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  Eastern Kingdoms
 
Eastern Kingdoms
Elwynn Forest Eversong Woods Dun Morogh Tirisfal Glades Ghostlands
Loch Modan Silverpine Forest Westfall Redridge Mountains Duskwood
Hillsbrad Foothills Wetlands Alterac Mountains Arathi Highlands Stranglethorn Vale
Badlands Swamp of Sorrows The Hinterlands Searing Gorge Blasted Lands
Burning Steppes Western Plaguelands Eastern Plaguelands Scarlet Enclave Blackrock Mountain
Deadwind Pass Isle of Quel'dalas  

Elwynn Forest: History: People and culture: Geography:
 
Capital Goldshire (7,000)
Population 10,000
Races Human (7,000)
High elf (1,500)
Ironforge dwarf (700)
Half-elf (500)
Wildhammer dwarf (300)
Gnome
Gnoll
Kobold
Murloc
Government Democracy
Ruler Marshal Dughan
Major Settlements Northshire Abbey (500)
Eastvale Logging
Camp (1,000)
Minor Settlements Westbrook Garrison (750)
Tower of Azora (100)
Westridge
Elwynn Forest, aka the Forest of Elwynn or simply Elwynn, is a vast woodland of stately hardwoods nestled just below the foothills of the Blackrock Mountains to the north. It is the heartland of the human Kingdom of Stormwind and is the starting point of all human characters. Elwynn is a gorgeous span of fertile land and thick forests. Brightly sunny and cheerful during the day and silent and peaceful at night, Elwynn's beauty belies a violent history. Unlike Duskwood, it is close enough to Stormwind to enjoy considerable Alliance guardianship. Home to many farmers, loggers and miners, Elwynn Forest is a tranquil region with several friendly places to stop. Little troubles this region; kobolds infiltrate some mines, and murlocs have moved inland to reside in some lakes and rivers, but overall it is safe. One should stick to the roads though, as the forest is home to many fearsome and territorial creatures. Those who can defend themselves are not in any danger, but others may not be so lucky. Elwynn enjoys consistently good weather, warm and humid with few stormy days. Gentle rain falls just enough to make everything grow full and lush. This woodland is pleasant and tranquil. Loggers and fishers fuel Stormwind’s economy, and a diligent militia keeps it safe from the kobolds and murlocs that occasionally surface. The Defias Brotherhood, a group of robbers and bandits wearing red masks, has recently become a growing menace in the region. It is under guardianship of the kingdom of Stormwind, but has its own democratic government. Marshal Dughan is the elected ruler. Though much of the forest was burned down during the First War trees and lush glades have grown anew. Stormwind City lies northwest of the forest and is heavily patrolled by the Stormwind guards.

History:
Little is known of Elwynn's history before Stormwind was founded centuries ago by the Arathi bloodline of Stromgarde in Lordaeron. Ever since humans first settled in the forest, it has thrived under their stewardship.

Elwynn Forest was captured by the Horde during their bloody campaign to Stormwind in the First War. The resources culled from the bountiful woods helped fuel the Horde's war machine. Much of the forests were razed as the orcs marched across Elwynn. The town of Goldshire and the abbey at Northshire were both tragically destroyed by the Horde. When Stormwind fell to the orcs and the humans fled, the Stormreaver and Twilight's Hammer clans assumed domains in Elwynn forest. When the humans of Stormwind finally retook their city during the Second War, they regained Elwynn as well. It cost the kingdom of Stormwind a significant amount of gold and resources to rebuild their broken homeland. As a result, the kingdom's economy has flagged since it was rebuilt. Many of the middle and lower classes became fed up with high taxes and unpaid labor in service of the kingdom. Many of these dissidents defected to form the Defias Brotherhood.The Defias Brotherhood does reach into Elwynn Forest from time to time, preying on lone travelers although their main center of operations lies somewhere in Westfall. Some say they have a case against Stormwind, as they weren’t paid for their work rebuilding the city; others say they are whiners who charged too much in the first place. Others (such as Brann Bronzebeard) did their work and were paid, and don’t understand the problems. Still, against the odds, Elwynn has returned to much of its former majesty. Northshire Abbey was rebuilt and has become a recruiting center of sorts for the Stormwind army. Goldshire and its famous Lion's Pride Inn have returned to their former glory as a bustling hub of activity. Today, the only reminders of the Horde's occupation are a few scattered orcish catapults, broken and rotting. Meanwhile, the humans of Stormwind rejoice as Elwynn once again becomes the pride of the Kingdom of Stormwind.

People and culture:
The humans of have lived in Elwynn for centuries, but members of all Alliance factions can be frequently seen traveling and residing in Elwynn due to its proximity to the capital, Stormwind. Most residents of Elwynn are involved in one of its major industries: logging, farming or mining. The people are hardy and hard-working.

The region organizes its festivals and celebrations around the planting calendar, its two biggest parties being the planting and harvesting festivals. Elwynn is also visited periodically by the famous, traveling Darkmoon Faire. True criminals in the area are usually sent to Stormwind for trial and punishment in the Stockades, as most people care more for their jobs than housing criminals. Goldshire has a small holding area for drunks and pickpockets, but few stay in the clink for very long. Elwynn’s towns will welcome most any travelers, especially those who want to shop or trade to help the local economies. They are especially kind to those willing to lend a hand in a tough spot.

Geography:
Elwynn lies below the southern foothills of the Blackrock Mountains. Its rich farmland is a result of the frequent rains, rushing rivers, and lakes. Recently, several of the lakes have been found to be inhabited by hostile murlocs. Stormwind City itself sits proudly in the northwestern hills of the region, its gates opening down onto the Forest. East of Stormwind, behind a thick wall lies the peaceful Northshire Valley and its abbey. Northshire was the pride of Stormwind's vineyards until recently when Defias bandits drove off the farmers and occupied the farm and fields. In addition, the Echo Ridge Mine north of the abbey has been infested by kobolds.

Bears, wolves, spiders and boars constitute the bulk of the region's large wildlife. The creatures are hostile everywhere except for Northshire. The roads leading from Stormwind and Northshire converge to the southeast just north of Goldshire. Goldshire is Elwynn's largest settlement besides Stormwind itself. Second to Goldshire is the Eastvale Logging Camp in the east near the border with Redridge Mountains. Eastvale is the center of Elwynn's lumber industry. On the road from Goldshire to Eastvale is the Tower of Azora where mages conduct arcane experiments in seclusion. On the road to Westfall from Goldshire is the imposing Westbrook Garrison. This barracks and surrounding grounds house a number of the Stormwind Guard, and protects Elwynn's western border. Dotted throughout the forest are small farmsteads growing crops such as wheat, pumpkins, melons and grapes.

Kobolds infested the Jasperlode Mine and Fargodeep Mine. Gnolls have erected camps in the Forest's Edge region and the northern rim of Stone Cairn Lake. It is rumored that both the kobolds and gnolls are somehow associated with the Defias Brotherhood. Defias presence in the region has been growing and their people have holdings at Mirror Lake Orchard, Northshire Vineyards, the Brackwell Pumpkin Patch, Jerod's Landing and Stone Cairn Lake.

Echo Ridge Mine is a mine located northwest in Northshire Valley. It has recently been taken over by Kobolds, to the frustration of the humans living in the area. As the kobolds just wander around, you can just run past them without them attacking. In the back of the mine is a larger room. In this area a chest pops and could provide a few extra copper as well as a new weapon. Worth checking for. 
The Northshire Vineyards are located just northeast of Northshire Abbey. The vineyards have been taken over by agents of the nefarious Defias Brotherhood. It is here that human players have their first encounter with the Brotherhood, they have taken over the local farm and are guarding the harvest that you will have to collect.
 
Eversong Woods: History: People and culture: Geography:
 
Capital Silvermoon City
Population Unknown
Races Blood Elf
Forest Troll
Scourge
Night Elf
Wretched
Murloc
Government Hereditary monarchy
Ruler Lor'themar Themar,
Regent Lord of Quel'Thalas
Minor Settlements Fairbreeze Village
Eversong Woods (aka Eversong Forest) is a reclaimed section of the Blackened Woods (formerly called the Eversong Forest during the Second War) area. It is the starting zone for the blood elf race, introduced in the World of Warcraft's first expansion set — The Burning Crusade. They are inaccessible to those without the expansion. Eversong is the location of Silvermoon, arguably the largest and oldest surviving capital in the world of Azeroth.

History:
Eversong Woods has historically been the home of the high elves of Quel'Thalas, and has contained the heart of their empire for millennia. Although the woods have seen their share of battle between the elves and their nearest neighbors, the forest trolls, the region has retained a harmonic and peaceful feel. In the third war, Eversong lay witness to the horrors that the death knight Arthas brought upon the land, and the forest has been permanently scarred by the death wrought by the hordes of undead. Countless elves were slaughtered, including their ranger general, Sylvanas Windrunner. After Arthas had passed north to the Sunwell Plateau, the remnants of elves in the woods gathered under the banner of Kael'thas Sunstrider and were renamed as blood elves. Although Kael has ventured on to Outland in service of Illidan Stormrage, Silvermoon and the surrounding woods remain in the hands of the blood elves.

People and culture:

Geography:
The Eversong Woods stand in perpetual autumn with golden leaves falling from the trees.

As yet there are no dungeons of any kind and no battlegrounds in the Eversong Woods. However, there is an unknown wooden gate at Tor'Watha, just as seen in the Ghostlands (leading to Zul'Aman) in the southeastern portion of the zone. It can be assumed this is a portal leading to an unknown instance, to be implemented sometime in the future. 
 
Dun Morogh: History: People and culture: Geography:
 
Capital Ironforge
Population 28,000
Races Ironforge Dwarf (23,800)
Gnome (2,800)
Wildhammer Dwarf (840)
Human (560)
Ice Troll
Trogg
Lepper Gnome
Government Hereditary monarchy
Ruler King Magni Bronzebeard
Major Settlements Kharanos (4,000)
Anvilmar (3,400)
Brewnall Village (600)
Dun Morogh is a region located between the magma-strewn wasteland of the Searing Gorge to the south, the gentle ridges of Loch Modan to the east, and the swampy Wetlands to the north. Dun Morogh is home to both the gnomes and the dwarves, and is the location of the major city of Ironforge. The Khaz Mountains surround Dun Morogh on all sides, making it accessible only by certain passes that are currently watched over by dwarven troops.

The center of dwarven culture and ingenuity, Dun Morogh holds the capital of Ironforge. The region is snow swept and forested, with gray, craggy mountains and slinking wolves. Troggs recently overran Gnomeregan, the Ironforge gnomes’ former capital, and drove its citizens to Ironforge. Frostmane trolls menace dwarven patrols. Several villages and towns dot the landscape; and though the trade routes can be perilous, dwarven marksmen and warriors keep their settlements safe.

Homeland of the Ironforge dwarves and ruled by mighty Clan Bronzebeard, Dun Morogh is the center of dwarven culture and ingenuity. The capital city of the dwarven realm, Ironforge, lies within Ironforge Mountain in Dun Morogh’s heart. Dwarves and their allies range out from Ironforge, trying to hold a diminishing protectorate against encroaching enemies on all sides. Dun Morogh is a high altitude region, covered with constant snowfall and great pine trees. Winds howl through the peaks in symphony with the wolves that prowl the forests. Southwest of Ironforge is Coldridge Valley, which hosts the dwarven smithing enclave of Anvilmar. Northwest of Ironforge’s massive stone battlements is the ancient city of Gnomeregan. This ruined city was once home to the Ironforge gnomes, but vile Caverndeep troggs devastated the populace and drove the survivors to the capital. Gnomeregan is now a wild place of adventure and mystery. To Ironforge’s west is Frostmane Hold, home of the aggressive Frostmane ice trolls. Crime is almost nonexistent in dwarven lands, as dwarves know that they must stick together against their myriad enemies. Murder and treason are capital offenses, while lesser crimes result in exile or prison.

History:
Centuries ago, the Dark Iron dwarves split from their Ironforge brethren, summoning Ragnaros and devastating the land in the process. Ironforge warriors drove the Dark Irons to near extinction, and the few survivors fled deep underground to their fiery lord. In the fourth year since the opening of the Dark Portal, Dun Morogh’s dwarves and gnomes joined the Lordaeron Alliance in the Second War. Ironforge dwarves and gnomes were key in the Horde’s defeat, and many nurse grudges against orcs to this day. Not long ago, gnomes in Gnomeregan unearthed the mythic troggs. These tribal creatures slaughtered Gnomeregan’s populace and drove the gnomes to Ironforge, where they hide and nurse their wounds. This catastrophe explained why Ironforge gnomes did not take part in the Third War. The troggs also prove an excellent distraction for Ironforge’s forces, allowing the Frostmane trolls to invade Dun Morogh in an attempt to reclaim their ancient lands.


The snowy peaks of Dun Morogh have been the home of the dwarves and gnomes for centuries. The two races have generally lived on friendly terms, trading between their own respective cities, Ironforge and Gnomeregan. During the Second War, both races joined the Alliance after the orcs invaded Khaz Modan. Their service proved invaluable to Alliance forces, and between dwarven brawn and gnomish brains, the orcs never succeeded in taking either capital. During the intervening period between the wars, the gnomes and dwarves grew closer together, working jointly on a number of major projects. Since the destruction of Gnomeregan, the remaining gnomes have been forced to flee and seek protection within Ironforge. This peaceful region is now threatened by the troggs who have begun appearing all over the area.

