet)
Elected council (Crossroads)
Ruler Gazlowe,
(Overseer of Ratchet)
Thork,
(Defender of Crossroads)
Jorn Skyseer, (spiritual and
military leader of
Camp Taurajo)
Major Settlements Crossroads (6,000)
Razorfen Kraul (3,500)
Razorfen Downs (2,500)
Minor Settlements Wailing Caverns (1,250)
Bael Modan (800)
Camp Taurajo (500)
Mor'shan Base Camp (300)
Northwatch Hold (150)
The Barrens are a large zone in central Kalimdor, controlled (mostly) by the Horde. It is a massive desert, with a few oasises in the north-central region, near the Crossroads. Before the upheaval, several large Kaldorei cities stood here. Now, those brave few willing to scrape out a life on the arid plains inevitably run afoul of centaur warbands or quilboar raiding parties. Despite its often uninviting terrain and hostile inhabitants, the Barrens receive a good deal of interest from Alliance and Horde alike, as well as races native to Kalimdor. Trade routes crisscross the landscape leading to and from more inviting regions, and the most notable route is the Gold Road that runs north-to-south through the Barrens and beyond. Rumors suggest that precious minerals and treasure-filled ruins await those with the courage to investigate.

History:
The Barrens was once a thriving forest under the protection of the night elves and their kind. Several Kaldorei settlements dotted the land, and there was no ocean for miles. Then came the Burning Legion and the Great Sundering, which shook ancient Kalimdor to the bedrock. This forested landscape transformed into a scorched plain and is battered now each day by the sun's rays. The Barrens is a sprawling and arid savannah that stretches between Stonetalon Mountains to the west and Durotar to the east. The grasslands and mesas of Mulgore rise to the southwest, while the wetlands of Dustwallow Marsh lie to the southeast. The majority of the region consists of vast plains. Mountains to the west hold in heated air, creating the swirling winds that rage across the plains. These windstorms stir up dust devils and tear apart anything larger than the small but tenacious scrub trees. Water is more valuable than gold in the Barrens, and the locations of hidden watering holes are the residents' most closely-held secrets. Dry riverbeds and a never-ending spider web of canyons make any journey across the Barrens a dangerous and winding trek. The few brave adventurers willing to scrape out a life on the arid plains inevitably run afoul of centaur warbands or quilboar raiding parties. Despite its often uninviting terrain and hostile inhabitants, the Barrens receive a good deal of interest from Alliance and Horde alike, as well as races native to Kalimdor. Trade routes crisscross the landscape leading to and from more inviting regions, most notably the Gold Road that runs north-to-south through the Barrens and beyond, and rumors suggest that precious minerals and ruins await those with the courage to investigate. Centaur warbands are most often seen in the Barrens’ canyons, though they roam as far as the river that forms its eastern border with Durotar. Fearlessly aggressive, the centaur are known for their savagery, especially against Tauren and Night Elves. They are not above attacking trade caravans also, for the goods or just for the sake of violence. Travelers who survive the centaur’s battle lust are used as slave labor in the hardscrabble mines the centaur carve into the hard-baked earth. Displaced from Durotar by Orcs, quilboar have built crude villages along the river that separates the orc nation from the Barrens. From there, they strike out across the river to raid settlements or deeper into the Barrens to attack caravans along the Gold Road. The caravan raids have hurt the goblin trade princes’ profits, so they have started negotiations to pay the quilboar gold and goods to protect caravans against centaur warbands. The quilboar have also erected a fortress called Razorfen Downs in the southeastern Barrens. Razorfen is a sprawling mass of giant, twisting thorns and crude mud huts. It serves as the center of quilboar society. Other dangers include harpies who watch from perches atop mesas in the northern Barrens and large beasts such as lions and thunder lizards - though these creatures tend to avoid the Gold Road. Native dangers have not stopped the Ironforge dwarves from establishing a stronghold near the titan excavation site of Bael Modan. The centaur have made forays against it, but are repelled decisively each time. Scouts claim that the centaur are amassing other tribes to launch a major attack, but the dwarves are unconcerned. Each day that passes sees Bael Modan grow stronger as the inhabitants build up its defenses. When the Orcs under the new Warchief Thrall had landed on the Barrens, it saw civilization anew. The Horde built new settlements among the dry grasses and arid hills, and placed the Barrens solidly into the heart of Horde territory. The Horde has set up numerous outposts in this barren land, the largest being the Crossroads at the intersection of two major roads, and Camp Taurajo, a tauren outpost near the border to Mulgore. The Barrens are also dotted with numerous farms populated by orcs and their families, and guard towers manned by orcish and tauren guards. Razorfen Downs lies just opposite the road, but this dungeon has been infested by agents of the Scourge, and poses great threat to anyone who is traveling to or from the Thousand Needles.

People and culture:


Geography:
The Barrens are a temperate and warm land. It has hot rugged hills, plains (grassland), some rocky desert and rugged mountains. The Barrens are huge, one of the largest zones in the game. The land is mostly flat, with a few hills scattered throughout. The climate is harsh and hot, but survivable due to several lush oasis. With a stretch of coastline to the east, mountains to the northwest, plains to the west, forest to the north, marsh to the east, and the desert conditions to the south and east, the Barrens is surrounded by extremely varied landscapes. The Barrens contain three instanced dungeons, the Wailing Caverns, Razorfen Kraul, and Razorfen Downs. The Horde entrance to Warsong Gulch is located to the north. There are two Horde aligned travel hubs in this zone: the Crossroads and Camp Taurajo, in addition to the flight path and boat in Ratchet available to both factions. There are no raid dungeons in the Barrens.
 
Stonetalon Mountains: History: People and culture: Geography:
 
Population 6,000
Races Goblin (2,400)
Night elf (1,800)
Tauren (1,500)
Harpy (180)
Jungle Troll (120)
Major Settlements Windshear Crag (2,500)
Stonetalon Retreat (1,750)
Sun Rock Retreat (1,500)
Minor Settlements Malaka'jin (100)
The Stonetalon Mountains, aka Stonetalon, are a range of peaks that lie west of the Barrens, south of Ashenvale, and north of Desolace. The mountains are traditionally the homeland of the harpies, but their numbers have dwindled as the bird-women spread east and south. Stonetalon Peak, the largest mountain in the range, has long been a sacred place for both the night elves and the tauren. The night elves maintain a barrow and a glade at the top, where they commune regularly with the spirits of nature. The mountains further south are less forested, although some sparse evergreens grow in certain spots, particularly the Greatwood Vale. The Venture Trading Company have put a heavy toll on the land, cutting down almost all the trees in Windshear Crag and filling the air with soot, spoiling the area's water with oil and waste much to the fury of the orcs and tauren. The tauren have a holding in the centrally located Sun Rock Retreat, and the Darkspear trolls have a settlement further south at Malaka'jin. The mountains are also home to kobolds, spiders, wyverns, and the Charred Vale holds several especially dangerous kinds of beasts and elementals.

