World of Warcraft : Classic world illustration - High Fantasy theme
High Fantasy

World of Warcraft : Classic

J
JohnDear

(WIP) A full 1:1 version of Azeroth: Every faction, zone, dungeon, city and POI from the 2004 classic game! Embark on an epic high-fantasy roleplaying journey set in the timeless world of World of Warcraft: Classic.


Author's Note: This solo RPG experience blends the rich lore, iconic locations, and legendary characters of Azeroth with adapted Dungeons & Dragons mechanics. Spells, classes, and monsters have been carefully selected and designed from wip homebrew Warcraft 5E (WC5E) to offer you a deep and authentic adventure. (link to the WC5E project : https://drive.google.com/drive/folders/1kVoAMR8TiO3CXFYcigFN2B6zk62xcnv9) Author's Note: Disclaimer: This is a fan-made game set in the World of Warcraft universe. It is a non-commercial, passion project created by me. This game is not affiliated with, endorsed, or sponsored by Blizzard Entertainment. All intellectual property related to the world of Azeroth, including but not limited to, settings, characters, lore, and trademarks, are the sole property of Blizzard Entertainment. No financial transactions have occurred or will occur in relation to its development. The creator of this game has not received any compensation for their work.
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Abyssal Sands

Abyssal Sands

This endless dune sea is said to be home to the sand-dwelling silithid. The creatures reportedly live in hive tunnels, just beneath the surface, waiting for the unwary traveler. The desert is a fossil archaeology dig site.

Agama'gor

Agama'gor

Agama'gor is a large Bristleback quilboar settlement located just north of the road leading west from Camp Taurajo. Tucked away in the southern reaches of the Barrens, Agama'gor is a grim and forsaken pit that bears the scars of dark rituals and violent tribal history. This desolate site, ringed by jagged stones and dead trees, was once a sacred ground to the centaur. Now, it lies corrupted, swarming with hostile creatures and echoes of a brutal past. The stench of decay lingers in the air, and the land itself seems to reject life. Few venture here willingly, and those who do are often met with madness, death, or worse. The earth is cracked, the skies above often clouded, and strange, whispering winds flow through the gulch like warnings from the spirits beyond.

Ahn'Qiraj

Ahn'Qiraj

Ahn'Qiraj, the Fallen Kingdom, lies in the southwestern corner of Kalimdor, beyond the Scarab Wall in Silithus. Once a mighty kingdom of the Qiraji, it was originally a titan research station where the Old God C'Thun was imprisoned. After being overtaken by the Aqir, they became the Qiraji, led by the Twin Emperors, Vek'nilash and Vek'lor. The city was sealed off by the Scarab Wall after the War of the Shifting Sands to contain the Qiraji. For thousands of years, the Qiraji slept, awaiting their time to rise. However, as C'Thun stirs beneath the ruins, the once-imprisoned insectoid army is roused. Empowered by C'Thun, the Qiraji are preparing for another war, their merciless legions poised to break free from the wall. Now, adventurers must face the horrors of a forgotten war as they uncover the ancient secrets of Ahn'Qiraj.

Alcaz Island

Alcaz Island

Once a human settlement, naga have taken over Alcaz Island and seem to be protecting something. Rumors abound, but so far no one has uncovered what the naga may be hiding. Alcaz was a small human village with an underground tunnel system, and presumably the tunnel system might be where the naga are hiding whatever it is they are guarding. Hydras also dwell off the coast; these may be native to the area, or the naga may have summoned them

Alterac Mountains

Alterac Mountains

The Alterac Mountains, once the kingdom of Alterac, are now a shattered realm steeped in conflict and decay. The region, once home to the human cities of Alterac, Strahnbrad, and Dalaran, is now dominated by Ogres and the Syndicate, a group of former nobles turned thieves. Dalaran remains sealed within an impenetrable magical barrier, while the ruins of Alterac and Strahnbrad lie in the hands of hostile forces. The Syndicate, born from the betrayal of Alterac’s king during the Second War, seeks to reclaim their homeland. A high, rainy, and rugged region, the mountains are home to dangerous creatures such as yeti and mountain lions, while the Stormpike and Frostwolf factions fight for control over Alterac Valley. The once-proud kingdom of Alterac now struggles to survive amidst the devastation of war and the Scourge's ravages.