People and culture:
Ironforge dwarves, the most prominent race in Dun Morogh, are a hearty, good-natured people who enjoy working with their hands, drinking ale and firing blunderbusses. Dwarves are ingenious, and about half of all technological devices in Azeroth are dwarven-made. Ironforge dwarves are particularly adept at crafting and wielding firearms, and their riflemen proved invaluable in the Third War. Feisty and strong, Ironforge dwarves possess a strong sense of humor and a forgiving nature. All who dwell in Dun Morogh, be they dwarf, gnome or visitor, wear layers of clothing to stave off the cold. Long, thick cloaks of blue or green are common. Ironforge dwarves take pride in their beards and wear them long. When patrolling Dun Morogh, dwarves carry axes, rifles and other weaponry and wear heavy armor. Gnomes rarely leave Ironforge, but those who do so are similarly equipped. Like dwarves, gnomes are adept tinkers and engineers and often walk about with safety goggles on their foreheads and various gadgets strapped to their belts.

Geography:
The snow-swept land of Dun Morogh is covered with forest and craggy mountains. Dun Morogh is a high, mountainous region and is cold, windy and wet. Snowfall is common, and a white blanket constantly covers the ground. Great wolves stalk the forest, and troggs and Frostmane trolls find many ambush spots. Ferocious bears are known to live in many of the shadowy dens that are riddled into the mountain-side. Dwarves used to have to battle few monsters in their own homeland, but things have changed. Dun Morogh has not seen true peace in decades. Ironforge is the capital of the dwarven realm and provides protection and succor for its citizens. Though the dwarves’ enemies have multiplied in recent years, several smaller villages also stand against the burgeoning evils.

Dun Morogh contains no raid dungeons, micro dungeons, or battlegrounds. Gnomeregan, an instanced dungeon for adventurers levels 28 to 35, can be found in the western part of the zone. Dun Morogh is the starting area for the dwarves and gnomes, and contains a very sheltered 1-5 leveling area, Coldridge Valley. The dwarven city, Ironforge, can also be found in this zone, and is one of the major Alliance trade and travel hubs. 
 
Tirisfal Glades: History: People and culture: Geography:
 
Capital Undercity (13,000)
Population 18,000
Races Forsaken (16,200)
Other Undead (900)
Human (360)
Horde Jungle Troll (180)
Orc, Horde (180)
Tauren (180)
Government Monarchy
Ruler Sylvanas Windrunner,
Banshee Queen of the Forsaken
Major Settlements Brill (3,600)
Deathknell (700)
Minor Settlements Scarlet Monastery (500)
Agamand Mills (400)
On the northern coast of Lordaeron lies the eerie Tirisfal Glades. Home to the Forsaken, servants of the Banshee Queen Sylvanas Windrunner, the wooded hills are seeped through with the curse of the Lich King's plague. The sky over Tirisfal is eternally gloomy and tinted a blighted green, and the trees and other flora desperately cling to their last shreds of life.

Although tainted and melancholy, Tirisfal still very much has its own unique, haunting beauty, particularly in such areas as the stony North Coast, the village of Brill, and the deep atmosphere of the ruined Agamand Mills.

Tirisfal Glades is home not only to the Forsaken, but to their enemies as well. The Scarlet Crusade has several outposts here, including the seat of their religious faith, the Scarlet Monastery. The minions of the Scourge are also ever present, tainting the derelict farmsteads and dilapidated mills with their foul presence.



History:
Tirisfal Glades was once a peaceful vale just north of the capital of Lordaeron. It was a place of power for centuries, being the seat of the Guardians of Tirisfal, who secretly waged their war against darkness. Under the rule of King Terenas, Tirisfal became a land of peaceful farms and small towns, its people living happily for generations. Unfortunately, it was one of the first places to fall to Arthas' armies after he ransacked Lordaeron, and its people were killed and risen as slaves to the Lich King. Just after the Third War ended, the Lich King began losing power thanks to the spell of Illidan Stormrage. With that, a number of undead managed to break free of his control and form the Forsaken. The rebel undead managed to take control of Tirisfal and establish it as their home territory. However, the blighted lands of Tirisfal are far from safe, even for the Forsaken who now rule it. The land is still plagued with hideous mutants, mindless soldiers from the Lich King's Scourge, and members of the Scarlet Crusade, which regularly attack from their base in the Scarlet Monastery.

People and culture:

Geography:
The instanced, winged dungeon the Scarlet Monastery can be found in the Tirisfal Glades. There are no other dungeons or battlegrounds in the area.

The western end of Tirisfal contains a large inaccessible area. There is a path leading to the area accessed via small lake in the northwest by the coast, past the Solliden Farmstead. The path is currently blocked by large rocks. It is possible to venture into this area by some minimal climbing on the north end; however the mass is barren with few hill and cliff-like features. 
 
Ghostlands: History: People and culture: Geography:
 

Population Unknown
Races Scourge
Blood Elf
Forest Troll
Night Elf
Gnoll
Murloc
Minor Settlements Tranquilien
The Ghostlands is a part of the original Blackened Woods. It is a level 10-20 zone that was implemented in the Burning Crusade expansion. Today this zone appears on the world map north of the Eastern Plaguelands. Ghostlands is also an alternate title for the entire Blackened Woods region (from which Eversong Woods was later reclaimed). The current Ghostlands region borders the reclaimed Eversong Woods in the north, and is the location of the forest troll instance Zul'Aman. Little is known of this shadowy region of Quel'Thalas. The blood elves applied the scorched earth policy to these woodlands, effectively giving the Scourge as pyrrhic a victory as possible. It is likely that vengeful phantoms of the battles with the Scourge and a majority of the undead remnants left over from the invasion of Quel'Thalas still linger here...as well as one of the most vile traitors to the elven people.

History:
According to Lands of Conflict, the high elves first landed in the Ghostlands (also known as the Blackened Woods), southwest of Silvermoon and north of Stratholme. Their fleet landed on the beaches of the kingdom men would later call Lordaeron. Forging inland, the high elves founded a settlement within the tranquil Tirisfal Glades. After a few years, many of them began to go mad. It was theorized that something evil slept beneath that particular part of the world, but the rumors were never proven to be true. The high elves packed up their encampment and moved northward towards another land rich with ley energies.

People and culture:

Geography:
 
Loch Modan: History: People and culture: Geography:
 
Capital Undercity (13,000)
Population 5,000
Races Ironforge Dwarf (4,500)
Human (250)
Wildhammer Dwarf (250)
Gnome
Ogre
Dark Iron Dwarf
Trogg
Kobold
Government Hereditary monarchy
Ruler King Magni Bronzebeard
Major Settlements Thelsamar (850)
Loch Modan is a large area east of Dun Morogh, situated in eastern Khaz Modan. It is known for its temperate climate, abandoned archaeological digsite, and the huge lake from which the region takes its name. The gray and rugged Khaz Mountains rise up on all sides around the loch, and the hills are lightly wooded with pine and birch. The loch is held in place by the Stonewrought Dam, an architectural wonder of no equal on Azeroth. The dam controls the flow of water to the Wetlands below. Loch Modan is heavily populated by hostile troggs, unearthed from caves below ground by the dwarven digs. They have since settled in the surrounding mountainous area and built crude camps and caves from which to strike at passing travellers. Other dangers include dangerous wildlife, aggressive kobolds, and the powerful ogres of the Mo'grosh Stronghold.

History:
Despite its serene appearance, Loch Modan has seen its share of conflict and bloodshed. In the Second War, the orcs of the Horde overran Loch Modan and made a stand against the defenders of the Alliance. The dwarves of Ironforge were ultimately successful in their defense, and reclaimed the area in the war's aftermath. Broken catapults and ballistae can still be seen scattered about on the bottom and islands of the loch, mute evidence to the region's bloody history.

People and culture:


Geography:
There are no instanced dungeons or battlegrounds in Loch Modan. However, the micro dungeon Mo'grosh Stronghold can be found in this area. Since the Alliance has no travel hub in the Badlands, they have to fly to Thelsamar in Loch Modan and ride from there to get to Uldaman. Lowbies are often puzzled by the high-level activity in a teens level zone.
 
Silverpine Forest: History: People and culture: Geography:
 
Population Unknown
Races Undead
Human
Worgen
Gnoll
Murloc
Major Settlements Ambermill (2,000)
Pyrewood Village (560)
Silverpine Forest, or simply called Silverpine, is a vast, ancient wood that runs along Lordaeron's rugged western coast. The land ranges from fairly flat to hilly, and is nestled among even taller mountains. The forest is eerily silent save for the occasional unnatural howling echoing among the trees. Mossy overhangs shiver in the cold breeze, and the trees are all sickly or dying. Dilapidated farmsteads and abandoned mines dot the land, home now to the darker denizens of the woods. This woodland is haunted and wild. Forsaken control the northern forest and clash constantly with the wretched Rothide gnolls. What remains of the human population retains control of the southern forest, but they are desperate and their forces thinly stretched. Dalaran sends frequent expeditions into Silverpine to defend these people and study the worgen curse — a mysterious affliction that causes its victims to transform into bloodthirsty, lycanthropic worgen when the moon rises. Once, the Alliance protected Silverpine Forest and it was verdant and natural. Now, the place is a ghost. Forsaken stalk the northern woods and mists cloak the ground. The wizards from Dalaran sometimes go into the forest to research the undead plague. Tall, silver-barked pines tower over grassy knolls. At night, mists creep from the ground and mix moonlight into dancing spirits. Silverpine Forest stretches across Lordaeron's western coast. Gilneas and the Hillsbrad Foothills border the forest to the south while Tirisfal Glades lies to the north. Massive Lordamere Lake serves as Silverpine's eastern border. The Silverpine is Forsaken & Horde territory. Though the territory belongs to the Forsaken, their claim is disputed by the wizards of Dalaran that make expeditions the southeast to help defend the last few Alliance citizens that choose to live in the area, and agents of the Scourge who have taken possession of some of the ruined fields and steadings. Rothide gnolls operate from the mysterious Fenris Isle, and fiercely attack anyone who dares approach their dealings. To the southwest, the people of Pyrewood Village have fallen under a curse, transforming into bloodthirsty werewolves at nighttime. This is the doing of the insane archmage Arugal, who makes his home in the darkened towers of Shadowfang Keep. Silverpine Forest frequently sees battle, as Alliance forces from Southshore journey to the forsaken woods to attack the Sepulcher or enter Shadowfang. It is the edge of the Forsaken homeland, and the southernmost point where effects of the plague can be seen in the plant life.



History:
The Alliance once kept Silverpine Forest pristine and beautiful. In those days, the forest resembled the Hinterlands far to the east. Since the Third War, no one is left to take care of the forest, and it has grown wild. After the Forsaken broke from the Lich King’s dominance they claimed Silverpine as part of their territory, though a great many dispute that claim. Forsaken, gnolls, worgen, vicious animals and mysterious curses fill Silverpine Forest with adventure. Silverpine Forest was once kept safe by the Alliance-affiliated kingdoms of Lordaeron, Gilneas, and Dalaran. The woods were lush and beautiful, full of birdsong and the scent of tree sap and tilled earth. Farmsteads laid claim to parts of the woods, and the plentiful mines in the area yielded deposits of silver. During the Third War, the forest was affected by the plague of undeath. The forces of the Lich King invaded the woods, setting fire to the crops and massacring its people. With Lordaeron destroyed, the wizards of Dalaran busy rebuilding their home, and the citizens of Gilneas having locked themselves away behind the Greymane Wall, no one was left to take care of the forest. The plague began to affect the trees, making them pale and lifeless with disease. Since its fall, the forest has become occupied by the Forsaken, minions of Thule Ravenclaw, and the forces of Arugal. Its fate lies in uncertain hands as the opposing factions vie for control of the strategically important woods.

People and culture:
The Forsaken control Silverpine Forest. They are undead currently free from the Lich King’s control — in fact, they hate the Scourge and wish to destroy it. Unfortunately, they also hate everything alive, so their list of allies is thin. Forsaken resemble men and women, but their skin is a decayed gray and dead flesh shows in places. Being dead, they do not care much for clothing, and the tattered rags they wear are covered with grime and filth. The Forsaken have a special contingent called the Deathguard, which wanders through Silverpine on constant patrol. The Royal Apothecary Society, a Forsaken organization devoted to creating new toxins and alchemical substances, also has a strong presence here. They are concerned that Dalaran wizards are showing an increased interest in Silverpine. A gnoll band called the Rothides lives here as well. Whatever afflicts the Forsaken affects the gnolls as well, for their fur is gray and patchy and their eyes yellow, rheumy and sick-looking. No one seems to know where they came from. The Rothides and the Forsaken wage a constant guerrilla war against each other. A few humans inhabit Silverpine. These are desperate men and women holding out against the Forsaken, or they are Dalaran wizards on scientific missions. A fortress called Shadowfang Keep and a nearby village called Pyrewood stand in southwestern Silverpine Forest. At night, when the moon rises above the treetops and bathes the world in pale light, terrible howls erupt from Shadowfang and Pyrewood — the men and women within transform into wolves.

Geography:
The instanced, winged dungeon the Scarlet Monastery can be found in the Tirisfal Glades. There are no other dungeons or battlegrounds in the area.