History:
The Stonetalon Mountains were once a low set of hills giving a gentle view to the ocean waves in the west. The Sundering that tore apart the world drove great sandstone cliffs and mountain peaks high in the air. Water from the eastern coast poured into the newly created chasms and gorges. With the aid of erosion from the Blackwolf River, the Stonetalon Mountains have expanded into a vast network of canyons and cliff openings that invites adventurers and beasts alike to explore the virgin lands. The Stonetalons rise in central Kalimdor, south of Ashenvale Forest and north of Desolace. The mountain range feeds into the bleak expanse of the Barrens to the east. The atmosphere of the Stonetalon Mountains can best be described as extreme. At the lower elevations it is windy, hot, and dry. It is a harsh place where food cannot grow and flash floods are commonplace in the early summer months. Moisture from the ocean builds up into huge rain clouds, but the towering peaks are too high for the clouds to pass inland. They crash against the mountains’ western side and pour massive sheets of water upon the slopes to run through narrow canyons and back into the ocean or into a valley to dry up in a marshy sink. When the weather turns to rain, the ground grows slick and gray. Walking on a slope or a cliff in the rain is treacherous - water seeps through the sandstone and threatens to send even careful travelers plummeting to their deaths. Oftentimes, when the clouds expel all their moisture, hot winds push them farther up the slope, surrounding the Stonetalon Peak in a shroud of thundering mist. An immediate feature any visitor notices - aside from the sheer cliffs and deep crevasses - is the constantly blowing wind. Sometimes a gentle breeze carries fresh air in from the ocean and other times aviolent gale stirs up vicious dust devils or brings a storm in from the western mountains. The rugged mountains are home to many wild beasts and only a few civilized habitations. Hippogryphs roost near Mirkfallon Lake in cave complexes high on the slopes. Their nests are defended by large bramble hedgerows, making access nearly impossible without flying. Other creatures found throughout the mountains are striders, hyenas, kobolds, swoops, crag panthers, and even rock elementals and the rare sabertooth cat. Further up the Stonetalon Peak, on its eastern side, are the chaotic lands of the wyverns and drakes. These ancient “flying lizards” have long been rivals for supremacy of the skies. Every once in a while, when other races threaten to interfere, the two will set aside their differences long enough to deal with the interlopers. Agents of the goblin-run Venture Company have also been sighted in the area, searching for potential tracts to deforest and streams of precious ore to plunder with their mining machines. The mountains are known for their Ill Winds. The winds whip through the Stonetalon Mountains with great force, slowing travelers' progress and throwing up clouds of grit and dust that can confuse the best sense of direction. Small and lightly built individuals have even been flung off a mountainside by a particularly forceful gust. The wind in Stonetalons seldom drops below moderate even on a calm day and can change from a steady breeze to a brutal windstorm without warning. Stonetalon Mountains have traditionally been the area of Kalimdor where night elves and tauren coexist and forms a border between the two peoples. Stonetalon Peak has long been a sacred place for the two races, and was historically the home of the immortal Oracle, the being who saw the strands of fate as they were woven by the Earth Mother. During the Third War, the mountains hosted human and orcish camps, and it was in Stonetalon Peak that the Alliance and the Horde temporarily united in order to fight the Burning Legion.

People and culture:


Geography:
The Stonetalon Mountains lie between the forests of Ashenvale to the north and the bleak Desolace to the south west. The highest peaks of the mountains are thickly forested with evergreens, though the forest thins with lower altitude. The logging of the Venture Company has also further thinned the forest, with clear cutting in and around Windshear Crag. The mountains boast a lake known as Mirkfallon Lake, around which wyverns make their nests. The Charred Vale, once a lush and beautiful area, is now a desolate ruin full of fire elementals. There are no instanced dungeons nor PvP battlegrounds in the Stonetalon Mountains. The micro dungeon the Talon Den can be found here. Travel hubs include Sun Rock Retreat for the Horde and Stonetalon Peak for the Alliance.
 
Ashenvale: History: People and culture: Geography:
 
Capital Astranaar (4,000)
Population 7,000
Races Night Elf (5,670)
Orc (490)
Human (350)
Naga (280)
Other (210)
Government Elected Council
Ruler Sentinel Raene Wolfrunner
Major Settlements Raynewood Retreat (750)
Maestr's Post (500)
Warsong Lumber Camp (450)
Ashenvale (aka Ashenvale Forest) is a wilderness region south of Darkshore and Felwood, west of Azshara, and north of the Stonetalon Mountains and the Barrens. Ashenvale is also the term used for the larger forested region which includes most of western Hyjal including Azshara. It is the ancestral homeland of the night elves, who remain in control of several holdings through the zone, including Astranaar, Maestra's Post, Silverwind Refuge, and the Shrine of Aessina. The Horde has more recently established a settlement in the eastern part of the woods — Splintertree Post — as well as a smaller camp on the western beach — Zoram'gar Outpost along with several Warsong camps situated from Kargathia Keep all through the southeast to the Mor'shan Rampart in the far south. The zone is heavily populated with furbolgs, satyr, and wild creatures such as spiders, wolves, and bears. The region is quite large, and running from the Zoram Strand to the Warsong Lumber Camp is quite an undertaking. Since the zone is contested, there is often a lot of skirmishing going on throughout the woods, and attacks on the faction-based settlements are not uncommon. The zone is also a major travel hub for both Horde and Alliance, even at higher levels.

History:
Ashenvale is an ancient forest, and has been in the caring hands of the Night Elves for thousands of years. It was not until more recent years that things changed, with the coming of the Horde's lumber harvesting camps, as well as other much more insidious groups. The demons of the Burning Crusade have holding in Fire Scar Shrine, Felfire Hill, Demon Fall Canyon and Demon Fall Ridge. The vile satyr inhabit ancient elven ruins at Xavian, Night Run, and Satyrnaar. The vicious worgen have taken over an ancient shrine near Felwood, cursed green dragonkin have slipped out from the Emerald Dream portal at Bough Shadow, and corruption taints the once-clear waters of Iris Lake and the Ruins of Stardust. The Horde have seized control of several holdings in the eastern parts of the forest, and beyond their base at Splintertree Post, they have harvested the trees for lumber at the Warsong Lumber Camp and the Warsong Labor Camp. The Night Elves clash with the Horde over control of Eastern Ashenvale, with the Warsong Outriders vowing to continue their lumber harvesting operations, and the Silverwing Sentinels vowing to drive the Outriders from their lands once and for all. Ashenvale is a vast primordial wilderness long given over to beasts and nature’s savage ways. The night elves who settled on Kalimdor after the Cataclysm hunted in the Ashenvale’s wilds but never settled within its borders. When the Burning Legion invaded in the Third War, the night elves ceased even hunting in order to battle the demons. The lack of hunting has allowed many creatures once more to live and thrive within the vast woodland, creating danger for all who venture into the forest. Ashenvale forest runs in a great arc south of Mount Hyjal, with Stonetalon Mountains to the southwest and the Barrens directly south. The ruined lands of Azshara lie across a river to the east. Ashenvale is an old forest, with long untouched by any mortal race. The weather is fairly mild, though rain is almost constant. The woods are so old and thickly grown that only trickles of precipitation get through the thick canopy. The forest has become ever wilder since left to its own devices after the start of the Third War. Any roads through are overgrown, some even impassable. In contrast, the game trails see increased traffic as beasts living in the shelter of the massive trees grow in number and boldness. Those traveling through Ashenvale will wisely keep their guard up at all times. In recent years, the demons and satyr have corrupted parts of Ashenvale, and other parts of it are cut down by the Horde to fuel their expansion efforts. The Forsaken, too, have begun experimenting on sleeping druids and the Dor'Danil Barrow Den, unbeknowst to the Horde but noticed by the Alliance. In addition to bears and great cats prowling the dense woodlands, hulking beak-faced wildkin forage throughout Ashenvale. Vicious harpies are known to make massive nests in the tops of the tallest trees. They hunt at dawn and dusk when the light filtering through the canopy throws the forest into a confusion of shifting shadows. Ancients - sentient trees who act as wardens of the forest - roam the Ashenvale as well. Ashenvale is under the protection of ancients and the night elf sentinels. Neither had established a community as such within the forest, though, preferring to leave the vast woodlands in its natural state. Ashenvale boasted no cities; the old forest’s inhabitants are primarily beasts, and there are few humanoid settlements. It is devoid of any notable ruins. Travelers through Ashenvale should treat these forces with respect, especially if they hope to reach their destination. The ancients and night elf sentinels guard Ashenvale zealously with constant patrols. Any who threaten the forest - cutting down live trees, poaching beasts of the forest, and the like - are met with the ancients’ powerful attacks and the sentinels’ deadly arrows. The only unified night elf presence dwelling in Ashenvale is a reclusive group of rangers. The Farstriders use the terrain and other inhabitants to train in their specialized skills. They hold a difference of opinion regarding strangers in Ashenvale. Some believe that their duty is to welcome and protect travelers, as long as they show no threat to the forest. Others see any strangers as unwelcome interlopers who must be “escorted” to the southern border. Still, whatever their opinion on Ashenvale, the Farstriders bow to the wishes of the ancients and the sentinels. There is little reason to try to take the forest, since it has no cities to invade and no treasures to plunder (that anyone knows of), but the rangers and the ancients remain vigilant nonetheless.