Arathi Highlands

Arathi Highlands

The Arathi Highlands, located in southeastern Lordaeron, are a flat yet rugged region that has long been the home of the humans of Arathor, from whom the land takes its name. The area is now divided between key factions: the Alliance at Refuge Pointe, the Horde at Hammerfall, and pockets of Syndicate resistance. The ruins of Stromgarde, once a mighty city, lie to the southwest, a battleground for these factions. The Boulderfist ogres also plague the region, threatening all sides. Arathi Highlands were once the heart of the Empire of Arathor, a powerful human civilization. Following the Empire's collapse and the Second War, the region became a key point of conflict. The remnants of Stromgarde's army, led by Prince Galen Trollbane, struggle to reclaim their homeland from the Syndicate, ogres, and other foes. Today, the Highlands are a war-torn land where multiple factions vie for control.

Ashenvale

Ashenvale

Ashenvale is a vast, ancient forest steeped in primal magic and conflict. Nestled between Darkshore, Azshara, and the Barrens, it is the ancestral home of the night elves, who fiercely guard their sacred groves and settlements like Astranaar and the Shrine of Aessina. Towering trees conceal serene lakes and treacherous creatures—furbolgs, satyrs, spiders, and wolves. Though beautiful, the forest is scarred by war. The Horde has carved footholds at Splintertree Post and Zoram'gar Outpost, igniting constant skirmishes. Blackfathom Deeps lurks near the Zoram Strand, where naga stir beneath the waves. From the Southfury River to the Warsong Lumber Camp, Ashenvale is a battleground of nature and blood—wild, spiritual, and perilous.

Astranaar

Astranaar

Astranaar is a night elven town located in central Ashenvale. It is the largest settlement in the region. It lies on an island within a lake, straddling the main road through Ashenvale, connected to the mainland with only a pair of bridges. Astrannar, with a population of 4000, is the largest town in Ashenvale located in its southwest. The road from the town splits in four major directions; northwest toward Darkshore, northeast toward Felwood, southeast in the direction of the Barrens, and directly east toward Azshara. The city is led by Raene Wolfrunner, who organizes the defense against the orcs and the corrupted furbolgs. It is an ancient settlement, and many families — even some specific elves — have lived in the city for generations. Astranaar offers a wide range of services, as well as a flight master. It also has an inn and a graveyard.

Auberdine

Auberdine

Auberdine is a night elven town in Darkshore, surrounded by hills and pine forests. It is the most important settlement in the area, serving as the main port of the Alliance in northern Kalimdor. Auberdine lies on the shores of the Veiled Sea. The closeness of the sea produced a damp climate. Auberdine features typical night elven architecture – low-slung, arched, wooden buildings. It has stone and earthen streets. The town has both residential and commercial areas - the Last Haven Tavern, the town square and the hunter's hall. Auberdine also has a prominent port with its unique lighthouse, with ships from the Eastern Kingdoms calling here. The town is led by the elder Thundris Windweaver, who has stewardship of the day-to-day affairs of the townsfolk. He is supported by the Auberdine Village Council, who hires adventurers for a number of purposes. The defense is coordinated by the local Sentinels, with Sentinel Glynda Nal'Shea reporting directly to the council.

Azeroth

Azeroth

Azeroth Continent

Azshara

Azshara

Azshara, in northeastern Kalimdor, lies east of Ashenvale and north of Durotar. Known for its eternal autumn, the region glows with red and orange foliage, steep cliffs, and sandy beaches. Once the grand night elf city of Zin-Azshari, it was mostly destroyed in the War of the Ancients, its ruins now scattered across land and sea. Hostile creatures—enraged ghosts, satyrs, naga, and wild beasts—threaten travelers. The Horde's outpost, Grim Ulang, sits on a narrow strip of land beyond a river dividing forest from cliffs. The Coral Sea’s jagged islands and reefs hinder navigation, while storms rage constantly. Night elves consider the land cursed. Grim Ulang's orc residents report murlocs and naga in the sea, undead on beaches, and cultists chanting on the cliffs. Frequent patrols from both night elves and the Horde reflect the region’s growing danger. Azshara remains a haunting mix of natural beauty and lurking peril.