Silverpine Forest is a vast, primeval wood that runs along Lordaeron’s rugged western coast. The land is fairly flat, but small hills, mossy overhangs and grassy knolls are common. Razed farms and vacant gold mines dot the land. “Forsaken” is an appropriate term for this region for various reasons. Many wild creatures roam through the trees, though they seem to be more aggressive than is natural. Alphus tells me that he plans on looking into this matter as well. Silverpine Forest contains no raid dungeons or PvP areas. Shadowfang Keep, the level 18-21 instanced dungeon, can be found in this zone, as well as the micro dungeon Pyrewood Village. The only travel hub in this area is the Horde aligned Sepulcher. It is possible to reach the backside of the Greymane Wall via exploiting the terrain. It is, however, quite empty, containing only a few token trees and hills before becoming flat, untextured landscape completely walled in by mountains.

The Sepulcher (also known as the Silverpine Sepulcher), as its name suggests, was once nothing more than a graveyard along the road to Lordaeron's capital city. Since the end of the Third War however, the enterprising Forsaken have converted the old crypt into their base of operations for Silverpine Forest. With Worgen to the south, the Scourge to the east, and the forces of Dalaran to the southeast, it is one of the only places of safety for the Horde in the entire zone.

The Sepulcher has a Mining and Blacksmithing Trainer, but no Class Trainers. It also has an innkeeper, a mailbox, a bat handler, several vendors, and some quest givers. New Forsaken players usually arrive here at levels 10-13 when the quests in Tirisfal Glades run out. Unfortunately, the Sepulcher does not offer enough quests to keep going continually until one can head to Hillsbrad Foothills, and thus, most Forsaken are forced to end up in the Barrens or the Ghostlands.

The area itself lies above the Lordaeron coastline nestled within the surrounding hills. The settlement is nothing more than a large graveyard and string of expeditionary caravans and individuals.
 
Westfall: History: People and culture: Geography:
 
Population 6,000
Races Human (5,100)
Goblin (480)
High Elf (300)
Half Elf (120)
Gnoll
Kobold
Murloc
Ruler Edwin VanCleef (de facto),
leader of the Defias Brotherhood
Major Settlements Moonbrook (4,000)
Minor Settlements Sentinel Hill (300)
Gold Coast Quarry (200)
Westfall borders the Kingdom of Stormwind, and is populated by humans not under the Alliance’s complete control. The region was stolen right under the Alliance’s nose by its own bitter people. This rich land has lain fallow since after the Second War, but it is now held by the Defias Brotherhood. Stormwind claims the land as its own, but it has found little time to be concerned with it, with insufficient funds and might to retake the region. A handful of farmers still try to keep their land, and some even attempt a tithe to Stormwind every year, but most only grow enough to feed themselves. The Defias Brotherhood controls much of the region, focusing in the southern area of Moonbrook.LoC 60 Once a rich agricultural center, much of Westfall now lies fallow and forgotten. The Defias Brotherhood, renegade humans who wield secrecy and technology against Stormwind, control much of the area. Bandits and gnolls raid those farms that remain, and Stormwind’s resources are stretched too thin to protect the beleaguered populace.WoWRPG 16 Westfall has the mild temperatures of Elwynn, but winds batter it both from the sea and from Duskwood. The bare farmlands add little to break the wind, which can cut through clothing on a blustery day.LoC 60 Westfall is a region of rolling pastures and farms that was once beautiful and green, but now has become barren with drought and maltreatment at the hands of bandits. The grass is yellowed and the fields are infested with ravenous carrion birds and mechanical harvest watchers gone rogue. The outlawed Defias Brotherhood has gained a strong foothold in Westfall, and controls several camps and farmsteads in the area. It is rumored that these bandits possess a large mine with an entrance somewhere in the small town of Moonbrook, and that they have connections with the kobolds that occupy the Jangolode Mine in Westfall and the various mines in Elwynn Forest. The People's Militia has erected a last bastion of military power in the region at Sentinel Hill, from where they issue commands to anyone willing to aid the cause. Although most of the area's farms have fallen to disrepair and passed into control of the Defias, there are still a number of farmers who bravely (and desperately) cling to their holdings in spite of overwhelming odds. Also, note that on PvP servers high-level Horde players enjoy killing human NPCs at Sentinel Hill.



History:
All other Azeroth territories taken out of Alliance control had the Horde, the undead, or the demons behind them. Westfall fell to bitter humans soon after the Second War. The Defias Brotherhood, led by Edwin VanCleef, attempted to take Elwynn Forest but failed. Its members chose Westfall as their home, and the farmers, still shaken from the Horde attacks, put up little fight. They found that the time to steal land from their own accepted ruler was when he was too concerned with orcs, undead and demons to realize that a good chunk of the continent was gone. The rulers at Stormwind, even with knowledge of the Brotherhood’s actions, considered other threats to be higher priorities and figured they’d get to Westfall eventually. They do not know the true threat Westfall presents — or even how much the city would miss the agricultural tributes the farmers made.LoC 62 Once the breadbasket of the kingdom of Stormwind, the land of Westfall started to grow fallow after years of conflict and neglect had diminished its harvests. Crops could eventually no longer be cultivated in the fields, and the once-abundant mines were ultimately deserted. Even the former defenders from Stormwind pulled stake and abandoned the lonely realm when the cost of upkeep became too great. Due to this lack of military protection, Westfall was all but destroyed by the rebel Defias Brotherhood and its minions, who could easily take control of the poorly defended farmlands. The Brotherhood, composed mainly of thieves and bandits, made Westfall their new refuge. Employing everything from local superstitions to sabotaging mechanical harvest watchers, the Brotherhood stopped at nothing to scare away trespassers and protect their stolen treasures. Only the People's Militia, a volunteer military organization, has risen to stand in their way, recruiting young heroes of the Alliance to strike back and regain what has been stolen. This battle is ongoing, and in the end, the only hope the people of Westfall have is to strike directly against the leaders of the Defias — in hiding somewhere deep below ground.

People and culture:
The peaceful inhabitants in Westfall find it a frightening place to live. While the Defias Brotherhood hatches its schemes to hurt Stormwind, the Alliance and all beholden to it, Westfall’s simple folk just try to live from day to day with thieves, bandits and gnolls threatening them. The thieves and bandits find it a large area in which they can plan their attacks without much bother. Little fun and celebration occurs among Westfall’s inhabitants, as they have poor community support and hardly any aid from Stormwind. The garrison at Sentinel Hill is nothing more than a Stormwind figurehead. The thieves of the Brotherhood, on the other hand, apparently live a fine life. Only a few Brotherhood members live in Moonbrook, presumably acting as sentries. The bulk of the population occupies the Dead Mines, which the Brotherhood has converted into an underground fortress.

Geography:
Once a proud land of farmers and herders, Westfall now lies fallow for the most part because of the thieves who have usurped it. Weeds and seedling trees mark the rich land, and the wind cries over the fields. Thieves and bandits are the greatest problems here, but gnolls and the slouching harvest golems also terrorize the already harried farmers. Most of Westfall is choked by the Defias Brotherhood. The residents who are not part of the Brotherhood live in fear and constant vigilance and require Alliance aid that rarely comes. The instanced dungeon the Deadmines can be found in Westfall. No other dungeons or battlegrounds can be found here. The fastest way for an Alliance character to get to Yojamba Isle in Stranglethorn is by flying to Sentinel Hill, riding across Westfall, or swimming south around the bend.
 
Redridge Mountains: History: People and culture: Geography:
 
Lakeshire Undercity (1,300)
Population 2,000
Races Human (1,300)
Ironforge Dwarf (240)
Orc, Blackrock (200)
Wildhammer Dwarf (120)
Half Elf (80)
High Elf (80)
Gnoll
Murloc
Government Democracy
Ruler Magistrate Solomon
Major Settlements Stonewatch Keep (200)
Minor Settlements Tower of Ilgalar (100)
The Redridge Mountains, or the Red Ridge Mountains, are located east of Elwynn Forest, northeast of Duskwood, and south of the Burning Steppes. Although it may be considered to be contested, Horde characters have no settlements or NPCs and it is thus a place they use mostly for passing through to reach Flame Crest or Stonard. An idyllic region of rushing rivers, towering elms and rising elevations, the Redridge Mountains are under Stormwind's control and remain one of the last peaceful regions in Azeroth. The people are content and calm, and supply Stormwind with timber, fish, and crops. A force of Blackrock orcs from the Burning Steppes has secured Stonewatch Keep, but so far the orcs keep to themselves. In comparison with Westfall, Redridge is still relatively stable. On the northern bank of Lake Everstill is the Alliance town of Lakeshire, the central hub for this faction's adventurers, offering many services and quests, as well as flight paths. As the town is under constant siege by gnolls and Blackrock orcs, adventurers should use extreme caution around this town. The enemy-held Stonewatch Keep and Tower of Ilgalar are connected with quests, but are also very dangerous and require a party to handle properly. The crossroads known as the Three Corners, located in the southwest corner of the zone, connects the town of Lakeshire with Elwynn, Duskwood and, via the Lakeridge Highway, also the Stonewatch Keep. The highway itself is quite a dangerous place occupied by dragon whelps, gnolls, murlocs, and wild animals. There are also a few camps located in Redridge — an orc camp in Render's Valley, Shadow Hide gnoll camps near the Tower of Ilgalar, and murloc camps near the lake.



History:
The Redridge Mountains are old mountains. Before the First War, Lakeshire was not the besieged place it is now, nestled in a nook in the rugged peaks at the bank of the lake as it is. It was protected from gnolls and bandits by Azerothian militia who were stationed at Stonewatch, as well as the benevolent mage Ilgalar. With the coming of the orcs, however, things changed rapidly. Many of Redridge's finest men were sent to battle the coming of the Horde and never returned. Stonewatch became vulnerable with its main forces on the front, and when it caught the attention of the Blackrock clan, it was not long before a siege was underway. Although the soldiers of Redridge battled as well as they could, in the end, they could not resist capture. Both the tower and the keep was taken, and soon after, Ilgalar the mage was attacked by a rival mage. Ilgalar was more powerful than the evil Morganth, but Morganth had enslaved a tribe of gnolls to do his bidding, and Ilgalar could not defeat them all. Once Ilgalar was dead, Morganth took possession of his tower, and set his sights west, to the next rivaling wizard at the Tower of Azora in Elwynn. The region around Lakeshire is now heavily contested, and the bridge connecting the town to the rest of the kingdom was recently attacked and almost destroyed. Desperate, the people of Redridge seek help from outside sources, recruiting any adventurer that stops by to help in the defense of the region.

People and culture:

Geography:
The Redridge Mountains contain no dungeons, raid dungeons, or battlegrounds. The micro dungeon Stonewatch can be found in this zone. The only travel hub in the mountains is the Alliance aligned Lakeshire. The Redridge Range stretches from the zone of the Redridge Mountains to the zone of Deadwind Pass.
 
Duskwood: History: People and culture: Geography:
 
Capital Darkshire (3,500)
Population 5,000
Races Human (3,000)
Ogre, Vul'Gol (1,000)
Ironforge Dwarf (250)
Half Elf (250)
Undead (250)
Government Democracy
Ruler Lord Ello Ebonlocke
Major Settlements Vul'Gol Ogre Mound (1,000)
Raven Hill (20)
Duskwood is located in the southern part of Azeroth, south of Elwynn Forest, east of Westfall, west of Deadwind Pass, and north of Stranglethorn Vale. Technically part of the Alliance and under Stormwind's protection, its distance from the mighty fortress and its close proximity to more malevolent forces in the south and east make it a realm of horror.LoC 46This murky forestland is covered in a blanket of perpetual darkness, which is why the region has been given its name. The woods are inhabited by a defiant people who still cling to their holdings in the face of overwhelming adversity. On all sides lurk dangerous creatures, from skeletal warriors and ghouls to ferocious worgen and some of the most powerful members of the Defias Brotherhood. The militia of Duskwood, known as the Night Watch, patrol the main thoroughfare and protect Darkshire, wary of anything moving through the shadows. The most prominent geographical feature of Duskwood is an ancient and long-dead volcano crater. The crater teems with life, and features one of the Great Trees with a portal leading into the Emerald Dream. The sleeping druids' influence can be seen on the surrounding land, which is cloaked in a twilight quite different from the rest of Duskwood. The woods also feature several abandoned farmsteads, as well as the prominent Raven Hill Cemetery, which holds the graves of the numerous people who have been killed by wild beasts and undead since the darkness fell.



History:
Duskwood was not always as it appears now. Located in the southern reaches of the Kingdom of Stormwind, the southern part of Elwynn Forest was the location of two sizable towns, now called Darkshire and Raven Hill, before the area was overcome by shadow. A night elf by the name Velinde Starsong came to the woods carrying the Scythe of Elune. Unknown events occurred and the Scythe found its way to the mine now known as Roland's Doom. What exactly happened to her after that is unclear, but it is likely she was killed by something that did not approve of her actions. The powerful weapon was later found by a man who was part of a team of men who had entered the mine looking for the source of its darkness. Jitters picked up the weapon, triggering its effect of summoning. The mine was immediately filled with worgen, who then proceeded to rip the men apart. Jitters escaped with the weapon, but was hunted by the worgen across the woods, which were steadily darkening with the scythe's released curse. In an attempt to rid himself of their chase, Jitters disposed of the weapon nearby the Yorgen Farmstead, whereupon he encountered the Black Riders from Deadwind Pass. The riders slaughtered Sven Yorgen's family in front of Jitters' eyes. The frightened man then escaped to Raven Hill. The darkness lingers in Duskwood, although it is unclear whether the Black Riders claimed the Scythe of Elune and took it with them back to Karazhan. Now the people huddle in former Sunnyglade, renamed Darkshire, battling the undead and wolf men who inhabit the murky woods.