People and culture:


Geography:
Ashenvale is a forest full of ancient trees, teeming with life. Though pockets of the forest have become tainted, overall the area is a place of deep magic and spiritual connection with nature. Several lakes are sheltered beneath the forest's boughs. A stretch of beach lines the west edge of the forest, known as the Zoram Strand, where hostile naga dwell. The forest is bordered by mountains to the south, and more forest to the north. The eastern border is the Southfury River. Ashenvale contains Blackfathom Deeps, an instanced dungeon located in the northwestern corner of the zone (Ashenvale, The Zoram Strand: 14.0, 15.0). In addition, the micro dungeon Bough Shadow, the site of one of the Great Trees, can be found in this zone. The Alliance entrace to the battleground Warsong Gulch is located in the southern part of the forest. Travel hubs include Astranaar and Forest Song for Alliance, and Splintertree Post and Zoram'gar Outpost for the Horde.
 
Thousand Needles: History: People and culture: Geography:
 
Population 5,000
Races Centaur, Galak (1,750)
Tauren (1,250)
Harpy (750)
Gnome (500)
Goblin (500)
Kobold (250)
Government Tribal
Rulers Rau Cliffrunner,
Overseer of Freewind Post
Arnak Grimtotem
Grenka Bloodscreech
Major Settlements Mirrage Raceway (1,000)
Splinthoof Crag (1,000)
Minor Settlements Freewind Post (800)
Camp E'thok (750)
Roguefeather Den (750)
Darkcloud Pinnacle (450)
The Thousand Needles is a huge dry canyon in Southern Kalimdor, filled with towering mesas. In the east, the canyon opens up to the Shimmering Flats, a vast salt pan that is used by Goblin and Gnomish engineers for their races. Despite being relatively barren, the area has its own harsh beauty, and the sunrise seen from either Freewind Post or one of the mesas around Darkcloud Pinnacle can be spectacular. The Shimmering Flats and Mirage Raceway are also worth visiting for their surreal, lonely atmosphere. Although as a contested territory this area doesn't see anywhere near as much action as some, Darkcloud Pinnacle is a favourite stealth ganking spot for Alliance rogues due to the many Horde quests there as well as the relative difficulty of the mobs/remoteness of that location. The Alliance also tend to attack the Great Lift and Freewind Post fairly regularly. In addition, players questing on the Shimmering Flats near the Tanaris border are advised to look over their shoulder from time to time, as the unwary can occasionally find themselves being stabbed in the back by a passing member of the opposing faction.

History:
Before the great Cataclysm, the region of the Thousand Needles was a river canyon, the spires of sandstone shaped from the years of rushing water. The water flowed to the sea from a large lake to the east, fed by an underground tributary. Then came the demons and the destruction that threw the entire world into upheaval. The canyon was thrust above the water table; the eastern lake dried into a vast salt flat and the Thousand Needles became a sandy gorge. The Thousand Needles rise south of Dustwallow Marsh and serve as a channel to Desolace to the west or the Tanaris Desert to the South. It also connects to Feralas. The long canyon stands as a natural divide between central and southern Kalimdor. The realm gets its name from the dozens of giant, cylindrical columns of sandstone that rise from the bottom of the canyon in a forest of sandstone. Bridges have been constructed atop many of the spires, connecting pathways across the canyon from one side of the surrounding mountains to the other. To the east of the Thousand Needles, the canyon opens out into a large, dry lakebed. This dried-out salt flat is actually below sea level. At its center stands an alkaline lake with ten times the salt of any ocean. The sere region is so hot, dry and salty that few creatures venture here. Lizards, scorpions, vultures, and birds of prey are not uncommon and neither are centaur warbands. A content of goblins mines for oil in the Scorched Basin. The spire bridges allow travelers to traverse the canyon without running into the barbaric centaur who patrol the canyon floor. the bridges are not entirely safe, however, as birds of prey will attack the unwary. Larger birds have even sabotaged the bridges from time to time. There is very little of interest in his land, unless you have a passion for salt or sandstone...or oil. The barren canyons of Thousand Needles have traditionally been the territory of several Tauren tribes. The Tauren were forced to live precariously on the tips of the high mesas in order to avoid the large tribes of Centaur that almost wiped them out. Now, with the help of the Horde, the Tauren are fighting back against their enemies, including the fanatical Grimtotem Tribe. The Shimmering Flats to the southeast are also the home of the world famous Mirage Racetrack, where gnomes and goblins race their respective rocket cars in order to permanently settle the question of which race has the better engineering. It is suspected that ages ago, Thousand Needles was once a small inland sea, or perhaps even an inlet of the Great Sea. This explains the salt flat as well as why perhaps there are so many "needle" like mesas (once possibly islands). The cause for the sea's evaporation could be attributed to the sundering, which tore the ancient Kalimdor cleanly in two. A catastrophe such as this could easily have caused climate change. Another theory states that a river with its source in Feralas, possibly Wildwind Lake flowed into the area that would become Thousand Needles. The river cut through the earth, carving the canyon and shaping the dramatic pinnacles that became the Thousand Needles. It was a verdant, forested land. The river emptied into a large inland sea in the east. When the Great Sundering occurred, the course of the river was altered and ceased to flow through what would become Thousand Needles. The forests died and the fertile soil became orange dust. The inland sea, without its source of water, evaporated leaving a vast salt flat. It has also been thought by a night elf of Thalanaar that dark magic of some kind blighted the land.

People and culture:


Geography:
Thousand Needles contains no dungeons, raid dungeons, micro dungeons, or battlegrounds. The only flight path in the zone is the Horde-aligned Freewind Post. Although, almost right on the border of Feralas and Thousand Needles, there is Thalaanar, an alliance aligned town with a flight path.
 