Badlands

Badlands

Loch Modan is a lush and picturesque region in the heart of Khaz Modan, situated to the north of the Searing Gorge. This verdant area is characterized by its rolling hills, tranquil lakes, and thick forests, making it a stark contrast to the harsh Badlands to the south. The land is dotted with ancient dwarven structures, remnants of an old kingdom that once flourished here. At the heart of Loch Modan lies the large Loch, a vast lake surrounded by towering cliffs and dense woodlands. The region is home to various wildlife, including bears, wolves, and the occasional moose. Dwarves from Ironforge maintain a strong presence, guarding their ancestral homeland and mining the rich resources of the area. Despite its peaceful appearance, Loch Modan is not without danger, as lurking creatures and dark forces threaten the tranquility of the land. Its beauty, however, continues to draw adventurers seeking both fortune and knowledge in its forgotten ruins.

Bael Modan

Bael Modan

Bael Modan (the Red Mountain in Dwarven) is a dwarven base in the Southern Barrens consisting of a fortress with a giant cannon and an excavation site for digging. Before the dwarves came, the area was home to the Stonespire tauren. There is an ancient titan complex and research facility under Bael Modan. It seems likely that there are many relics and much knowledge to be discovered deep beneath the surface. The Bael Modan digsite and the nearby mighty Bael'dun Keep are led by General Twinbraid, Heggin Stonewhisker, Prospector Khazgorm, Malgin Barleybrew, Captain Gerogg Hammertoe, and Lord Cyrik Blackforge. A number of dwarves from Bael Modan traveled west to Mulgore and set up another digsite known as the Bael'dun Digsite.

Ban'ethil Hollow

Ban'ethil Hollow

Ban'ethil Hollow is a small ravine in Teldrassil, located south of the road that leads from Dolanaar to Darnassus. The hollow is filled with many hostile furbolgs who will occasionally ambush adventurers on the road. It is wise to exercise caution when traveling. The Ban'ethil Barrow Den is located in the back of the hollow.

Bay of Storms

Bay of Storms

The Bay of Storms is a portion of the Great Sea off the eastern coast of Kalimdor, mostly noted by travelers on the eastern coast of the Azshara. It is the location of Scalebeard's Cave, Hetaera's Clutch, and the Temple of Arkkoran.

Bitter Reaches

Bitter Reaches

The Bitter Reaches is the name given to the northeastern region of Azshara. It is densely populated by hippogryphs, oozes and chimaerae, except along the northern edge where elite mountain giants have displaced most of the wildlife. Some herbs such as Mountain Silversage grow here, though sparsely.

Blackthorn Ridge

Blackthorn Ridge

Blackthorn Ridge is a thorny valley located just north of the Quilboar capital of Razorfen Kraul, populated primarily by Razormane Quilboar. The orc shaman Brine dwells on the ridge that gives this area it's name. Just below her camp, lies a pool whose water is of notable quality and purity.

Blackwood Den

Blackwood Den

The Blackwood Den, sometimes known as Blackwood Hold is located in the far southern area of Darkshore, near the border with Ashenvale. It is comprised of a few corrupted furbolg camps and a small cave. Inside the cave is a lone night elf named Volcor who awaits rescue.

Bladefist Bay

Bladefist Bay

Bladefist Bay is a portion of the Great Sea off the eastern coast of central Kalimdor. It is on the northeastern coast of Durotar around Skull Rock, and the southern coast of Azshara can be seen to the north. The bay can be easily reached from Orgrimmar by taking the road east out of the front gate, past the Dranosh'ar Blockade.