People and culture:

Geography:
There are no dungeons of any kind and no battlegrounds in this zone. The Redridge Range lies on the eastern border of this zone, as these mountains stretch from the zone of the Redridge Mountains to the zone of Deadwind Pass.
 
Hillsbrad Foothills: History: People and culture: Geography:
 
Capital Southshore (10,000)
Population 18,800
Races Human (12,000)
Ironforge Dwarf (5,000)
Goblin (750)
Half-Elf (600)
Half-Orc (450)
Forsaken
Naga
Gnoll
Murloc
Government Elected Council
Ruler Magistrate Henry Maleb
Major Settlements Hillsbrad (700)
Tauren Mill (450)
Dun Garok (5,000)
The Hillsbrad Foothills (sometimes referred to as simply Hillsbrad) is a mid-level zone most suitable for players around level 30. The hills are home to the towns of Southshore and Hillsbrad (Alliance), and Tarren Mill (Horde). Some notable locations, such as Durnholde Keep and Azurelode Mine can also be found in here. Since this area lies outside of Thoradin's Wall, it is considered as a crossroads between Alliance and Horde players, which makes combat between the two factions likely. Hillsbrad is relatively safe and stable. Its hills are green and pastoral, its meadows fertile and its soil rich. Humans loyal to the Alliance control Hillsbrad from the town of Southshore, though the Syndicate, murlocs and Forsaken threaten their serenity.WoWRPG 20 The current Hillsbrad Foothills is made up of the former Hillsbrad Foothills region, Southshore region and the Tarren Mill region. The current Hillsbrad Foothills is one of the sub-regions of the Alterac Valley region.



History:
Hillsbrad is traditionally the most blood soaked battlefield on Azeroth, despite its pleasant, pastoral setting. In the Second War, it saw several important skirmishes between orcs and forest trolls on one side, and humans and high elves on the other. In the Third War, the Scourge wiped out the human town of Tarren Mill, though later it was claimed as the southernmost holding of the Forsaken. Since then, the undead have been battling fiercely with the humans of Southshore, and the region is infamous for having at one point been impossible to even enter without being slowed down by the constant battle and bloodshed. An instance inside the Caverns of Time, in Tanaris, sends the player back seven years in the past to a location known as Old Hillsbrad Foothills (as part of the Escape from Durnholde Keep quest). The instance retakes most of the current setting of the zone with the exception of Tarren Mill still untouched by the Scourge as well as Durnholde Keep still on its defenses. Some soon-to-be notable characters can also be met in Southshore, such as Sally Whitemane, Captain Sanders and Kel'Thuzad.

People and culture:

Geography:
Though the rest of Lordaeron was ravaged by the Scourge and twisted into a haunted perversion of its former self, the Hillsbrad Foothills largely managed to escape this fate. It remains the best preserved region of the fallen kingdom, giving travelers a feeling for what the land was like before the Plague. It is Human country, soft and green. Pine trees dot the ample farmland, and the rolling pastures are frequently crisscrossed with roads leading to the numerous towns and villages that still remain. A river flowing from Darrowmere Lake in the Western Plaguelands runs north to south. There are a few small, empty islands off the southern coast, and one larger one, Purgation Isle. There are no instanced dungeons or battlegrounds in the foothills, though the Alterac Valley battleground can be found in the nearby Alterac Mountains. In addition, the micro dungeon Purgation Isle can be found here.
 
Wetlands: History: People and culture: Geography:
 
Capital Menethil Harbor (12,000)
Population 25,000
Races Human (7,500)
Ironforge Dwarf (7,500)
Orc, Dragonmaw (7,500)
Dark Iron Dwarf (2,500)
Red Dragonflight
Gnoll
Murloc
Ruler  
The Wetlands is a large, wet zone below Stonewrought Dam and north of Loch Modan, covered with small rivers, lakes, and ponds. Bordered on three sides by mountains, the Wetlands are open to the ocean to the west. Adventurers seeking route to Wetlands must either come through sieged Dun Algaz from Loch Modan or cross the damaged Thandol Span from Arathi Highlands. The northern slopes of Wetlands are generally classed within the Khaz Mountains. The Wetlands is a vast, cold swamp. Mists cloak the ground, and the overcast sky makes the land a uniform gray. Many Ironforge strongholds once stood in this region, but war has reduced them to rubble. Wild creatures, murlocs and renegade orcs now control the land. Menethil Harbor, a city on the west coast, is the Alliance’s only presence in this dreary region.



History:
The Wetlands have been the site of many a battle through the times. Nestled among the Khaz Mountains and open to the ocean as it is, it is a prime location for invading forces. It was historically part of the original dwarven kingdom while the three tribes were united, but after the War of the Three Hammers, it fell under control of the Wildhammer Clan. The Dark Irons invaded Grim Batol and almost succeeded in taking full control of it, but were driven back at the last minute. During the Second War, the bastion finally fell prey to the invading orcs, most notably by those of the Dragonmaw Clan. Although the orcs took possession of Grim Batol for a time, they were subject to the wrath of the red dragonflight who, free of their enslavement from the orcs, destroyed their bases and burned their catapults, killing orcs en masse. The orcs who survived the onslaught fled south to the mountains, where they live to this day. Horde and Scourge forces devastated the Wetlands in the Second and Third Wars, forcing the Ironforge dwarves to retreat to Loch Modan and Dun Morogh. Grim Batol is now under the control of the red dragonflight, who fiercely defend their lair from outsiders. Alliance forces have since established Menethil Harbor, but the area is still wild and untamed. The dwarves and allied humans built the port city on an island in the Baradin Bay, which they named after King Terenas Menethil II — Menethil Harbor. The Wetlands is a buffer zone between inhabited Khaz Modan and Scourge-infested Lordaeron.

People and culture:

Geography:
Though there are currently no instanced dungeons in the area, it is conjectured that Grim Batol will be added in a future patch or expansion as a dungeon. In addition, the two micro dungeons Dragonmaw Gates and Dun Modr can be found in this zone. No battlegrounds exist in this area.
 
Alterac Mountains: History: People and culture: Geography:
 
Population Unknown
Races Human
Forsaken
Ogre
Ruler Aliden Perenolde
Major Settlements Alterac City (1,000)
Strahnbrad (800)
Alterac Mountains is the location of the former nation of Alterac and the city-state of Dalaran, and its chief settlements included the City of Alterac, Dalaran and Strahnbrad. The central mountains have been overrun by ogres, while the organization called the Syndicate controls Strahnbrad and other areas. Dalaran is enclosed within an impregnable magic shell. A high, wooded region, the Alterac Mountains see much rainfall and its skies are constantly overcast. Crushridge ogres and the Syndicate, a wicked group of rogues led by fallen human nobles, clash repeatedly for control of this land.WoWRPG 20 Alterac Mountains are fairly unique in World of Warcraft as it is one of only two zones (Deadwind Pass being the other) that does not have a flight path.



History:
The Alterac Mountains have traditionally been a home for the humans of Dalaran and Alterac, members of the Alliance. Once the smallest nation in the Lordaeron Alliance, Alterac’s ruler, Lord Perenolde, betrayed the Alliance in the Second War. Alterac’s honor has been blemished ever since. The rogue faction known as the Syndicate struggles to regain control of a wild land, while ruins dot the mountainsides and ogres patrol their territory. The three settlements were all bases of peaceful activity, and were in the beginning at peace with each other. Then, during the second war, Alterac betrayed the Alliance and sided with the Horde. Enraged, the Alliance exiled the lord of Alterac and destroyed his capital, sending its people fleeing in all directions. Some of these people grew a hatred for the Alliance, and formed a new band of rogues and assassins dedicated to overthrowing the other human nations and reclaiming their home. They call themselves the Syndicate. The ruins of the city of Alterac has since been claimed by a tribe of ogres, and the majestic city of Dalaran was annihilated by the demon lord Archimonde during the third war, and is currently warring against the Forsaken. What little Alliance activity is left in the region is centered around Dalaran and the entrances to Alterac Valley, where the Stormpike and Frostwolf factions vie for supremacy.

People and culture:

Geography:
The Alterac Mountains are high peaks rising up north of the Hillsbrad Foothills, and spreading to the border of the Western Plaguelands in the north and The Hinterlands in the east. Covered with snow at their highest point, these mountains were once the location of three major human settlements. Now two of these settlements, the City of Alterac and Strahnbrad, lie in ruins and are controlled by hostile forces, while the third settlement, the city of Dalaran is sealed off by a magical barrier. The mountains themselves are home to several kinds of high-altitude flora and fauna, such as yeti, mountain lions and the rare herb Wintersbite. There are no flight paths, dungeons or raid dungeons in the Alterac Mountains. However, the Alterac Valley, a high level PvP battleground, lies within these mountains. In addition, the Ruins of Alterac are home to many ogres. They used to be elites until Patch 2.3.0 and the area was considered a micro dungeon. The layout of the Alterac Mountains zone may be confusing. It is effectively divided into two subregions. Apart from the mountain pass at Chillwind Point to the Western Plaguelands at the north, the "outer" green zone encircling the actual mountains has no clear-cut borders, instead smoothly transiting into Silverpine Forest and Hillsbrad Foothills. It is the outer zone that contains Dalaran (or, in WotLK, the place where it stood), Chillwind Point, the Uplands, and the soutern coast of Lordamere Lake. The "inner" zone, containing the Ruins of Alterac and Strahnbrad, looks very different. It is a snowy highland region surrounded by mountains, sharply transiting into the outer zone outside Stratholme. A traveler entering the inner area by road from Hillsbrad Foothills may mistake it for the entire Alterac Mountains zone, making it seem much smaller than it actually is.
 
Arathi Highlands: History: People and culture: Geography:
 
Population 2,000
Races Human (5,040)
Orc (600)
Dwarf (300)
Half-orc (60)
Forest Troll
Ogre
Dark Iron Dwarf
Naga
Kobold
Major Settlements Stromgarde (1,200)
Hammerfall (600)
The Arathi Highlands are located in southeastern Lordaeron, east of Hillsbrad Foothills and south of the Hinterlands. It is a flat but craggy region that has traditionally been the home of the humans of Arathor, who gave the region its name. The main hubs of activity are now Refuge Pointe and Hammerfall, which houses bases for Alliance and Horde, respectively. The large city of Stromgarde lies in ruins to the southwest, and pockets of Syndicate resistance dot the land. The Boulderfist Orges also infest Arathor, and prove to be a constant threat to the Alliance, Horde, and Syndicate factions vieing for supremacy. The Syndicate, Boulderfist ogres and the beleaguered human defenders of Stromgarde battle for supremacy in this gray, dismal realm. Prince Galen Trollbane leads the human defenders, and his mighty city of Stromgarde is a ruined battleground where the three factions wage guerilla war. The Trollbane family’s holdings include several ancient human artifacts, and a group called the Caretakers protects and preserves the most important pieces. To the south, the Thandol Span, a massive dwarven construction, bridges the canal between Lordaeron and Khaz Modan.

History:
The Arathi Highlands were once the cradle of Human civilization, as it marks the place where the Empire of Arathor was founded and where the first real contact between elves and humans was made, during the Troll Wars. From the great city of Strom, the Human Empire controlled nearly all of the eastern lands. After the Empire's collapse, the city of Strom was largely abandoned save for a contingent of the Imperial Guard. These Guardsmen founded a new martial kingdom known as Stromgarde, establishing their capital in the old city of Strom. Over time, they also built a village (later known as Hammerfall) further to the east. During the Second War, the forces of Stromgarde, now ruled by Thoras Trollbane, were an instrumental part of the Alliance's ground forces. Despite this, the Arathi Highlands, and Stromgarde itself was overrun by the Horde. After the Second War, Stromgarde was rebuilt, and the former village that was to become Hammerfall was converted into an internment camp to hold the hated Orcs. When the Burning Legion invaded, however, Stromgarde was again completely destroyed. The remnant of the army was forced to flee the city and take refuge in a small canyon to the north, in what is now known as Refuge Pointe. Now, four years after the Third War, the area has become a battle zone between many different factions. The Alliance fights to aid the former nation of Stromgarde in recapturing its capital and reestablishing control over the region. The Horde, now in control of the internment camp that once held them prisoner (naming it Hammerfall in honor of the fallen warchief Orgrim Doomhammer), is attempting to establish a forward base to protect its new allies against Alliance attack. The Syndicate is also in the area, trying to claim yet another territory for its jealous nobles. Finally, the Ogres and Forest Trolls in the region are trying to drive out all others and establish a permanent settlement for themselves.

People and culture:


Geography:
The Arathi Highlands have a higher elevation than Khaz Modan’s Wetlands, but otherwise the geography is similar. To the north is Thoradin’s Wall, now collapsed and gaping wide. South is the Thandol Span, which bridges the gap between Lordaeron and Khaz Modan. Mountains to the east prevent easy access to the sea, and the Highlands’ western coast is bleak, windswept and cold.LoC 88 The Arathi Highlands are an area of grassy land in Southeastern Lordaeron. Notable features include the great circles of binding, which are protected by elementals and used to keep some unknown entity imprisoned. The region lies just north of the huge canyon gap running between the highlands and the Wetlands to the south, which can only be crossed by the Thandol Span. The area is home to the ruins of Stromgarde Keep, which has been overrun by ogres and the Syndicate. The wildlife of the highlands includes giant spiders, carrion birds, and raptors. There are no instanced dungeons in the Arathi Highlands, though the ruins of Stromgarde Keep are one of the most well known micro dungeons in the game, and the The Tower of Arathor micro dungeon can also be found here. The entrance to the Arathi Basin battleground can also be found in this zone.
 