Desolace: History: People and culture: Geography:
 
Population 11,000
Races Centaur (6,600)
Tauren (1,100)
Troll (880)
Night elf (770)
Satyr (550)
Demon (440)
Orc (440)
Human (110)
Naga (110)
Major Settlements Maraudon (3,500)
Nijel's Point (2,000)
Valley of Spears (1,500)
Ghost Walker Post (1,250)
Thunder Axe Fortress (1,000)
Minor Settlements Shadowprey Village (900)
Manoroc Coven (500)
Shadow Break Ravine (200)
Sageron
Desolace is a region located in western Kalimdor, south of Stonetalon Mountains, west of Mulgore, and north of Feralas. Desolace today is a battleground for many of the opposing factions represented here. Apart from the tension between the Horde and the Alliance, at Shadowprey Village and Nijel's Point respectively, the Kolkar, the Gelkis, the Magram, and the Maraudine centaurs fight as much against each other as they do against the orcs and the humans. In the meantime, the demons and satyrs summoned by the Burning Blade increase the risk of a region-wide demonic infestation and present a major challenge for both the Horde and the Alliance. The naga presence to the northwest is also rapidly becoming a source of concern.

History:
Legends claim that the centaur are descendants of a dark union between one of the demigod Cenarius's sons and a princess of the chaotic earth elementals. When the first khans were born of their union, it is said that they murdered their father, for shame of their misshapen appearance. They were born filled with rage and savagery and have not calmed in the centuries that followed. The first of their kind, the first khans, gave rise to the five tribes of the centaur. The race swept across Desolace and soon became legendary for its brutality. The diligent night elves held them in check for ages until the Burning Legion rained its destruction upon the world. The night elves left the centaur out of necessity for their own survival during the wars, allowing the twisted race to assume control of Desolace. Though fortunate enough not to be scorched into oblivion in the demon wars, Desolace was savaged nonetheless due to the centaur's ceaseless aggression. No longer threatened by night elves, the tribes plagued other plains races - chiefly, the peaceful tauren. This struggle endured for generations, until recently, when the tauren were at last driven from Desolace. The centaur were never content with controlling Desolace and have followed their tribal khans in a series of clashes with other races throughout southern and central Kalimdor. The mountainous barriers of the Stonetalons lie to the north and the Thousand Needles to the southeast, isolating Desolace from much of the rest of Kalimdor. The grasslands and mesas of Mulgore stand directly east, and the land runs rugged and open to the storm-tossed coast to the west. The winds create waterspouts against the lowland hills along the shore. The western coastline of Desolace is lush in sad contrast to the wasteland of its interior. Desolace is a gray, rocky wasteland littered with bones. It seems almost under a supernatural curse, its skies always black and stormy, with lightning and high winds a constant throughout the realm. The surrounding mountains form a significant barrier to travel, a key reason why the centaur have never established more than a sporadic presence elsewhere on Kalimdor. Five barbarous centaur tribes dominate the entire region with the strength of overwhelming numbers and unequaled ferocity. Each tribe is led by one of the dreaded khans and is known by a distinctive tribal color - Black, Brown, Green, Red, and Yellow. Members use the color to mark their weapons and their faces. The khans who lead each tribe rarely have contact with each other except in times of war. There were no other cultures of any note in all of Desolace. The centaur had run them all down in their unceasing lust for conquest. The only animals that could sustain themselves in the arid and violent land were beasts such as lions, raptors, sand serpents, and harpies. In recent times Horde, Alliance, the Burning Blade, the Cenarion Circle, Satyr and Naga have set up outposts in the desolate land, and only four of the five tribes control Desolace. With the centaur kept in check, more species of animals occupy the land than before.

People and culture:


Geography:
Desolace is made up of hot rugged hills, some rocky desert and rugged mountains. The mountainous barriers of the Stonetalon Mountains lie to the north and Feralas to the south and southeast, isolating Desolace from much of the rest of Kalimdor. The grasslands and mesas of Mulgore stand directly east, and the land runs rugged and open to the storm-tossed coast to the west. The winds create waterspouts against the lowland hills along the shore. The western coastline of Desolace is lush in sad contrast to the wasteland of its interior, with the airy inn of Shadowprey Village allowing travellers to wake up to a beautiful view of the waterline. Desolace is a gray, rocky wasteland littered with bones. It seems almost under a supernatural curse, its skies always black and stormy, with lightning and high winds a constant within the interior. Pools of yellow, polluted water cover the landscape. As the goblins of the Venture Co. however no doubt know, it is often the most dire situations and environments which present the richest opportunities. Hunting in Desolace is both challenging and profitable, with potential prey including kodo, thunder lizards, elementals, basilisks and powerful scorpids and vultures. Those brave or foolhardy enough who seek an even greater challenge can also hunt giants and the various otherworldly monsters which inhabit the demon-infested Mannoroc Coven. The surrounding mountains form a significant barrier to travel, a key reason why the centaur have never established more than a sporadic presence elsewhere on Kalimdor. The centaur inhabited Maraudon is a 5-man instance located in this zone. No other dungeons, micro dungeons, or battlegrounds can be found here.
 
Dustwallow Marsh: History: People and culture: Geography:
 
Capital Theramore (9,500)
Population 12,000
Races Human (5,040)
Night elf (1,800)
Dwarf (1,440)
High elf (960)
Gnome (600)
Ogre (480)
Orc (360)
Tauren (360)
Black Dragonflight (360)
Forsaken (240)
Goblin
Government Elected Council
Rulers Lady Jaina Proudmoore
Lady Onyxia
Major Settlements Brackenwall Village (1,000)
Minor Settlements Shady Rest (80)
Dustwallow Marsh is a vast and ancient swamp in Central Kalimdor that is home to many old and wonderful beasts. Navigation is often extremely difficult and many adventurers have lost their way in this great jungle, where trees obscure the sunlight and raptors, spiders, and crocolisks lie in wait, hunting those brave enough to venture close to their lairs. A hot, fetid swampland, Dustwallow Marsh is fed by underground springs that keep it eternally wet and muddy. Mosquitoes buzz in the air. Trees dip fronds into the waters. The climate is home to a variety of predators, including crocolisks and murlocs. Black dragons dwell in the southern end of the swamp, and the creatures lair in such profusion that the area garners the name “Wyrmbog.” Dustwallow Marsh abuts the ocean on its east side, and the mixing of the waters makes a wide swath brackish. Off the coast is a rocky island, on which is perched the Alliance stronghold-city of Theramore. Near the low hills that form the western edge of the Marsh separating it from the Barrens, the Stonemaul ogre tribe have opened their Brackenwall Village to the races of the Horde. Brackenwall serves as an essential foothold for the Horde in the marshlands. In Patch 2.3.0 Blizzard re-evaluated the Dustwallow Marsh zone to help the leveling process for levels 20-60. A new goblin town called Mudsprocket and new quests for both Theramore and Brackenwall Village were added.