Blasted Lands

Blasted Lands

The Blasted Lands are a scorched wasteland of red clay, forever twisted by the dark magic that birthed the Dark Portal. Once part of the lush Black Morass, this land was ravaged by fel energy when the orcish Horde first stormed into Azeroth. Now, it's a harsh, infertile desert plagued by vicious creatures like basilisks, hyenas, and scorpions. The skies crackle with unnatural lightning, and storms sweep the eastern coast in fleeting bursts. At the northern border stands Nethergarde Keep, a grim Stormwind fortress of mages and paladins who vigilantly guard the portal from demons, ogres, and worse. Few survive long here without purpose — or protection. Beyond the blasted rock and burning skies lies the ever-watchful Tainted Scar, where remnants of the Burning Legion fester. Travelers beware: the land itself is hostile, and its rare allies barely more welcoming. Only the brave or the desperate tread here.

Bloodhoof Village

Bloodhoof Village

Bloodhoof Village is located in the Golden Plains of Mulgore. Lake Stonebull partially encircles the village. Here Baine Bloodhoof, son of Cairne Bloodhoof, leads an investigation into Venture Company operations to the east and a campaign against the Palemane gnolls to the west. Bloodhoof Village is a tauren settlement named in honor of the Bloodhoof tribe, located in central Mulgore, around the waters of Stonebull Lake. Here, young tauren receive the next tier of their training. It also serves as a military hub from which willing soldiers do battle with the nearby enemies. Located in the central plains of Mulgore, the village is the hub of questing and commerce until adventurers depart for Thunder Bluff to the north. Bloodhoof Village is also the principal location in which the wild kodo beasts are tamed and sold as mounts for the tauren. It is notable in that it was the first permanent settlement to be built by the tauren on flat, open ground rather than atop a mesa.

Bloodvenom Falls

Bloodvenom Falls

Bloodvenom Falls is a corrupted waterfall high in Felwood. It is the source of the Bloodvenom River. The corruption of the Falls is carried beyond Felwood, as the Bloodvenom River cascades down the mountains to become the tainted Wildbend River in Darkshore. This waterfall feeds all the rivers and other bodies of corrupted water in the area. Once a shimmering waterfall fed by pure springs, these falls now spew putrid water. Venomous poisons pump out of a cursed earth, spilling over a rocky edge into a pool of sinister jade. The night elves claim that drinking the waters will kill you, and being doused by the waters burns like acid - if one is lucky, that is. Rumors suggest that the vile water twists those it touches, birthing evil creatures to wreak havoc upon the countryside. Oozes and slimes are found here, no matter how many are destroyed, there seems to be dozens more. There are also “elementals” formed from the sludge which appear to be corrupted water elementals.

Bloodvenom River

Bloodvenom River

The Bloodvenom River is a corrupted river in central Felwood. The river spreads its corruption beyond Felwood, eventually becoming the Wildbend River in Darkshore. The banks of the Bloodvenom are crawling with noxious oozes and other corrupted wildlife. Swimming is not recommended and do not drink the water if you have a compromised immune system.

Bluefen

Bluefen

Bluefen is a marshy area located on northern Dustwallow Marsh, East from Brackenwall Village. It is overran with spiders, birds, raptors, crocolisks, and Theramore Infiltrators.

Bough Shadow

Bough Shadow

Bough Shadow lies in the far northeast of Ashenvale, just beyond Forest Song. It is home to one of the few remaining portals to the Emerald Dream, sheltered beneath a Great Tree grown from a branch of Nordrassil. Planted by followers of Fandral Staghelm, the tree was meant to counteract the rising corruption of saronite seeping from the earth. The glade is sacred and heavily guarded by the green dragonflight. Patrols of green dragonspawn roam in trios, often led by an Emeraldon Oracle, flanked by Emeraldon Boughguards or Tree Warders. Two powerful dragonkin, Phantim and Dreamstalker, serve as eternal sentinels over the grove. The air hums with druidic energy, but peace is never guaranteed. At times, one of the four corrupted Dragons of Nightmare—Emeriss, Lethon, Taerar, or Ysondre—emerges from the Dream, twisting the land into a vision of terror. Their arrival turns Bough Shadow into a site of nightmare-fueled conflict between corruption and nature’s defenders.