Stranglethorn Vale: History: People and culture: Geography:
 
Capital Zul'Gurub (12,750)
Population 22,750
Races Blodscalp troll (2,500)
Skullsplitter troll (1,500)
Gurubashi troll (1,500)
Darkspear troll (1,000)
Goblin (2,000)
Orc (600)
Naga (400)
Ogre
Human
Blood Elf
Murloc
Sea Giant
Government Tribal Rule
Major Settlements Zul'Kunda (4,000)
Zul'Mamwe (2,500)
The Arena (1,500)
Booty Bay (1,000)
The Vile Reef (1,000)
The Stranglethorn Vale, aka Southland, is a vast jungle south of Duskwood. Jungle trolls patrol this steaming rainforest. Ancient Gurubashi trolls once ruled the region, and the ruins of their great cities crumble in the jungle’s heat and growth. Naga hunt along the coast; and vicious animals and plants, including the eponymous strangle-thorns, make travel dangerous. The Arena, a center for gladiatorial games set in a ruined Gurubashi fighting stadium, draws shady characters of all races. The Blackwater Raiders, a vile group of pirates, make their home in Booty Bay, on the Stranglethorn’s southern coast. The Vale was the primary center of the trolls of the Gurubashi Empire, and their cities were dotted all over the region. After the Empire's fall, the cities of the troll empire fell into ruin, although they are still populated by trolls. In recent years, the Humans of Stormwind attempted to forge trade routes through this savage jungle. Though they did manage to establish the small port town of Blackwater Cove, they were quickly overwhelmed by a crazed pack of Trolls and driven back to their homeland. In the wake of the Humans' departure, the crafty Goblin Trade Princes arrived on the jungle's shores and quickly set up their mining and deforesting operations. The Goblins have maintained a tenuous hold over these remote facilities, but they remain threatened by the Jungle Troll's growing obsession with purging their ancient lands of any and all foreign invaders. Stranglethorn is as deadly as it is beautiful. It is inhabited by a large variety of beasts and hostile creatures that low leveled characters should not face alone. The primary sapient inhabitants are the Bloodscalp and Skullsplitter trolls, in the northwest and east respectively. The troll city of Zul'Gurub sits in a valley to the northeast of Stranglethorn, which was once the capital of Troll civilization in Stranglethorn. In the north is a small village controlled by the renegade Colonel Kurzen. Other inhabitants include an encampment of ogres. Off the southeast coast is Jaguero Isle, inhabited by the enormous gorilla King Mukla. There is a renegade group of sailors, known as the Bloodsail Buccaneers, who have built camps on the southwestern and southern shores of Stranglethorn Vale. A small population of Naga can be found in the southwest, and murlocs inhabit some underwater ruins in the northwest. The Venture Company also has two mining operations in Stranglethorn. In northwest, the Zandalar Tribe has its base in Yojamba Isle. The weekly Stranglethorn Fishing Extravaganza event happens every Sunday from 2-4pm.

History:
Stranglethorn Vale has for millennia been the home of the jungle trolls, under the leadership of the Gurubashi tribe. Over time, the Gurubashi came to be unduly cruel, sacrificing trolls of the other tribes to their evil god Hakkar the Soulflayer. After an extensive civil war, the tribes of Stranglethorn split, forever becoming enemies with one another's tribes. The Darkspear tribe was one of these tribes, eventually driven offshore by a band of rampaging murlocs and taken in by the Horde. To this day, Stranglethorn remains a wild place full of danger. The Stone Of The Tides Excerpt from Legends of the Gurubashi, Volume III "The ancient Gurubashi Empire was a source of many fascinating and intriguing legends that can be, no doubt, traced to their Environs. As examinations of their belief systems Societal practices have pointed to a great reverence for their natural surroundings. The Gurubashi Empire was surrounded on three sides by sea, so it comes as little surprise that water would figure prominently as an aspect of their society. Recent discoveries during Surveys of the Troll ruins in Stranglethorn have shown reference to an object called the "Stone of the Tides". Various fragments of troll legends can be pieced together to paint a rather complete picture of the stone and its importance to the Gurubashi Empire. It appears that the Stone of the Tides allowed its bearer to control water in its many forms." In Troll legends, it is said that the Stone first made its appearance on the coast of Stranglethorn. It was found and picked up by a Troll warrior that was wandering in the area. Intrigued by the blue stone he found, he took it with him on his journey. As time passed, the troll had discovered that the stone had given him control over water. He could summon water elementals, manipulate the tides, and accomplish feats that only the powerful mages of Kirin Tor were able to manifest. The warrior traveled back to Zul'Gurub to show his newfound abilities to the Emperor. He gained the courts audience easily with his powers and gained the title "Tidebearer", leaving his old name behind. The troll also had gotten his place of honor in the Court of Gurubashi. Tidebearer had served the Gurubashi Empire for years, but as the years went on, he became more reclusive. The Stone of Tides carried a curse as well. The Bearer of the stone would start to fade over time until he would disappear from the physical world forever. Keeping this secret from the Empire, the Tidebearer went to the beach where he found the stone and walked into the water, where he disappeared. Many generations later, the stone would wash upon the Vale once more and be picked up by a new Tidebearer. This process would continue, and Tidebearers would come and go just as the last before them.

People and culture:


Geography:
Stranglethorn Vale is 3,520 yards long. This is exactly two miles.
 
Badlands: History: People and culture: Geography:
 
Population 2,000
Races Drysnout gnolls (800)
Dark Iron Dwarf (400)
Stonevault Trogg (400)
Ogre, Duskbelcher (200)
Orc (100)
Ironforge prospectors (100)
Black Dragonflight
Government Tribal Rule
Major Settlements Kargath (100)
The Badlands is a region in Khaz Modan. The region is accessed via the Searing Gorge to the west and Loch Modan to the north. The Badlands are a cracked desert of dry earth, scattered boulders, and winding canyons. Dark Iron dwarves clash with ogres and drakes, while Horde orcs man a fortress to keep a watch on their renegade brethren in the eastern lands. Ironforge prospectors search this desolate land for Titan artifacts, inspired by the recently unearthed Uldaman — an immense ruin that held the first clues to the dwarves’ lofty origins. Stonevault troggs, released after millennia of slumber, slaughtered the explorers and viciously defend their stolen city. Only the hardiest of creatures can survive in the arid wastes, such as feral coyotes, cougars and buzzards. In the far east is a region inhabited by black dragon spawn. Scattered across the Badlands are the camps of the ogres of the Dustbelcher tribe. In the northwest is a tiny Horde outpost. The northern reaches of this rugged land are home to ancient ruins that were found to be the workings of the ancient race, the earthen. These ruins are known as Uldaman. Dark Iron dwarves also have a large fortress just south of Uldaman.

History:
After the fall of the orcish Horde after the Second War left its remnants scattered and down trodden. The Orcs who once controlled Khaz Modan were nearly annihilated in the massive push from the humans from Lordaeron. The ogres and Horde settlement in this region are the remains of the early Horde forces who were once stationed there. Recently, aid and reinforcements have arrived from the current Horde, much to the relief of the Orcs there. In tactical interests, they have dug a path through the mountains to reach the Searing Gorge, unwittingly releasing the Dark Iron Dwarves from their "prison". There also seems to be an unexcavated troll temple to the northwest of the dustbowls middle part. The "troll temple" has two snake head statues that are similar to snake head statues found in the Hinterlands.

People and culture:


Geography:
This desolate wasteland is cracked and dry, consisting mostly of flat stretches of land enclosed by the surrounding mountains. A few hills dot the landscape, and the eastern part of the zone is a large canyon full of black dragons. The instanced dungeon Uldaman can be found in this area. In addition, there are a few micro dungeons in the Badlands. There are no battlegrounds in this zone.
 
Swamp of Sorrows: History: People and culture: Geography:
 
Capital Stonard (2,000)
Races Orc (2,750)
Green Dragonflight (1,500)
Draenei (750)
Government Participatory democracy
Major Settlements Temple of Atal'Hakkar (1,500)
Fallow Sanctuary (750)
The Swamp of Sorrows (also once known as the Swamps of Sorrow) is a contested territory in the southern part of the Eastern Kingdoms. Among its murk-ridden marshes the Green Dragonspawn patrol at the behest of their dreaming mistress, Ysera. The great Dragon Aspect has warned of a lurking terror within the Temple of Atal'Hakkar, and her loyal servants are determined to protect the land from the emerging doom. Far distant from civilization, the Swamp of Sorrows is a stagnant marshland of sucking bogs and weeping trees. The ocean seeps into the fen, making the water brackish and ideal for alligators and crocolisks. Salt deposits encrust fallen logs and protruding rocks. Bog beasts slog through the interior. Despite these dangers, the Horde has taken advantage of the region’s distance from Stormwind to establish a colony on the continent. A group of draenei, displaced from their homeworld, also has a settlement here and routinely sends assassins and saboteurs against the orcs. A flight of green dragons guards a ruin called the Lost Temple, an ancient troll edifice that channels demonic energy and drives living creatures to madness and violence.WoWRPG 16 Some draenei were led through the Dark Portal by a few unknown leaders with the hopes of finding a new life, and have settled in the Swamp Of Sorrows. Unfortunately, most of them were driven mad due to homesickness, and attack all on sight. The orc outpost of Stonard, built during the First War and rebuilt under Thrall's rule, is the only civilized town in the swamp. It serves as a base for the Horde. While being rather isolated from other Horde settlements, it has gained new interest with the re-opening of the Dark Portal. Yet most of the swamp is dominated by nature. Wild beasts like crocolisks and jaguars hunt for prey, and ancient Bog Beasts wander through the land. Aggressive Murloc tribes populate the coast and nearby caves. The Swamp of Sorrows stands on the eastern side of Azeroth, east of the Deadwind Pass, north of the Blasted Lands and south of the Badlands. However, the only foot route to it is through Duskwood, then Deadwind Pass, although it can be noted you can get there from Redridge Mountains if you climb through the peaks south of Render's Valley.

History:
Originally, the Swamp of Sorrows was the northern part of an enormous swampland called the Black Morass. After the fall of the Gurubashi Empire, a renegade faction of trolls, the Atal'ai, fled into the swamp and built a large temple, the Temple of Atal'Hakkar. Ysera of the green dragonflight learned of their evil plans, drowned the temple into the largest bog, and sent several members of her flight to guard the ruins. Then in the southern part the Dark Portal was opened, and the Horde invaded the Morass. The orcs built two settlements in the Swamp of Sorrows, Rockard and Stonard. These towns, and later Blackrock Spire farther north, were the Horde's main bases during the First War against the humans. During the war, Rockard was destroyed and Stonard severely damaged. With the implosion of the Dark Portal during the Second war, the southern part of the morass was separated and transformed into the barren Blasted Lands. The implosion left some groups of draenei on Azeroth, forever changed by the disaster. Most of them went mad from homesickness and the separation from their land, forming the hostile Lost Ones. A small group, calling themselves Broken Exiles, managed to escape that fate and struggle along. The northern part of the Black Morass is now called the Swamp of Sorrows and the southern part is the Blasted Lands. After the Warchief, Thrall, assumed command of the Horde, the old outpost of Stonard was rebuilt by the orcs to its former glory. Researchers have come to study and exploit ancient magical artifacts, as well as the abundant flora and fauna of the swamp. Recently, after the crash of the Exodar, some draenei have come to help their broken cousins, but they decided to stay neutral towards the Horde and the Alliance. Once a tribe of furbolgs stubbornly held its own against foul creatures invading the swamp. Unfortunately they weren't able to hold out long.


People and culture:

Geography:
The swamp is aptly named, as the water from the ocean estuary encrusts fallen logs and rocks with salt deposits. The road rises mere inches from the water, painstakingly built to allow travel through this wretched area. This stagnant land is made worse by the jaguars, the hulking bog beasts and the crocolisks, manytoothed beasts that lurk at the water’s edge waiting for travelers. The Swamp of Sorrows contains no raid dungeons or battlegrounds. The Temple of Atal'Hakkar (aka the Sunken Temple), an instanced dungeon for adventurers levels 50-56, can be found in the eastern part of the zone. Sorrowmurk, east of the Sunken Temple, is a micro-dungeon full of elite dragonspawn. The orc outpost, Stonard, can also be found in this zone, and is a Horde travel hub (their nearest one to the Dark Portal), and the location of the master alchemist trainer. Harborage is a small village of draenei broken, who deal with both the Horde and the Alliance. Although Alliance has no travel hub in this zone, both Darkshire and Nethergarde Keep are valuable alternatives as their locations lets one run to the Swamp without encountering any enemies on the way.
 