History:
Dustwallow Marsh was once a high plain filled with herd animals that thrived on the tall grasses. Then came the great Sundering, and the plain was smashed down into a sundered valley. The water table bled up into the ruined landscape, creating the great marsh that exists today. Dustwallow Marsh had long been the home only to wild beasts, but all this changed in the third war, when Jaina Proudmoore led her people here to settle down after the battle with Archimonde at Mount Hyjal. Founding the city of Theramore, Jaina's humans rapidly extended into the swamp, building fortified guard towers at important points along the road to the Barrens. The ogres of Stonemaul, having settled in the region after Thrall brought a regiment of them to Kalimdor with his fleet, were called to war upon the humans by their newly established leader Rexxar, in response to an attack by Admiral Proudmoore. Dustwallow Marsh saw a great skirmish between the opposing forces, leading to the death of Admiral Proudmoore and the permanent breakup of the tentative peace between the Alliance and the Horde. Perhaps it is because of extreme terrain conditions that neither the Horde nor the Alliance has succeeded in establishing extensive presence in the area. Located on the rocky tip of the peninsula on the eastern shore, the citadel of Theramore Isle is the home of Jaina Proudmoore and a great bastion of the Alliance. The gleaming walls of this bastion, however, often serve to contain the Alliance, and its presence does not extend far beyond them, despite a number of scattered checkpoints and towers that dot the road leading to The Barrens. Theramore Isle military has recently been dwindling, partly due to the ever-increasing number of desertions, although why so many people have chosen to forsake their place with the Theramore garrison remains a mystery. Despite bordering on Horde-controlled territory, Tauren and Orc presence in Dustwallow Marsh is equally marginal and is largely confined to the Brackenwall Village to the northwest. Founded by the Stonemaul ogres and ruled by the iron fist of their leader Mor'Morokk, Brackenwall Village is the only vestige of the Horde in the area. As the Stonemaul ogres do not generally seem to take much interest in the outside world, much of the area between the bastion of Theramore Isle and the Horde settlement remains wild and untamed, with even the road leading to the Barrens rapidly falling into disrepair. Though neither faction controls a significant portion of the Dustwallow Marsh, covert skirmishes between the Alliance and the Horde have become common, in spite of the official truce that is maintained in the region. There have been reports of Brackenwall Village taking military action against the covert Theramore infiltrators, who have been spotted to the east of the village. Other sources indicate that a number of Horde spies have been murdered or simply disappeared while attempting to infiltrate Theramore. Clandestine activities on both sides continue to this day and are more likely to escalate into a full-fledged covert conflict than cease completely. In the south of the marsh, the Black Dragonflight has established a presence. Consequently, these regions of the swamp have come to be known as the Dragonmurk and the Wyrmbog. Until recently, the Stonemaul ogres lived in Stonemaul Village in this region in relative peace. The Mok'Nathal Rexxar assumed leadership of their tribe some time ago and forging an alliance between the Stonemaul and the Horde. Since that time, the Black Dragonspawn attacked the village in a terrible rout and the surviving Stonemaul ogres were forced to retreat to Brackenwall. They have sworn revenge on the usurpers. It is said that this wilderness is also home to Onyxia, a great dragon and the daughter of Deathwing, although few adventurers have ever ventured into her lair and lived to tell the tale.

People and culture:


Geography:
Dustwallow is a temperate to hot watery swamp. Dustwallow Marsh is located southeast of the Barrens and north of the Thousand Needles. The swamp curls to the east, forming a bay around the island of Theramore. Dustwallow is a flood plain fed by underground springs and surrounded by the dry savannas of the Barrens. The marsh is eternally wet, muddy, and hot, unfit for proper settlements and a haven for creatures that crave the wetness and humidity. Narrow banks of slippery mud separate endless stagnant pools and algae-choked channels, making Dustwallow a traveler’s nightmare. The roads that cross the fen are muddy and treacherous, and the surrounding swamp is even more dangerous to traverse. Those who mistake the thick, wandering bogs of the marsh for solid land may fall through, only to have the floating plants close above and trap them in the brackish water. Also, the Dustwallow teems with predators that lurk just beneath the surface of every pool and skulk behind every bush. In the east, the turbid water of the marsh mixes with salt water from the sea. The rocky form of Theramore Isle lies just beyond in the bay. The marsh is the best way to approach Theramore by land, as jagged rocks outside the bay make sailing directly from the goblin city of Ratchet difficult. The marsh’s southern expanse grows rockier as it approaches the Thousand Needles. The pools are larger and far deeper, with half-submerged rocky outcrops. Many of these rock clusters have openings that lead into cave systems. The caves are often surprisingly dry and serve as lairs for a variety of beasts. Some conjecture whether the caves are interconnected with the underground river that keeps the swamp submerged or if they might even extend out to the sea. The hundreds of shallow pools that comprise the marsh hold creatures from massive plant eating kodo beasts to ambushing packs of raptors to territorial water-loving murlocs. The saltwater swamp of east Dustwallow is a popular breeding area for the murloc packs. Indeed, the waters teem with aquatic creatures of all sorts. Humans and murlocs drag nets down the channels to harvest gigantic mudfish, but also pull in everything from alligators to eels. Poisonous snakes hang from the trees, and some of the larger specimens are known to drag the unwary up into the branches. Of course, these dangers are nothing compared to those of the Dustwallow’s southern region. The rocky outcroppings common to this area are ideal lairs for black dragons, and those creatures are so common in the area that it has earned the name “Wyrmbog.” It should also be noted that the zombies and spirits that haunt the areas of Witch Hill and Swamplight Manor do not appear linked to the Scourge or the Lich King but may be the sole work of the demon Zelfrax who is summoned and defeated at the end of the quest chain Cleansing Witch Hill. The raid dungeon Onyxia's Lair and the micro dungeon Alcaz Island can be found in this area. No other dungeons or battlegrounds are located here.
 
Feralas: History: People and culture: Geography:
 
Capital Goldshire (7,000)
Population 2,200
Races Ogre (770)
Tauren (660)
Night elf (440)
Naga (330)
Government Tribal
Ruler Shandris Feathermoon,
(General of the Sentinel Army)
King Gordok,
(leader of the Gordok)
Ogres Shalzaru,
(Hatecrest Lord)
Minor Settlements Camp Mojache (360)
Dire Maul (300)
Feathermoon Stronghold (240)
Isle of Dread (180)
Unlike its barren neighbors to the north, south and east, Feralas is a lush jungle. Both the Horde and the Alliance lay claim to the area and both factions have to contend with powerful local forces, which include, most notoriously, the bloodthirsty Gordunni ogres which populate the region and control a number of ancient Elven ruins scattered in the area, including the vast dungeon of Dire Maul. Gordunni ogres have desecrated and defiled much of Feralas and have damaged the land with their taint. The Horde in particular is concerned with the unchecked expansion of the Gordunni clan and has put out a call for adventurers to aid the war effort against the Ogres. Feralas is also home to a number of scattered Grimtotem tauren tribes, members of which are hunted by Horde agents on the orders from Belgrom Rockmaul in Orgrimmar. In addition the far western islands are crawling with Naga and recently several Silithid hives have been spotted in the region.

History:
Once part of the great expansion of Night Elf power, the forest of Feralas holds many ancient ruins as well as the great city now known as Dire Maul that have long since been overgrown by the native plantlife. One possible explanation for its abundant flora and fauna could lie in the fact that Kalimdor was once nothing but lush forests prior to the Great Sundering. It is likely that the high mountains that surround the area served as a protective barrier from such outside factors.