Boulderslide Ravine

Boulderslide Ravine

Boulderslide Ravine is a small ravine that is most notable for leading into Boulderslide Cavern. It is accessible from Webwinder Path. It is mostly untouched by the nearby warring forces, and is populated by rams and the occasional Cliff Stormer. It often contains mining nodes. There is a small abandoned cave opposite the ravine from Boulderslide Cavern. It contains several barrels and is lit by crude torches. The walls are decorated with tribal art that may be that of the tauren.

Brambleblade Ravine

Brambleblade Ravine

Brambleblade Ravine is the home to the Bristleback quilboars found on the northeastern edge of Red Cloud Mesa. Early tauren adventurers journey here in order to disrupt the quilboar attacks, even to go as far as attacking their leader Chief Sharptusk Thornmantle, who resides in a large hut towards the back of this ravine.

Bramblescar

Bramblescar

Bramblescar is the location of a tribe of Razormane quilboar. They are at war with the Bristleback tribe which has a holding at Agama'gor on the opposite side of the road. The quilboar also readily attack anyone who wanders close to their lair.

Brightwood Grove

Brightwood Grove

Brightwood Grove was at one time a pleasant and sunny field in the midst of the forest. Now that the gloom of permanent night has settled over Duskwood, the name does nothing but recall a happier time. The few buildings that stood at the edge of the grove lie in ruins and worgen prowl the dark fields, erecting crude camps and hungrily attacking anyone who come too close. Young Alliance-based adventurers are often sent here to slay some of the wolf men to better control their numbers.

Burning Steppes

Burning Steppes

A scorched and unforgiving land, the Burning Steppes form the last overland route between Stormwind and the northern kingdoms. Though the road is well-traveled, danger lurks at every turn. Dominated by the smoking Blackrock Mountain, this hostile region seethes with lava flows, blackened ruins, and endless conflict. The skies are stained crimson, lit by volcanic eruptions and the fires of war. Once part of the Redridge Mountains, the land was shattered by the summoning of Ragnaros. Now, Black Dragons, Dark Iron dwarves, Blackrock orcs, and Firegut ogres battle for dominance. Few dare travel alone, for the dragons hunt for sport, and the land itself seems alive with fury. Blackrock Spire towers at the heart of the chaos—home to Nefarian above, Ragnaros’s servants below. Only the boldest adventurers stand a chance here. Even the Alliance holds but a single outpost: Morgan's Vigil, ever watchful, ever threatened.

Cathedral Square

Cathedral Square

Cathedral Square in Stormwind City earns its name from the majestic Cathedral of Light, the most revered symbol of the Holy Light in Azeroth. Towering over the district, the cathedral serves as the spiritual heart of the Light's faith, overseen by Archbishop Benedictus. It is home to esteemed paladin and priest trainers, as well as a first aid instructor, guiding those who walk the path of healing and righteousness. This district is undoubtedly one of the most prestigious in the city, a hub for Stormwind's elite merchants and nobility. It boasts high-end shops and serves as the headquarters for powerful factions, including the Argent Dawn. It is also a vital civic center, housing both City Hall and the Orphanage. To reach Cathedral Square, one can travel northeast from the Park, northwest from the Trade District, or southeast from the Dwarven District.

Cenarion Hold

Cenarion Hold

Cenarion Hold iss a location of utmost strategic importance in Silithus and one of the biggest druid settlements in Kalimdor — almost as big as Moonglade itself. The Cenarion Circle has taken over the duty of defending the ancient night elven settlement against the increasingly hostile and aggressive silithid and other forces that had set foot in the troubled region, establishing the Fort, after the War of the Shifting Sands to guard the imprisoned Old God C'Thun and its armies.