The Hinterlands: History: People and culture: Geography:
 
Capital Aerie Peak (8,000)
Population 13,000)
Races Wildhammer Dwarf (8,450)
Forest Troll (3,900)
High Elf (650)
Green Dragonflight
Wildkin
Government Hereditary monarchy
Ruler Falstad Wildhammer
The Hinterlands are probably most notable for the Wildhammer dwarves who make their residence at Aerie Peak in the west. The Wildhammers have always been staunch allies of the Alliance. It is from the Hinterlands that these dwarves find and tame their world-renowned gryphons. The Razorbeak gryphons roam wild in this region. Also in the Hinterlands is one of the last remaining settlements of the high elves in Lordaeron at the Quel'Danil Lodge. The Hinterlands are also home to a large population of forest trolls, which are divided into three separate tribes. The Revantusk tribe is the only one of the three that has declared sides in the Horde/Alliance conflict, and support the warchief Thrall of the Horde. The Vilebranch tribe holds residence in the massive troll city of Jintha'Alor as well as the Altar of Zul while the Witherbark tribe holds the smallest influence, hailing from the temples of Shadra'Alor. In the northern part of the region is the ancient, massive tree, Seradane where the agents of the green dragonflight have been corrupted. A massive portal on the side of the tree connects the servants of the Aspect Ysera to her own realm, the Emerald Dream. The Hinterlands were known as Northeron before and during the Second War, but were later renamed.

History:
The earliest inhabitants of the Hinterlands were the forest trolls of the Amani Empire. This ancient empire stretched across much of eastern Lordaeron with the Hinterlands at its heart. Many great troll cities were built in this region, and their colossal ruins still testify to the once-great empire. The great empire felt the beginnings of its doom when the exiled high elves arrived in Lordaeron. The trolls, though cunning and great in number were no match for the arcane fires of the elven mages. The elven armies pushed the trolls out of the northern reaches of their empire and built their own cities in their newly acquired country: Quel'Thalas. The trolls were forced to retreat to their bastions in the Hinterlands to the south, where they would remain, wary of the elves and their magic, for several generations. When the humans of Arathor began organizing themselves into a true political entity, the trolls decided to prevent them from gaining a foothold in the political geography of the region. The Amani trolls massed their power in one last bid against their adversaries, but it was for nought. The high elves, seeing a way to be rid of the troll menace once and for all, taught the humans in the secrets of the arcane arts. The trolls were no match for the combined armies and mages of the humans and high elves, and they were utterly defeated. This defeat marked the last time the Amani forest trolls would join together as a single nation. Scattered and defeated, the remnants of the Amani returned to their homes in the Hinterlands. Because of their terrible loss, their well-established civilization was virtually gone, and their great monuments and temples began to crumble with no one to keep them up. The next time the Hinterlands would play a significant role in history was the coming of the Wildhammer clan of dwarves. After the War of the Three Hammers, the Wildhammer dwarves forsook their subterranean homes and traveled north to the Hinterlands where they built dwellings above the ground at the city of Aerie Peak. They adopted a society that focused less on metalworking and mining and more on a closeness with nature. They were and remain unique among dwarves (and indeed, all races traditionally of the Alliance) in their cultivation of shamanistic practices. The dwarves also soon realized they had a strong affinity for the wild gryphons of the Hinterlands. Soon they trained gryphon riders who would fly into battle wielding the powers of the storm. So strong was the bond between the dwarves and the gryphons that the dwarves constructed a enormous monument in the likeness of a gryphon at Aerie Peak. Eventually, these gryphon riders would become perhaps their most valuable gift to the Alliance. Upon their arrival, the dwarves found themselves immediately at odds with the trolls of the Hinterlands. Though there are no accounts of open hostility between the two, a lasting mutual disdain settled upon the two factions. By the time of the Wildhammer clan's arrival in the Hinterlands, the trolls had recovered some of their numbers after the devastating war. These remnants split themselves into three separate tribes. The Vilebranch tribe was the strongest and held the ancient Amani bastions of Jintha'Alor and the Altar of Zul. The Witherbark tribe was weaker than the Vilebranch, residing amongst the old temples of Shadra'Alor and the ruins of Hiri'Watha. The weakest of the three tribes was the Revantusk tribe. The Revantusk trolls were nomadic and called no place their home. For many hundreds of years, this was the state of affairs for the trolls. When the ravenous Horde crashed through the Dark Portal and sacked Stormwind, the omens of hope began to glimmer for the trolls. When the orcs invaded a second time, they plowed through Khaz Modan and into Lordaeron. The three tribes saw the Horde as the means to their redemption. The forest troll tribes joined the Horde seeking to destroy their old enemies, the elves and the humans. They even managed to invade Quel'Thalas, but the Horde was ultimately defeated. Seeking to avoid the orcs' fate of imprisonment and slavery, the trolls abandoned their allies and returned to the Hinterlands, their dreams of former glory shattered. Even though the trolls were defeated in the war, their role in the greater scheme of things was not quite spent. During the same war, the Wildhammer dwarves sided with the Alliance, horrified at the defeat of their ancestral homeland of Khaz Modan. They sent their powerful gryphon riders into battle against the Horde. Perhaps without them, the Alliance would not have won. In the events that transpired in Lordaeron during the years to come, the Hinterlands were little affected. The Wildhammer dwarves took in some refugees fleeing the destruction wrought by the Scourge, and many forest trolls moved south as well. It was only after the defeat of the Burning Legion in Kalimdor that the Hinterlands began to grow in importance once again. After the Horde had established itself a new homeland in Kalimdor, emissaries were sent to the Eastern Kingdoms seeking allies. Some of these emissaries came to the trolls of the Hinterlands seeking to renew the friendships of old. The Vilebranch and the Witherbark refused outright, but the Revantusk trolls, seeking to raise their position, reluctantly agreed. Thereafter, the Horde aided the Revantusk in building their first settlement after centuries of wandering, Revantusk Village. Because of the aid they received, the Revantusk trolls are now staunch allies of the Horde. The Wildhammer dwarves at Aerie peak stood witness to the destruction around them. They watched helplessly as the humans and elves were destroyed by the Scourge. Though the Scourge has not yet reached the Hinterlands, the dwarves remain on the edge of this frontier. Although leaning towards its new form, the Wildhammers left the Alliance and have not returned. It is possible that The Wildhammers rejoined the Alliance due to their stronghold in Shadowmoon Valley being an Alliance place.


People and culture:

Geography:
While there are no instanced dungeons in the Hinterlands, the zone is notable for its huge outdoor micro dungeon, Jintha'Alor. The Hinterlands are the location of Seradane, one of the four Great Trees leading to the Emerald Dream and guarded by the four Emerald Dragons. The three others are in Ashenvale, Duskwood, and Feralas.
 
Searing Gorge: History: People and culture: Geography:
 
Population Unknown
Races Dark Iron Dwarf
Searing Gorge is a buffer contested zone in the Eastern Kingdoms for players in the range of level 43-52. The Searing Gorge is home to a group of exceptionally stout dwarves called the Thorium Brotherhood, who have split from the Dark Iron Clan. For the Alliance, the entrance to Searing Gorge in Loch Modan is locked until the character obtains the Key to Searing Gorge from a series of quests that culminate in the level 48 quest At Last!. An alternate path can be found in the Badlands just south of Kargath. This is the entrance Horde players mainly use, as they have no way of obtaining the key.

History:
Just like Blackrock orcs and their allies dominate Burning Steppes, so do Dark Iron dwarves dominate Searing Gorge. A large population of Dark Iron dwarves, War Golems and Elementals resides in this dark mountainous area. The climate is very similar to the one of Burning Steppes, due the fact that it was the same catastrophe that blackened both: the summoning of Ragnaros. Searing Gorge is a part of Khaz Modan, and was a mountains region, part of the Redridge Mountains, but was shattered by the summoning of Ragnaros. Large mining operations are undergone in an underground area called The Cauldron, a giant excavation site forming a huge rift in the middle of Searing Gorge. The Slag Pit lies within The Cauldron and is an underground mining site rich with multiple types of ore. The mining work is mainly done by slave labour, which consists for the most part of captured enemies. Ever since the Dark Iron dwarves had their capital, Thaurissan, destroyed by the summoning of Ragnaros, they have searched for a landmass to control for their filthy industrious works. Searing Gorge was the obvious choice, due to low military presence, scarce population, and few settlements, easily destroyable. The dwarven garrisons were soon overrun by a massive Dark Iron invasion,which forced them to retreat to Loch Modan, and seal the passage. This area is normally sealed and players can only enter it by traversing through Blackrock Mountain or by obtaining the Key to Searing Gorge, which follows a series of quests. Recently, however, the Horde garrisons stationed near Kargath, in the Badlands, have grown curious about the use of the area for tactical purposes, and have cut a narrow pass, though the mountains, south of their encampments. Recently, the Thorium Brotherhood built a settlement in this area called Thorium Point.

People and culture:


Geography:
 
Blasted Lands: History: People and culture: Geography:
 
Population 2,000
Races Ogre, Dreadmaul (1,100)
Demon (300)
Dreanei (300)
Human (200)
High Elf (100)
Blood Elf
Government Primarily tyrannical
law within tribes.
Ruler Archmage Thas'ranan,
Razelikh the Defiler
Major Settlements Nethergarde Keep (300)
The Taineted Scar (300)
The Blasted Lands bear that name for a reason: they were twisted by the magic that brought the Dark Portal into being, spewing the rampaging Horde into Azeroth. This wasted desert of red clay is home to the original Dark Portal. The portal still stands, and leads to Outland — the remains of the orcs’ sundered homeworld, Draenor. Nethergarde Keep, a Stormwind fortress of dour mages and paladins, keeps watch over the portal and the demons and ogres that would abuse its power. Now, the wretched land hosts few inhabitants and no significant settlements. Magic that leaked through the Dark Portal warped the Blasted Lands, leaving an infertile desert landscape. This region does not welcome life of any form. The red rocks of the region do not come by their color naturally. The original tan color was transmuted into the unearthly crimson by searing heat and chaotic energies when the Dark Portal was destroyed. There is but one usable road in the Blasted Lands, guarded at the north by Nethergarde Keep’s grim mages. They have the unenviable task of watching the Dark Portal, guarding the rest of the continent from the demons in the south and protecting themselves from the ogre tribes that roam the desert. The weather here is dry and hot during the day and bitterly cold at night. Mountains block any moisture that may come from the Swamp of Sorrows to the north, and no rivers grace this land. The eastern coast will occasionally get storms from the sea, but these downpours come so quickly the water merely runs off the packed earth and back into the sea. Though the keepers of Nethergarde may seem at first uptight and uncheerful, this disposition seems appropriate in light of the danger they face daily. The warriors and mages fight daily with the ogre magi and demons that threaten either to destroy the keep or take over the Dark Portal. This tightly knit community experiences little crime; however, those found breaking the agreements they take on when accepting a post at the Keep are sent for a time to the Stockade in Stormwind. These mages cannot afford any dissension in the ranks. If you must visit the Blasted Lands, remember that the Nethergarde mages are the only hospitable people in the entire region. And they’re not even that hospitable.

History:
This foul desert was once a dark fen of marshlands called the Black Morass; a sort of sub-region of the Swamp of Sorrows. This is the area that the orcish Horde first entered Azeroth through the Dark Portal, followed soon by their attack on the human lands to the northwest. The lands around the former Dark Portal are burnt and dead, forever warped by the powers that followed its destruction. Lightning strikes are constant, and the inhospitable land is home to groups of especially vicious and powerful creatures, including a sizable remnant of the Burning Legion, which has taken refuge within the Tainted Scar. It is still watched over by the wizards of Dalaran within the Fortress of Nethergarde, established by the Archmage Khadgar after the second war. The unique and dangerous opportunities presented in such a harsh landscape has also attracted the notice of the Blood Elves and the Horde. As if the Horde weren’t enough, Dreadmaul ogres also came through the Dark Portal. Unlike the orcs, they remained in the Blasted Lands. Nethergarde’s mages tell that the ogres serve Lord Kazzak. Whoever their master is, he orders them to attack the Alliance’s keep on an uncomfortably regular basis. The Blasted Lands were once littered with gold mines, and heavily populated with centaur.

People and culture:


Geography:
This desolate and barren land has very little in the way of flora and fauna, barring the demons which now wander the plains. The region is particularly notable because the dark portal leading into Outland can be found here. There are no instanced dungeons or battlegrounds in this zone, though several micro dungeons can be found here.
 