People and culture:


Geography:
Feralas is a large rainforest of huge, ancient trees stretching from Thousand Needles to the coastline in the west and from the wasteland of Desolace in the north to the lush Un'Goro Crater to the south. Dire Maul, ancient ruins now populated by ogres, is an instanced dungeon which can be found in this area. There are no raid dungeons or battlegrounds here, but there are multiple micro dungeons.
 
Tanaris: History: People and culture: Geography:
 
Population 3,000
Races Goblin (1,200)
Human 750)
Sandfury Troll (450)
Ogre, Dunemaul (300)
Gnome (300)
Rulers Chief Engineer Bilgewhizzle
(of the Gadgetzan
Waterworks Company)
Andre Firebeard, (leader
of the Southsea Pirates)
Caliph Scorpidsting, (leader
of the Wastewander Bandits)
Major Settlements Gadgetzan (1,500)
Minor Settlements Steamwheedle Port (500)
Lost Rigger Cove (400)
Dune Maul Compound (300)
Zul'Farrak (450)
Tanaris, aka Tanaris Desert, is a desert located in southeastern Kalimdor, east of Un'Goro Crater and south of Thousand Needles. It is an arid land, covered in sand dunes and frequently exposed to dangerous sandstorms. The Steamwheedle Cartel has its main base of operations here - Steamwheedle Port and Gadgetzan have been founded by the goblins of Undermine since this desert is as close to home as they can get on the continents. The dock in Steamwheedle is presumably used for transport to the outer islands, but so far, the goblins have proved unwilling to share the ships with the other races.

History:
The Tanaris Desert has been an endless sea of sand for aeons. Nozdormu, the great dragon of time, was said to make this land his home since time immemorial, thriving in the solitude of oppressive heat and miles of sand. Tanaris is the ancestral home of the bronze dragonflight based out of the Caverns of Time. The titans also have a holding here in form of the ancient city of Uldum, found in the southern parts of the desert. It was here that Anachronos first discovered the full threat of the silithid, who had been making hives in the remote regions of Tanaris. The War of the Shifting Sands was consequently unleashed upon the western land of Silithus.

People and culture:


Geography:
The Tanaris Desert covers a vast expanse of southern Kalimdor, just south of the Thousand Needles. It is a blazing hot expanse of rolling sand dunes under a cloudless sky. The southern region is more mountainous, with large cavern networks - some extending deep beneath the surface. A vast realm, the Tanaris Desert holds many secrets. The land is mostly desert, and below the ground are gigantic tunnel networks. They remain largely unexplored, for few have the fortitude to venture into such a harsh landscape. Still, rumors tell of all manner of creatures that hide within the tunnels and slaughter trespassers without hesitation. Although the sea of dunes does not look as if it would support a variety of wildlife, humans, Sandfury Trolls, hyenas, scorpids, basilisks, and silithid bugs are quite common. Occasionally drakes are also seen soaring on the thermals that swirl over the great desert. Tanaris contains quite a few instances, including all the Caverns of Time instances, as well as Zul'Farrak and speculation of the yet-to-be-implemented Uldum. In addition, there are several micro dungeons in this zone, but no battlegrounds.
 
Azshara: History: People and culture: Geography:
 
Population 9,000
Races Naga (4,500)
Sea giant (1,350)
Satyr (900)
Night elf (900)
Blue Dragonspawn (720)
Tauren (630)
High elf (450)
Furbolg (450)
Minor Settlements Camp Valormok (250)
Azshara is located in northeastern Kalimdor, east of Ashenvale, south of Winterspring, and north of Durotar. It is a beautiful coastal area cloaked in eternal autumn. The trees and other flora are tinged in brilliant oranges and reds, and nearer the coast, great cliffs and sandy beaches line the ocean. The region's inhabitants can make life hard for the nature lover, however. Enraged ghosts, vicious satyr, stalking naga and ferocious wildlife can quickly put an end to those who venture too far from the road. A shattered stretch of coastline on Kalimdor’s northeast, Azshara was once the greatest night elf metropolis. The city fell millennia ago in the War of the Ancients, but a few ragged buildings perch on the cliffs overlooking similar ruins among the coral. The Horde has established a small outpost, Grim Ulang, in the area, but naga are a constant danger.

History:
Before the Great Sundering, this shattered stretch of coast along Kalimdor's northern border was once a part of the night elven capital of Zin-Azshari; then came the demons' expulsion from the world. The land was rent asunder and the sea thundered in, making the region into a watery grave and leaving nought but ruins of the once great city. The night elves who survived named this region — once glorious, now nothing but a shattered relic — Azshara, after their queen who was driven mad by demon influence. Since that time, this place of rocky islands, jagged cliffs, and coral-choked seas has given birth to many tales. Some night elves suggest that not all of the demons were banished, lurking even now beneath the glittering waters of the Coral Sea and awaiting the time to strike back. Others claim that Queen Azshara was not drowned, but transformed into a hideous aquatic thing who will someday lead her accursed followers to retake the surface world. A few whisper that the Dark Portal that first brought the demons to Azeroth yet remains and rests under the sea waiting for someone to reopen it. Still others assert that the ancient Sundering awakened something that dwelled in the deepest part of the ocean, something that will eventually burst forth in a tidal wave of destruction. Whatever the truth, night elves agree that the region is cursed.

People and culture:


Geography:
A river separates the primordial wood from what land there is. The terrain beyond the river is little more than a strip of green above fragmented cliffs that rise high over a stretch of ivory beach. The waves of the shallow Coral Sea sweep against this beach, and islands — little more than spires of jagged rock — jut from the water. A twisted expanse of reef creates a labyrinth of coral beneath the ocean surface, making sea travel here virtually impossible. The night elves consider the place cursed, and most other races find the constant storms unpleasant. There is but a single known habitation in Azshara, the orc trading village of Grim Ulang, its residents telling of creatures flitting about the ruins of Zin-Azshari further along the cliffs and murlocs and naga swimming in the Coral Sea. Bands of undead have appeared along the beach and at the fringes of the Ashenvale Forest. As well, the dark chants of demon cultists have echoed along the cliffs in counterpoint to the thunder of storms. Steady rumors and sightings have led to frequent night elf patrols and an increased martial presence in Grim Ulang. There are no instances in this zone, though the micro dungeon Lake Mennar can be found here. In addition, the battleground Azshara Crater will be located in this zone if/when it is implemented.
 
Felwood: History: People and culture: Geography:
 
Population 9,500
Races Satyr (4,180)
Demon (2,185)
Furbolg (1,425)
Night elf (1,045)
Tauren 570)
Other (95)
Major Settlements Jaedenar (3,500)
Timbermaw Hold (1,250)
Minor Settlements Deadwood Village (725)
Felpaw Village (650)
Emerald Sanctuary (500)
Jadefire Glen (425)
Jadefire Run (275)
Bloodvenom Post (200)
Felwood, aka Felwood Forest, is a buffer zone located north of Ashenvale, east of Darkshore, and west of Hyjal and Winterspring. It is a corrupted forest filled with tainted creatures of the woods, demonic satyr and infernals, rotting treants and ancients, as well as the tauren and night elves who try to battle back the sickening of the land. It is also home to one of the two tribes of pure furbolgs left in the world — the Timbermaw.