Cenrarion Enclave

Cenrarion Enclave

The Cenarion Enclave is a major district and a grove in the night elven capital of Darnassus, where the city's druids reside and meet. Archdruid Fandral Staghelm leads his followers and kin from the boughs of the Enclave. Below-ground, a secretive rogue guild can be found if one knows where to look within the westernmost bough. Darnassus's hunters also come to the Cenarion Enclave to train in the easternmost tree, while the skill and means to ride nightsabers can also be obtained at the foot of the Enclave tree. The Cenarion Enclave is located in the northwest of the city, accessible from the Temple Gardens to the south, Craftsmen's Terrace to the east, and the Howling Oak to the north. Tall trees — oaks and ashes especially — lined the enclave. Each tree bore mystic runes shaped from the very bark. Within the circular grove, a handful of unique structures molded both from living wood and carefully-shaped stones represent the usual gathering place for convocations.

Central Kalimdor

Central Kalimdor

Central Kalimdor

Craftmen's Terrace

Craftmen's Terrace

The Craftsmen's Terrace is a major district in the north of the night elf capital city of Darnassus. The terrace is home to most of Darnassus's profession trainers and shops, and contains one of the city's primary inns. Guild services are available here, while an embassy of the Argent Dawn faction is also present. The Craftsmen's Terrace can be accessed from the Warrior's Terrace to the south, and the Cenarion Enclave and Howling Oak to the west and northwest.

Crystal Lake

Crystal Lake

Crystal Lake is a lake located directly east of Goldshire in Elwynn Forest. It is crawling with murlocs and may be quite dangerous for the inexperienced adventurer.

Darkcloud Pinnacle

Darkcloud Pinnacle

East of the Great Lift, atop three small mesas (and several smaller, not inhabited mesas), is Darkcloud Pinnacle, a settlement that the Grimtotem tauren call home. These mesas are connected by rope bridges and have only two access points: a natural slope up a fourth mesa followed by a trip across a bridge, or another bridge from Razorfen Downs in Thousand Needles. Both entrances are well guarded. It is here that a secret correspondence between Grimtotem leaders and an unknown dark power takes place. The leaders of the Grimtotems here are Arnak Grimtotem and Harb Foulmountain. Aramar Thorne described its location as being located on one of the largest mesa in the area.

Darkshire

Darkshire

Darkshire is a grim village shrouded in eternal twilight, nestled deep within the haunted woods of Duskwood. Once known as Grand Hamlet, the town was rebuilt after its destruction in the First War—only to fall again under the weight of darkness. Now plagued by undead horrors and savage worgen, its people live in constant fear. With Stormwind’s forces stretched thin, Darkshire stands alone. Led by Mayor Ello Ebonlocke and his daughter, Commander Althea of the Night Watch, the townsfolk struggle to keep evil at bay. Refugees from Raven Hill swell their ranks, yet their numbers barely reach 3,500. Shadows creep from the nearby Karazhan, where a forgotten tragedy may have doomed the land. Suspicion and desperation run deep, but so does resilience. In Darkshire, every torch lit is an act of defiance—and every soul saved, a victory against the dark.

Darkshore

Darkshore

Darkshore is a long strip of coast on the northwestern part of Kalimdor. It is known for its shadowed woods and rocky beaches, littered with ancient ruins and mountainside caves. It is sheltered to the east by mountains, which protect the wildlife in Darkshore from most the taint of the Felwood. Unfortunately the taint has spread into Darkshore via the various rivers flowing through the zone from their sources in Felwood; bringing the taint with them which is turning the land grey and dead. Between the mountains and the beach lies a forest consisting mainly of evergreens. To the south, the forest thickens and the mountains recede, leading into the deep wilderness of Ashenvale. The night elves of Teldrassil claim the shore as part of their new kingdom, and sentinels patrol the road from the port of Auberdine towards Ashenvale to the south. Rains, winds and rocky beaches make the place inhospitable. Old night elf ruins stand crumbling on the cliffs, and murlocs and naga lurk within.

Darkspear Strand

Darkspear Strand

The Darkspear Strand is where the Darkspear trolls arrived upon their evacuation of the Echo Isles. Just yards away from the strand sits Sen'jin Village, where the trolls gathered after fleeing the islands.