Burning Steppes: History: People and culture: Geography:
 
Capital Blackrock Spire (1,500)
Population 3,000
Races Orc, Blackrock (1,500)
Ogre, Fire-Gut (900)
Black Dragonflight (450)
Dark Iron Dwarf (150)
Government Tyrannical Dictatorships
Ruler Rend Blackhand
Major Settlements Blackrock Spire
Foothills (1,500)
Minor Settlements Fire-Gut Rock (900)
Blackrock Spire (450)
Blakcrock Depths (150-300)
The Burning Steppes hold the only accessible land passage from the Kingdom of Stormwind to Khaz Modan and Lordaeron. The highway is thus well traveled, but still very dangerous. Now virtually abandoned by the Kingdom of Stormwind, the Burning Steppes is controlled by minions of the Black Dragonflight and agents of the firelord Ragnaros. This rugged region is full of craggy foothills, scattered boulders and warring factions. Rivers of lava dot the landscape, as well as charred earth and burning ruins. The sky is a red hue here, due to sporadic eruptions from Blackrock Mountain. Blackrock Spire, an orc stronghold in the Second War, stands proud and defiant among the mountains. Dark Iron dwarves control the fortress’ deeps, though rumor has it that Ragnaros the Fire Lord still broods in the shadows. Black dragons under Nefarion hold the spire’s upper levels, and the two groups battle constantly for supremacy. The surrounding countryside is home to Blackrock orcs and Fire-Gut ogres, all brutal castoffs from the Second War. The Molten Span, a massive stone edifice in the north, bridges a river of fire and leads to Khaz Modan. While many use the Burning Steppes as a thoroughfare, it is populated by one of the few successful orc settlements in Azeroth. These orcs do not honor Thrall’s truce with the Alliance, instead following the barbaric practices the orcs used from before the Third War. Deeper into the region, ogres, dragons, and the Dark Iron clan of dwarves can be found. With the volcanic activity and lava flow, the weather is perpetually hot and dry. The Burning Steppes are located north of the Redridge Mountains and south of the Searing Gorge. It is dominated by Blackrock Mountain in the northwestern area. It is a central location housing the black dragonflight and various creatures. It also has quite a few high end instances. It is recommended that characters be at least level 55, as the creatures are some of the most powerful in the game. The Blackrock orcs maintain a lasting settlement around the volcano known as Blackrock Stronghold, staying hidden from the road but always keeping watch for Alliance attacks. These orcs are more typical of the type of the First and Second wars rather than the current Horde in Kalimdor. Bloodthirsty and savage, they mine the mountains around Blackrock Spire for metals with which to make weapons and armor. The Firegut ogres from the south study arcane magic, but their massive bodies still allow them to excel in combat. Give an ogre sorcerer a club and she’s still likely to bash out the brains of the strongest dwarven fighter. This violent race is dedicated solely to claiming the Burning Steppes as ogre territory. The Alliance — not to mention the orcs, the Dark Iron dwarves and the dragon folk — will not let this happen, as they refuse to lose control of the only passage to the north. The black dragons are elusive, and one who wishes to avoid getting torn apart doesn’t approach without considerable firepower. They will attack solitary travelers for the sport of it and consider anyone approaching their usurped fortress free game.

History:
These steppes were formerly part of the Redridge Mountains before the Dark Irons came here after their exile. They established a colony called Thaurissan, but their sorcery turned out to be their undoing. Their thane, a mad sorcerer named Thaurissan, summoned the fire elemental king Ragnaros to aid them in the war against the Ironforge dwarves. Ragnaros’ arrival melted several mountains in this range and forged a great volcano in the blast’s epicenter. Now, the remaining Dark Irons live as puppets to Ragnaros and his fire elementals, who dwells under Blackrock Spire. Orcs also came here after the Second War and maintain settlements around and within the volcano, the climate being to their liking. The Horde conquered Blackrock Spire and used it as a base of operations during the campaign against Lordaeron in the Second War. Warchief Orgrim Doomhammer slew the human hero Anduin Lothar by the foot of the volcano at the war’s end, though Lothar’s death turned the tide and spurred the Alliance on to crush the failing Horde.

People and culture:


Geography:
Lacking the grace and beauty of Khaz Modan’s peaks, the Burning Steppes’ mountains show the force of the energy that twisted them. The very rock melted when the volcano was formed, and lava changed the surrounding areas forever. The Blackrock Spire is awe-inspiring in its sheer mass and obvious devastation, while the rest of the land visibly attempts to recover from the damage done by the summoning of the Firelord, Ragnaros. In the northwest of the Burning Steppes sits the impossibly high Blackrock Mountain. It is a volcano that is still active over 500 years after its birth at the summoning of Ragnaros. The Burning Steppes are mostly under the control of the Black Dragons and their Blackrock Orc allies. In the midst of the barren Steppes are the Ruins of Thaurissan, the ancient Dark Iron capital that was destroyed in the summoning of Ragnaros. In the southeast, the Alliance has developed the outpost known as Morgan's Vigil. There are no instanced dungeons in the Burning Steppes themselves; however, Blackrock Mountain to the north houses quite a few high level dungeons. There are no PvP battlegrounds in this zone. Several micro dungeons can be found here.
 
Western Plaguelands: History: People and culture: Geography:
 
Capital Andorhal (8,000)
Population 40,000
Races Undead (36,800)
Human (3,200)
Government Dictatorship
Ruler Kel'Thuzad,
Lich Lord of the Plaguelands
Major Settlements Hearthglen (3,000)
Caer Darrow (875)
The Western Plaguelands are located in northern Lordaeron, wedged between Tirisfal Glades to the west, the Eastern Plaguelands to the east, and the Alterac Mountains to the south. It is filled with a smoky gray mist and the creatures here are blighted and sick, angrily attacking anyone who wanders too close with surprising ferocity. The land is also home to countless undead who infest the ruins of Andorhal, the four cauldron fields, and Sorrow Hill. The Scarlet Crusade has a significant holding in and around Hearthglen to the north, and the Alliance has settled in the small Chillwind Camp to the south. Like their eastern counterparts, the Western Plaguelands were once fertile and beautiful but are now gray, blighted and noxious. Undead wander the land and haunt the abandoned towns and farmsteads. The largest Scourge city here is Andorhal, beneath which is an underground complex housing the undead’s School of Necromancy. The Scarlet Crusade strikes against the Scourge from Hearthglen. The only place of any sanity in the Western Plaguelands is Uther’s Tomb, a consecrated monument to the fallen hero Uther Lightbringer.

History:
The area now called the Western Plaguelands was a beautiful forested farmland to the east of the Capital City of Lordaeron. It was the lush eastern belt of the Tirisfal Glades stretching from Lordaeron in the west to the Darrowmere Forest to the east. The town of Hearthglen was the seat of the regional administration, while the town of Andorhal was the center of grain distribution in the Kingdom of Lordaeron's northern provinces. Knowing that the quickest way to spread the Plague of Undeath would be via the grain exported from Andorhal, the necromancer Kel'Thuzad and his Cult of the Damned infected the grain with the Plague, and set up four massive plague cauldrons in the fields of the area's four largest farmsteads. As Lordaeron collapsed, the farmlands and the forests began to die. The trees in the Plaguelands pulsate with tumor-like growths, and the needles of the pines are a sickly brown. With the Kingdom collapsed, the Scarlet Crusade attempted to salvage what little of their lands remained, taking possession of Mardenholde Keep in Hearthglen as a regional headquarters. The Argent Dawn also has a presence here, setting up a camp near the overcrowded cemetery at Sorrow Hill for the Alliance, and aiding the Forsaken in reinforcing their bulwark on the eastern border of Tirisfal, and sending soldiers of the Horde into battle against the Scourge. Despite being where the Plague took hold in Lordaeron, the Western Plaguelands are in surprisingly better condition (though still quite dead) than the Eastern Plaguelands. It is clear that the land is trying to resist the Plague with what little it has left.

People and culture:


Geography:
The Western Plaguelands contain the instanced dungeon Scholomance and the micro dungeon Hearthglen. There are no other dungeons or battlegrounds in this area.
 
Eastern Plaguelands: History: People and culture: Geography:
 
Capital Strathome (25,000)
Population 45,000
Races Scourge (32,850)
Human (9,000)
Forest Troll (3,150)
High elf
Government Dictatorship
Ruler Kel'Thuzad,
Lich Lord of the Plaguelands
Major Settlements Tyr's Hand (9,000)
Plaguewood (1,000)
Minor Settlements Terrordale (800)
Scarlet Enclave (600)
Northdale (450)
Light's Hope Chapel (100)
Darrowshire (50)
The Eastern Plaguelands are the most heavily devastated half of the Plaguelands, the remnants of the Kingdom of Lordaeron. They are located east of Western Plaguelands, north of the Hinterlands, and south of Ghostlands. The Scourge’s rule here is supreme. Their southern capital, Stratholme, is here, under the command of the lich Kel’Thuzad. The ground is gray and sick, the trees corrupted into giant mushrooms and the air polluted with orange mist. Undead, necromancers and Damned cultists prowl the land. The Scarlet Crusade has set up a large army, and battles fervently and vainly against the Scourge, and any outsiders that come in contact with these soldiers. Zul’Aman forest trolls strike from the north, attempting to reclaim their ancestral empire.WoWRPG 20 The area is roamed only by mutant creatures, the soldiers of the Scourge and members of the Scarlet Crusade, who fight a constant battle to drive the Scourge out of Stratholme from their Chapel and key base at Tyr's Hand. Only a small camp maintained by the Argent Dawn remains. Located at Light's Hope Chapel, this staging area serves as a last bastion of Light in a land blanketed in darkness. With Patch 1.12, Eastern Plaguelands has had objective based world PvP added. Members of the Horde and the Alliance battle for 4 strategic ruined outposts spread throughout the land. Controlling these towers gives area wide benefits to all members of the faction, and certain towers provide other, unique advantages. Details are here.

History:
Like the Western Plaguelands, the Eastern Plaguelands were once beautiful and brimming with farms and small villages. The regional government was centered around the city of Stratholme, the largest city in Lordaeron. Also nearby were the towns of Darrowshire, Corin's Crossing, and Tyr's Hand, and to the east of Stratholme was the pass leading into the southern boundaries of Quel'Thalas. At this time, it was known as the Darrowmere Forest after the lake with the same name to the south. In the opening hours of the Third War, the investigations into the origins of the Scourge led Prince Arthas and Jaina Proudmoore through the Tirisfal Glades and what is now the Western Plaguelands (more specifically, the towns of Andorhal and Hearthglen), where they confronted the necromancer Kel'Thuzad and his Cult of the Damned. Kel'Thuzad told Arthas to seek out the leader of the Scourge in Lordaeron, the Dreadlord Mal'ganis, at Stratholme. While en route via Hearthglen, Arthas and Jaina were joined by Lord Uther, master of the Silver Hand. When they arrived at Stratholme, Arthas realized that the villagers had been infected with the Plague of Undeath. When Uther refused to obey Arthas' command to purge the city, Arthas relieved Uther of command and disbanded the Silver Hand, then slaughtered the townsfolk himself. After hunting down Mal'ganis in Northrend, Arthas returned as one of the Lich King's death knights and toppled the Kingdom of Lordaeron by murdering his own father, King Terenas. After the fall of Lordaeron's capital, the plague spread throughout the northern regions of Lordaeron, turning them into the blighted lands they are today. The resistance against the Scourge was particularly bloody at Darrowshire, where the ghoul Horgus the Ravager and the death knight Marduk Blackpool (alias Marduk the Black) led an army of Scourge against the town. Only surviving paladins under Davil Crokford and the Darrowshire militia under Captain Joseph Redpath were able to stand in their way. Though they put up a valiant fight, the defenders of Darrowshire were not enough to stave off the endless legions of Scourge. Davil managed to defeat Horgus in combat, but he succumbed to the horrific wounds the ghoul had inflicted. Captain Redpath fell to Marduk's necromancy, his soul taken from his body and corrupted into the service of the Scourge, where he proceeded to turn on his fellows and tear Darrowshire apart, killing everyone who hid in their homes. After the fall of Lordaeron, the Scarlet Crusade attempted to retake the shattered Kingdom of Lordaeron from both the Scourge and the undead renegades known as the Forsaken. In the Eastern Plaguelands, they took control of both the town of Tyr's Hand and the western districts of Stratholme, where they battle the forces of Baron Rivendare to gain control of the destroyed city. In recent months, the master of the Scourge in Lordaeron made his return in the blighted lands. From his citadel of Naxxramas, floating over the Plaguewood near Stratholme, he prepares to continue the work he began in the name of his master, the Lich King. To this day, only a select few know what evil plan is forming in the mind of the lich once known as Kel'Thuzad...

People and culture:


Geography:
The Eastern Plaguelands contain a normal instanced dungeon (Stratholme), and formerly contained the raid dungeon Naxxramas. The micro dungeon Tyr's Hand can also be found here. Light's Hope Chapel serves as a travel hub for both the Horde and the Alliance. There are no battlegrounds in this zone, though it is a world PvP area.
 
Scarlet Enclave: History: People and culture: Geography:
 
Capital Tyr's Hand (9,000)
Population Unknown
Races Human
Scourge
Government Stratocracy
Ruler High General Abbendis
Major Settlements New Avalon
Acherus: The Ebon Hold
Minor Settlements Havenshire
Light's Hope Chapel
The Scarlet Enclave (also called the Scarlet Lands) is the name of the starting area for all death knight players in World of Warcraft: Wrath of the Lich King. The Enclave is an instanced area set in the southeastern corner of the Eastern Plaguelands and encompasses the city of Tyr's Hand, the villages of New Avalon and Havenshire, and a small region around Light's Hope Chapel. The death knights start at a necropolis called Acherus: The Ebon Hold. The towns, New Avalon and Havenshire, are pristine and untouched by death, and it is the duty of the death knight - who at first starts in the service of the Lich King - to lay waste to both towns and participate in a final battle for Light's Hope Chapel before they can join the "main world". The Scarlet Enclave is separated based on faction: Alliance players will not see Horde ones while inside the instanced area, and vice versa. However, once the death knight leaves the instanced area and returns to the "main world", both sides will be able to see one another normally. The entire region (with the exception of Acherus, Death's Breach, Tyr's Hand and everything on the western side of the mountains beneath Acherus) is marked as Ruins of the Scarlet Enclave in the main Eastern Plaguelands, and is accessible from Tyr's Hand or the cave in the Noxious Glade (which was used to reach the main battlefield for [55] The Light of Dawn).