History:
This lush and vibrant land of woods and meadows was tended by the Kaldorei and protected by Cenarius. Bubbling streams ran through quiet, grassy meadows, and the summer sun was tempered by the whispering breeze and the cooling rain. The leafy corridors of the forest rang out with the music of songbirds. It was as close to a paradise as the world has ever known. Then the Burning Legion befouled the land using The Skull of Gul'dan. Any trees and creatures that escaped the outright destruction became forever cursed in the demons' rampage. Known to have felt the cursed touch of the Burning Legion, Felwood is an eerie, dark, and haunted region of scattered gloomy woodlands and tainted vales, all of it teeming with evil. The meadows of Felwood retain the sickly, charred look they took on when the demons cursed the land during the third war. Nothing grows there. The mighty ancients that once guarded the land now roam blindly, their limbs twisted and their bark hides bleeding fel poisons. The once tranquil rivers and streams now boil with poison and noxious gases. Felwood is a dismal and dangerous land to all who enter. Most cross into Felwood only out of necessity, for it lies directly along the road to Hyjal Summit. Armed travelers are usually safe if they pass along the main road by day, but they have no guarantee of safety if they leave the trail or if they venture into Felwood after nightfall. The night elves feel constant shame that they failed to protect this noble land. All their efforts to restore health to the woods and meadows through divine magic have failed. Despite the lingering curse of The Skull of Gul'Dan, the night elves refuse to cease in their efforts to lift it. Some think that the key to healing the blighted land lies with Illidan, brother to the night elf hero Malfurion Stormrage. Illidan was known to have consumed the Skull of Gul'dan, which also blighted the forest. Only powerful divine magic can likely save the land, however.

People and culture:


Geography:
Felwood has no villages or people of its own. It is home to no cities to speak of; the night elves fled the area thousands of years ago, and no one had found the ambition to settle in the cursed forest since. The land was a cursed relic, a danger to all within its bounds. Even creatures united in evil are not safe from the depredations of one another. Explosions and flashes of arcane brilliance erupt throughout Felwood as druids clash with the warlocks they have come to destroy. The ground shakes from the footsteps of accursed ancients who prowl in search of victims. Twisted furbolgs and satyrs range through Felwood in bloodthirsty packs, and savage beasts lie in wait for the unwary. Felwood is home to many beasts, with bears, wolves, and panthers the most numerous. As herbivores refuse to eat the cursed vegetation, the carnivores have turned to feeding on each other. Combined with the great curse, this development has created in each creature a brutal rage - a rage that the beasts turn on one another and any who dare to enter their territory. Cursed furbolgs roam the forest, looking for an end to their torment. They are hardy enough to survive drinking the cursed waters of Bloodvenom Falls, but the water only increases their madness. Cursed ancients lurk near night elf ruins and will attack anyone they see. They are stronger than their healthy counterparts, empowered by evil. The ancients hold a special grudge against the night elves who abandoned them and will unleash special savagery upon anyone remotely resembling an elf. Satyrs dwell by tainted moon wells, their dark magics twisting Felwood’s curse ever deeper into the land. Rumors circulate that the shadowy satyrs work as scouts and assassins for the Shadow Council in Jaedenar. The undead Scourge and what demons survived the Third War have also made a home in Felwood. These recent arrivals have stirred the other residents into turmoil, making the region even more violent than before. Druids of the wild make forays into Felwood with the aid of elven rangers, hunting down the greatest evil they can find and attempting healing magic upon the land. High elves and paladin warriors have likewise come to Felwood to cleanse it of undead and root out the reclusive Shadow Council. Although no large villages or major cities exist, Felwood is not entirely abandoned. The furbolgs and satyrs of Felwood have small encampments, and the Alliance, the Horde and Cenarion Circle druids, have set up an outpost, encampment and a homestead in order to try to cure the woods, or provide travel through the area. There are no dungeons or battlegrounds of any kind in this area.
 
Un'Goro Crater: History: People and culture: Geography:
 
Population 300
Ruler Williden Marshal, leader
of the Marshal Expedition
Minor Settlements Marshal's Refuge (50)
At the southernmost end of Kalimdor, between Tanaris Desert and the Wasteland of Silithus, lies the lush Un'Goro Crater. Although the area is almost completely isolated from the rest of the world and sandwiched between two deserts, the region is filled with exotic plant life and even more exotic creatures. Ranging from peaceful earth elementals to raging devilsaurs, the locals are not to be trifled with. The pylons and stone giants which walk around the crater have no explanation, and when clicked upon, the pylons tooltip says that they were placed here for unknown reasons. These pylons could mark where the Titans might re-appear, as there is information about the Titans making a second visit to Azeroth available from both the hologram in front of Uldum and the one within Uldaman. Un'Goro Crater was revealed by Geologist Larksbane during the Ahn'Qiraj solo quests to have some connection with the Titans. Un'Goro is known for many of its popular culture references, in particular the myriad Nintendo characters and places. It also has a real world basis called Ngorongoro Crater.

History:
From Geologist Larksbane in Silithus: ...The night elf army was pushed back through Un'Goro Crater, to the borders of the Tanaris desert. Something in Un'Goro prevented the Qiraji from being able to take the land. I do not quite understand this word but I believe it to mean 'God Lands'. It is stated that they could not 'take the God Lands'. Fascinating, this coincides with theories of Un'Goro being the home of the Titans when they inhabited Kalimdor. Perhaps Aman'Thul himself watched over 'The God Lands'. Hrm, curious... Aside from this direct reference little is known with regards to the crater's fascinating history, save that the crater is ancient beyond living memory.

People and culture:


Geography:
Un'Goro is a massive crater full of amazingly lush jungle and teeming with life. Dinosaurs roam freely here, the land is wild and unpredictable. At the center of the crater a volcano rises, and Fire Elementals prowl. In addition, many strange and beautiful crystals dot the landscape, their purpose unknown to most but an object of research for some of the adventurous scientists camped in the area. There are no instanced dungeons in Un'Goro, nor Battlegrounds. However, the micro dungeon Terror Run can be found here.
 
Winterspring: History: People and culture: Geography:
 
Capital Everlook (3,000)
Population 6,500
Races Might elf (2,600)
Goblin (1,625)
Wildkin (975)
Blue dragonflight (650)
Other (650)
Major Settlements Starfall Village (1,500)
Minor Settlements Mazthoril (550)
Winterfall Village (300)
Winterspring Valley is located in northeastern Kalimdor, east of Felwood and Hyjal, and north of Azshara. It is a cold land perpetually covered in snow, and holds both the goblin city of Everlook, old night elf holdings, and the traditional homeland of the blue dragonflight. Many wild creatures roam the beautiful landscape . However, the southern parts of the region have been completely taken over by demons.

History:
Thousands of years ago, this valley upon the slopes of Mount Hyjal served as a place for the night elves to start anew in the wake of the Great Sundering. A realm of near-perpetual winter, the valley has long been involved in a struggle between malevolent blue dragons and the fearsome white frostsaber cats. During the events of Reign of Chaos the valley was in a rare period of springtime or summer with no snow to be seen anywhere.