Darkwhisper Gorge

Darkwhisper Gorge

Darkwhisper Gorge is an area being used as a Twilight's Hammer recruitment and training spot. A bridge connects Winterspring to Darkwhisper Gorge across Frostwhisper Gorge.

Darnassus

Darnassus

High atop the boughs of the enormous tree Teldrassil is the wondrous city of Darnassus, the new refuge of the reclusive night elves and home to night elves of all vocations. Druids, hunters, and warriors alike make their homes among the rows of wood-crafted lodges and delicately tended groves. The atmosphere inside the city is quiet and tranquil. Darnassus is open to the sky, and the graceful bridges spanning the lake around which it is built set the buildings wide apart. The elegant bridges, beautiful groves, and leaf-covered pathways that dot the city’s landscape are testaments to the night elves’ reverence for nature. One of Darnassus’s most notable structures is the stunning Temple of the Moon that rises like a shining beacon above the trees, flanked by the colonnaded Hall of Justice, where the vigilant Sentinels gather to safeguard the land. The temple is the center of worship for High Priestess Tyrande Whisperwind and her Sisters of Elune. There are no monsters in this area.

Deadeye Shore

Deadeye Shore

Deadeye Shore is a section of seashore on the eastern coast of Durotar, directly east of Drygulch Ravine. Featuring a large patch of sand missing from the desert, shaped like a skull missing an eye, it is named after Kilrogg Deadeye, orcish hero and former chieftain of the Bleeding Hollow clan. It is mostly empty, except for raptors, scorpids, and boars.

Deadwind Pass

Deadwind Pass

A cursed, windswept canyon at Azeroth’s heart, Deadwind Pass links Duskwood and the Swamp of Sorrows. The land is blighted—its petrified trees stripped of life by the corrupting magic that seeps from Karazhan, the towering Ivory Spire once ruled by Medivh. A foul wind howls through the pass, carrying whispers of ancient evil. Ogres, undead, and worse now roam the shattered remains of villages. Few dare linger—those who do often vanish, taken by unseen forces to the haunted tower. Scarred totems line the road, warning travelers to stay the path. Rumors speak of the Dark Riders and the Scythe of Elune, of ghosts in the cellars, and of a dark master who commands the ogres. No herbs grow here, no ore lies beneath. Only shadow, ruin, and dread remain. Pass quickly, and pray you are not noticed.

Demon Fall Canyon

Demon Fall Canyon

Demon Fall Canyon is a fel-corrupted canyon located in Ashenvale, south of Felfire Hill and just east of Demon Fall Ridge. It earned its name after the titanic clash between the demonic pit lord Mannoroth, and the two orcs Grommash Hellscream and Thrall. The pit lord succeeded in knocking Thrall out, but he was not quick enough to escape Grom's axe, which cleaved into Mannoroth's chest.The demon's death created an explosion of fire and light, which tore the life from Grom as well. The orcs named the site of his sacrifice thusly and many would make pilgrimage there to honor the warrior who had liberated the orc people from the Burning Legion's curse. A monument to Grom Hellscream was also erected in his memory. The canyon is now populated by many hostile lesser demons.

Demon Fall Ridge

Demon Fall Ridge

Demon Fall Ridge is located in Ashenvale, just west and above of Demon Fall Canyon. It is home to several kinds of lesser demons, who inhabit both the exterior part of the ridge, as well as the interior of an abandoned barrow den set into the side of the ridge. In the deepest parts of this den waits Diathorus the Seeker - a dreadlord and ruler of the demonic conclave in Ashenvale.

Demont's Place

Demont's Place

Demont's Place lies just west of Moonbrook in Westfall. Like The Dead Acre, little remains of the original farmstead. While no mechanical harvesters patrol the area, it is crawling with dangerous agents of the Defias Brotherhood.