History:


People and culture:


Geography:
 
Blackrock Mountain: History: People and culture: Geography:
 
Population Unknown
Races Black Dragonflight
Orc
Forest Troll
Ogre
Dark Iron Dwarf
Fire Elemental
Rulers Nefarian, Lord of Blackrock
Ragnaros the Firelord
Blackrock Mountain is a zone between the Burning Steppes and the Searing Gorge, linking the two regions. This zone is deceptively small, and appears empty when first entered — however, it was at one point, without doubt, among the most dangerous places in Azeroth. It is hotly contested between the forces of Ragnaros and his Dark Iron servants on one side and the black dragon Nefarian and his orc minions on the other. This is one of the most important areas in the World of Warcraft lore. It contains four high-level instances: * Blackrock Depths - a 5-man instance, aimed for levels 50-60. A prelude to Molten Core. Necessary for attunement with Molten Core. * Molten Core - the seat of Ragnaros, the first 40-man instance in the game. * Blackrock Spire - a 10-man instance divided into two areas commonly referred to as "Lower Blackrock Spire" and "Upper Blackrock Spire." However, the portion of the instance designated as Lower Blackrock Spire must be completed as a 5-man party to receive credit for the quests. A quest chain starting in Lower Blackrock Spire will grant players access to the upper section of the Spire. A prelude to Blackwing Lair. Necessary for attunement into Blackwing Lair. * Blackwing Lair - a 40-man instance, next in line after Molten Core in difficulty. From the throne of Blackwing Lair, Nefarian oversees the machinations of the Blackrock orcs and the black dragonflight.

History:
The mountain is actually a volcano that was created at the end of the War of the Three Hammers when the Dark Iron dwarf Lord, Thaurissan, accidentally summoned Ragnaros the Firelord from his prison beneath the earth. The power unleashed by his "rebirth" was so massive it shattered a large section of the Redridge Mountains creating the areas now known as the Searing Gorge and Burning Steppes. Ragnaros enslaved the Dark Iron dwarf clan, and they have dug many tunnels and created a huge underground city in the depths of the mountain. Dwarves would later name this mountain Blackrock Spire. The name Blackrock Mountain and Blackrock Spire predates the coming of the orcs. During the events of the First War, the Blackrock clan of orcs had taken over the upper reaches of the mountain. Led by chieftain Rend Blackhand, they had eventually struck a deal with the current head of the black dragonflight, Nefarian. Both Ragnaros and Nefarian now wage a brutal war for supremacy and control of the mountain. Ragnaros controls his Dark Iron dwarves and their various machines and golems, as well as an army of elementals, beasts, and powerful lieutenants such as Baron Geddon, Garr, and Sulfuron. Nefarian controls the Blackrock tribe of orcs, a small army of trolls and ogres, as well as his dragon lieutenants and his latest invention, the chromatic dragonflight. The two rivals both hope to raise a powerful army that can take over Azeroth. We are fortunate that they spend most of their efforts fighting each other and not the mortal races, but then we will surely be doomed...

People and culture:
Before the Burning Crusade expansion was released, Blackrock Mountain was a PvP hotspot (even more intense before Ahn'Qiraj) due to the fact that Upper Blackrock Spire, Lower Blackrock Spire, Blackrock Depths, Molten Core and Blackwing Lair were ALL in Blackrock Mountain. Since these were the most popular instances, many players of both factions would clash here on their route to their instance. Many PvP videos feature extended segments of Blackrock Mountain PvP, or what was known as BRM PvP. If one was going to Blackrock Mountain, one could expect to encounter resistance on the way there. However, with the release of the expansion, BRM PvP has "died" to say the least. A more complete explanation of Blackrock Mountain (from Paxton's "The Death of PvP"): "Some called this the gauntlet... everyone from 50-somethings to the fully geared raider frequented this warzone cleverly disguised as a mountain. Some in hopes of acquiring powerful epic item, others to ensure that didn't happen. There were more dangers lurking around every corner in this mountain than to possibly list. Even the most experienced raider couldn't anticipate rogues hidden in these corridors, or the priest hiding in the shadows helplessly tossing mind-controlled opponents into the fiery lava pits below. As with most Pre-TBC content, the objectives and rewards found in this mountain have been trivialized to the extent that there is no motivation for players to come here. Blackrock Mountain may only be remembered for what it was, the destination for end game PvE and high-stakes PvP."

Geography:
There are four dungeons in Blackrock Mountain, suitable for players starting level 50 and increasing in difficulty. Blackrock Depths is a 5-man instance recommended for players level 48-60. Blackrock Spire is usually divided into two parts: Lower Blackrock Spire which is a 5-man instance recommended for players level 52-60; Upper Blackrock Spire is a 10-man raid instance recommended for players level 52-60. Molten Core is the first 40-man raid instance recommended for players level 60+. Blackwing Lair is a 40-man raid instance recommended for players level 60++ (after Molten Core in difficulty). There are no flight paths or battlegrounds in this zone.
 
Deadwind Pass: History: People and culture: Geography:
 
Population 1,000
Races Ogre, Deadwind (750)
Human (150)
Undead (50)
Demon (50)
Harpy
Major Settlements Deadwind Ogre Mounds (700)
Deadwind Pass is a buffer zone located in central Azeroth, joining the southeastern reaches of the Kingdom of Stormwind (via Duskwood) by the east to the Swamp of Sorrows (and, eventually, the Dark Portal in the Blasted Lands) by the west. It was, a score ago, considered as part of the Redridge Mountains. The Ivory Tower of Karazhan, once the dark wizard Medivh’s seat of power, stands in the center of this jagged region and leaks evil magic into the land. The trees are petrified and leafless, and a terrible wind keens through the canyon. Ogres, demons, undead and a few human gypsies roam the interior. Deadwind Pass connects Duskwood and the Swamp of Sorrows, and travelers are advised to move quickly — whispers tell that a new force has claimed the Ivory Tower, and that the ogres and demons are under its sway.

History:
Deadwind Pass is another region of the continent of Azeroth dominated by evil magic. It sits in the very middle of Azeroth and connects Duskwood and the Swamp of Sorrows. The Ivory Spire of Karazhan, the seat of Medivh once upon a time, still stands here. It leaks corrupting magic, destroying the region’s flora. A foul wind constantly blows across the decimated canyon, giving it the name Deadwind. Although Deadwind does have a handful of inhabitants, few run across them. The fates of many people in Azeroth and the surrounding continents were forged here. Medivh made his home here and planned the Dark Portal's creation and opening. His evil is felt in this region more strongly than anywhere else, the land corrupted with the foul taint of his magic. Currently, the pass has little significance. People move through quickly, wishing to avoid ogres, undead and demons. It is rumored that the attacking monsters do not kill those they capture, but take them back to the tower. The tower's builders have been lost to time, but surely they were great and terrible people to have built such a foreboding and yet magnificent structure. Medivh was sought out and killed during the First War, and the tower has since been apparently abandoned, though unknown dangers yet lurk within. It is unclear who murdered all the villagers in the southern part of the chasm. It may have been Medivh, or some force he summoned. Another theory states that it was the Black Riders, who have a hunger for death and seek to obtain the dangerous Scythe of Elune for their own purposes. This area might have been Borderlands from WC1.

People and culture:


Geography:
This land is dead. The remaining trees are leafless and petrified, leeched of life by the tower's foul magic. The wind smells foul and dead, and the lightning storms are actually a bit of a concern to travelers carrying metal weapons. Undead and demons move over the land, refusing to allow it any chance of healing itself. In clear view of the road, scarecrow-like totems hang from the trees, a warning to remain on the path. The weather is in one of two states: threatening to storm or stormy. The main pass is through the middle of the region, and one must travel to the south to reach the cursed Ivory Tower of Karazhan. Few people wish to travel there, and few ever returned. The few who returned never reached the tower; attacking ogres forced them back before they came within sight of it. Besides the ogres, travelers must watch for harpies in the canyons. Although Deadwind does have a handful of inhabitants, few are likely run across them. The Deadwind ogres comprise most of the population. The Deadwind ogres are dedicated to cleansing the region of all interlopers; lead by a "master". These ogres dress in foul rags and carry crude, rough weapons. They are the biggest obvious threat to travelers and why most caravans and groups go heavily guarded. The humans of the region are travelers, carrying their homes on their backs and trying to stay one step ahead of the ogres, demons and undead that haunt them. They do not recognize the Alliance or even ask its aid. They simply move from place to place, fighting for their lives, stolidly proclaiming Deadwind Pass as their home. This region is barren and devoid of any useful resources - herbs do not grow here, and there are no precious metals to be found. The only wildlife to speak of are carrion birds. The raid dungeon Karazhan can be found in this zone. Other than that, there are no dungeons of any kind and no battlegrounds here. In addition, there are no travel hubs - players will have to rely on the nearby towns of Darkshire (Alliance) and Stonard (Horde) to access this zone. In the northern part of the region is an abandoned camp that is labeled "Ariden's Camp". Currently, there are no NPCs in World of Warcraft named "Ariden", and this name is not listed in any records of lore. When one travels roads, for a while the only other mobs a traveler might come across are vultures and wisp-like sprites, all of which are aggressive and will attack on sight. As one goes further south, though, one will come across a tribe of Deadwind Ogres living around the bend in the road leading to Karazhan. They live both along the roadside and within the nearby caves. In addition to the ogres and vultures which populate Deadwind Pass, if one makes it as far south as Karazhan one can find the remains of the abandoned town surrounding the tower populated with many undead aggressive spirits of its former residents. Their presence also extends deep underground. There are open cellar entrances in two of the ruined houses which will lead you to catacombs and caverns filled with these ghosts. Of course, there is the tower of Karazhan itself, which dominates the southern area of the pass. Karazhan is a level 70 10-man instance in World of Warcraft: The Burning Crusade. Deadwind Pass is also known to be the origin point of a mysterious regime known as the Dark Riders, who have been sighted in Duskwood when they slaughtered a family of farmers in search of the Scythe of Elune. As of the 2.0 patch the undead surrounding the tower are level 67-70. People who killed them in this area previous to the patch and still do not have the expansion should be careful not to just run in, as the ghosts have a large aggro radius and would not be likely easy to kill solo at level 60. Thankfully, they should not prove much of a threat for the level 70 adventurers who come here to brave the dangers of Karazhan. The Redridge Range stretches from the zone of the Redridge Mountains to the zone of Deadwind Pass.
 
Isle of Quel'Danas: History: People and culture: Geography:
 
Population Unknown
Races Blood Elf
Draenei
Naga
Scourge
Demon
Wretched
Murloc
Ruler Kael'thas Sunstrider
Major Settlements Dawnstar Village
Sun's Reach
Isle of Quel'Danas (also known as Sunwell Isle or simply Quel'Danas) is a zone north of the Eastern Kingdoms added in Patch 2.4, and is one of three areas that make up Quel'Thalas. It is the first outdoor zone added to the game via a patch, and includes many daily quests as well as the last raid and dungeon content released prior to World of Warcraft: Wrath of the Lich King. The Isle's highlights include the Sunwell Plateau, where Kil'jaeden is being summoned; Magisters' Terrace, final resting place of Kael'thas Sunstrider; and Sun's Reach, a town reclaimed by a combination of Aldor and Scryer forces known as the Shattered Sun Offensive.

History:
Seven thousand years ago, when Quel'Thalas was founded, the magisters of the new elven kingdom created a mystic fountain at a convergence of ley lines on this island off the northern coast of Eversong Woods, utilizing a vial of water stolen from the Well of Eternity sometime before the Sundering. As a result, the island - which became known as Quel'Danas - is also known as the Sunwell Isle. The Sunwell's power allowed the elves to build their cities and shape their land, as well as defend their city; during the Second War, the elven magisters used its power to erect a shield around Silvermoon City to hold off the Horde's invasion. Separated from the mainland by a channel of the North Sea, this island nonetheless came under attack during the Third War, when the corrupted Prince Arthas Menethil led the Scourge in its slaughtering rampage through Quel'Thalas. The Dead Scar, the path of Blight that splits Quel'Thalas in two — marking the route that Arthas' legions took to the Sunwell — abruptly ends about halfway across the island, near the entrance to the Sunwell Plateau. The Sunwell was befouled with the resurrection of Kel'Thuzad, and the island left to rot as the Scourge continued its relentless march through northern Lordaeron. After the merciless campaign of Arthas, the essence of the sunwell endured, kept hidden by those who sought to protect it. Today, nearly six years after its destruction, the Sunwell has been reactivated by the power-mad Kael'thas Sunstrider, and is being used as a mystic portal to summon his master, the eredar overlord Kil'jaeden. At the end of the Dead Scar, near the still-shattered structures at its edge, eredar warlocks and wrathguards stand vigilant, and even some remnants of the Scourge's forces remain. In response to the threat presented by Prince Kael'thas' operations on the Sunwell Isle, the Sha'tar - masters of Shattrath City - rallied the draenei priests of the Aldor and the blood elf magisters of the Scryers into a unified army, and dispatched them to Azeroth to end Kael'thas' nefarious scheme. This army, known as the Shattered Sun Offensive, has claimed the outpost of Sun's Reach and begins to retake the island from Kael'thas' legions. Quel'Danas is also the island refuge of the blood elf dragonhawks. It is home to the aeries where the dragonhawks and giant eagles originated and are bred for the elite windriders. Aquel'Luer'Thala is the blood elf in charge of the units stationed on the island.

People and culture:


Geography:
* Magisters' Terrace offers normal and heroic modes, and is the third 5-man dungeon in Azeroth with a heroic mode (and the first one outside the Caverns of Time). To unlock heroic mode, simply run the dungeon once on normal mode; no key or specific rep level is required. Kael'thas Sunstrider appears as the final boss, continuing his story line from Tempest Keep. * Sunwell Plateau is the location of the Sunwell, with Kil'jaeden himself as the final boss.
 
 
 
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