People and culture:


Geography:
Winterspring Valley is above Moonglade and is the last stop along the road that winds up to Hyjal Peak. The valley is separated from Moonglade, lower on the mountain slope, by a thick, white cloud bank. Winterspring is a cold realm consistently covered with snow and frost. Once above the clouds, the air is crisp and clean and the sun shines often when the snow is not falling. The trees of Winterspring were bent and twisted into odd positions during the climactic Battle of Mount Hyjal. Many of the World Tree's massive roots are also exposed here, towering overhead like massive oak archways. This otherwise cold and serene place shakes with periodic conflict between the forces of the sorcerer-dragon Cobaltann and the night elves who strive to drive them from the slopes of Mount Hyjal. Snow cats, bears and other creatures of the wild are seen here on occasion, but only rarely due to the high altitude. It is a place of cold medium forest and rugged mountains. Both the Steamwheedle Cartel and the Night Elves have established bases in the region. Though there are no instanced dungeons or battlegrounds in Winterspring, there are several micro dungeons in the area.
 
Silithus: History: People and culture: Geography:
 
Population 800
Races Tauren (240)
Night elf (160)
Orc (160)
Troll (160)
Human (80)
Major Settlements Cenarion Hold
Minor Settlements Twilight Base Camp (640)
Valor's Rest (160)
Silithus forms the south-western corner of Kalimdor. It can only be reached by travelling to the north-western corner of the Un'Goro Crater, where a wide path extends out of the crater and into Silithus. Silithus is one of the insect infested sections of southern Kalimdor. This area houses a section of the once great Aqiri empire, known as Ahn'Qiraj. It is currently uninhabited, but the central temple is sealed off by the Night Elves, who attempted to prevent an infestation from breaking out. Judging by the ruins in the area, as well as the massive Silithid colonies, they were unsuccessful in their attempt. The Cenarion Circle maintains a constant presence in Silithus, at Cenarion Hold. From here, they monitor the Silithids, whom some believe to be a force so powerful and threatening that the Alliance and Horde must ally to combat. In addition to the Cenarion Druids, a second, more ominous presence has recently made itself known in Silithus. The Bronze Dragonflight, Brood of Nozdormu, has returned to the desert for the first time in ten thousand years. Silithus has been fleshed out as a major quest hub with episodic storylines that extend into its depths and past its borders. The redesign of this zone includes a high-end outdoor quest area for the solo players, 5-man groups and includes outdoor raid bosses. The repeatable quests can lead to epic items as a casual alternative to raid dungeons. In Patch 1.12, objective based world PvP was introduced into Silithus. A new crystalline substance, called "Silithyst", has been discovered, and both the Horde and the Alliance have taken an interest in it. Players collect the dust where they can, but must be careful they are not ambushed by opposing faction members before they can make their drop off. See The Silithyst Must Flow for details.

History:
Silithus has for thousands of years held the prison of the Qiraji, trapped behind the Scarab Wall in the aftermath of the War of the Shifting Sands. The Qiraji's servants, the silithids, have since multiplied and spread across southern Kalimdor, and in the end, the night elves decided that it was time to reopen the Gates of Ahn'Qiraj and put an end to the Qiraji threat once and for all.

People and culture:


Geography:
This huge desert lies in the southwestern tip of Kalimdor. The rock and sand terrain is broken up only by the massive hives of the silithid. Silithus is the location of two raid dungeons, the Ruins of Ahn'Qiraj and the Temple of Ahn'Qiraj. There are also several micro dungeons. Though there are no battlegrounds in this area, there is some outdoor PvP available.
 
Moonglade: History: People and culture: Geography:
 
Capital Nighthaven (2,500)
Population 5,000
Races Night elf (4,250)
Dryad (400)
Tauren (250)
Keeper of the Grove (100)
Government Religious hierarchy
Ruler Remulos
The Moonglade is a haven for druids, and home of the Cenarion Circle. Here, tauren and night elves coexist peacefully, united by their reverence for the spirit of nature. Conflict between the races in Moonglade is not tolerated by its protectors. Druids come here as part of their training to commune with the Great Bear Spirit (at level 10 or higher). Only after they gain her blessing can they learn to use their Bear Form. Oddly enough, for a land made especially for Druids, there is only one druid trainer here. The demigod Omen sleeps at the depths of Lake Elune'ara. Most of the night elves' population once remained in the Moonglade, surrounded by the old forest trees and the ancients, preferring solitude over communion with other races. The Moonglade ranges east of Felwood, just north of Winterspring Grove along the lower slope of Mount Hyjal. The Moonglade is a magical, sylvan forest draped in perpetual night. The moon stays high with the ebon sky, illuminating the woodland below with a silvery glow. The land never suffers the extremes of weather, enduring in an endless warm summer eve. Considered holy to the night elves, the Moonglade is home to the night elf race and its powerful druids of the wild. Indeed, the druids had long rested in meditation under the glade, until the return of the Burning Legion awakened them. They remain awake, vowing to protect nature and heal the fractured continent from its war wounds. The sacred forest of the night elves is home to many beasts both dangerous and friendly. The Kaldorei themselves live in cautious harmony with the wildlife, such as the black tigers and the bears that prowl and hunt in the woods. The elves often capture and tame the proud saber cats to use as mounts, but encountering one in the wild is dangerous. Less harmony is enjoyed with the forest's more dangerous denizens. Satyrs - cursed, deranged night elves - also lurk here and plague the night elves' solitude frequently. Some furbolgs, driven feral by drinking the foul waters of Felwood, will attack travelers as well. Fierce dire wolves and hippogryphs have also been reported in the area. In addition to these animals are the ancients: sentient trees that act as protectors of the forest. Treants, the smaller tree-men cousins to the ancients, roam the Moonglade. These beings act as fierce protectors of the forest. They do not hesistate to unleash their might upon any who would damage trees or otherwise harm nature. Many ancients live in the forest near Nighthaven. These sentient trees once had the vital task of channeling forces of the land to sustain the night elves' immortality. They now aid in the elves' warrior training and help protect their village. The Keepers of the Grove are powerful druids said to be the direct offspring of the demigod Cenarius, roam the Moonglade as ever-vigilant protectors. The night elves send their patrols out, though they focus primarily on defending Nighthaven and the Barrow Dens. The vast forests and vales of the Moonglade are sparsely populated. The sole settlement of any size is the night elves' capital, Nighthaven.

History:
The Moonglade was the druids' home for thousands of years. When the Burning Legion ran rampant over the land in ancient times, the Moonglade remained untouched. The night elf druids went into deep meditation in the secure caves of the Barrow Dens, sending their minds into the plane of the Emerald Dream. The remaining night elves built the town of Nighthaven. During the Third War, the Moonglade again remained the safe haven of the elves. Although battles were fought there, the land was not befouled. Before Teldrassil was created, the Moonglade housed the majority of the Night Elven population. The Gold Road once reached all the way to Moonglade, and Nighthaven, but with the corruption of Felwood it became very isolated, as strangers are no longer welcome by the Timbermaw furbolgs. Recently, the peace in Moonglade itself has become threatened, as bizarre creatures from the Nightmare have found a way into a wing of the Stormrage Barrow Dens.

People and culture:


Geography:
Moonglade is a lush forest untouched by corruption, ancient and strong. It is surrounded by tall mountains, sheltering it from the outside world. The area is a haven for druids of both factions, a neutral zone where druids in training can learn from the masters and the animals of the forest. There are no dungeons of any sort and no battlegrounds in Moonglade. Though the area is extremely fertile and full of life, there are oddly no useful herbs here, and no ore to speak of.
 
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