Desolace

Desolace

Desolace is a cursed, bone-littered wasteland under eternally stormy skies, with lightning and fierce winds raging through its rocky terrain. Polluted yellow pools mar the land, and few signs of life endure. Isolated by the Stonetalon Mountains to the north and Feralas to the south, its eastern border touches the grassy mesas of Mulgore, while to the west, winds stir waterspouts along a rugged, storm-battered coastline. In contrast, the western coast is lush and home to Shadowprey Village, where travelers find rest and ocean views. Four centaur tribes inhabit Desolace. The Kolkar, least influential, dwell in the eastern mountains. South lie the Magram, scattered around foul brackish pools. The Gelkis control a ravine near the Feralas road, their leaders hidden in a cliffside cave reached by a perilous rope bridge. The dominant Maraudine rule the cliffs between the Veiled Sea and the Kodo Graveyard, guarding the entrance to the ancient and dreaded dungeon of Maraudon.

Dolanaar

Dolanaar

Dolanaar is a night elven village located in the central-eastern part of Teldrassil. Found just southwest of Shadowglen, it can be easily accessed from Darnassus. Its central location makes it involved in much of Teldrassil's regional affairs and is the first major town usually encountered by aspiring night elf adventurers after leaving Shadowglen. Class trainers for all night elven classes, as well as profession training, are also available here. There are no monsters in this area

Dragonmurk

Dragonmurk

The Dragonmurk is a section of southern Dustwallow Marsh where dragon whelps and dragonspawn of the black dragonflight are very prolific. Surrounded by the Dragonmurk are the Den of Flame and the Stonemaul Ruins, both of which are also inhabited by black dragonspawn. Only a few abandoned huts remain of the tauren outpost that once stood in the deepest and darkest parts of Wyrmbog. The inhabitants either fled or were consumed when Onyxia, an enormous black dragon, claimed the nearby cave system as the home for herself and her many children. Onyxia bore the tauren no specific ill; they just had the bad luck to be in the way. She carries great malevolence toward the Alliance, which she believes is behind the recent disappearance of her father, the ancient black dragon Deathwing. Travelers through the marsh tell tales of unfortunates abducted and tortured by Onyxia and her brood.

Dreadmurk Shore

Dreadmurk Shore

Dreadmurk Shore is the name of the coastline and islands of Dustwallow Marsh between Theramore Isle and Northwatch Hold of the Barrens. It is heavily infested by the Mirefin murloc tribe. The waters are home to sea turtles and other sea creatures. The Defias have also recently suffered a shipwreck somewhere between Dreadmurk and Alcaz and have set up camp on a few islands and the beach near them.

Drygulch Ravine

Drygulch Ravine

Drygulch Ravine is an area consisting of canyons walled by rocky cliffs. It is completely infested by the Dustwind tribe of harpies. In addition to the orcs living here, there is also a river that feeds the ravine. The ravine is now home to the Dustwind harpies. They have taken to banditry, stealing supplies from caravans and hoarding them on their high cliffs. Here the harpies nest, and the most powerful of them guard their eggs.

Dun Morogh

Dun Morogh

Dun Morogh is a snow-blanketed, mountainous region nestled within the peaks of Khaz Modan. Home to the mighty Bronzebeard dwarves of Ironforge and the displaced gnomes of Gnomeregan, its icy forests echo with the howls of wolves and the clash of steel. Though once a bastion of peace, the land now faces threats from troggs, Frostmane trolls, and Dark Iron renegades. Towering pines, frozen valleys, and ancient stone halls define its harsh beauty. Ironforge, carved deep into the mountain's heart, stands as the center of dwarven culture, invention, and resilience. Despite the cold and constant danger, the folk of Dun Morogh endure, their spirit unbroken and axes ever ready.

Durotar

Durotar

Durotar, named after Thrall’s father Durotan, is a rugged land on Kalimdor’s eastern coast, bordered by the Barrens to the west and Azshara to the north. Its cracked red soil, steep crags, and deep canyons mirror the orcs’ ancestral home, Draenor, presenting an unforgiving, sun-scorched landscape with sparse water and scant vegetation. Here, young orcs face the fierce trials of the Valley of Trials—a series of grueling rites of passage. Beyond being the location of Orgrimmar, the orc capital, Durotar is a sanctuary for all Horde races, notably the trolls, drawn by its raw, wild beauty. The region is demarcated from mainland Kalimdor by the Southfury River and ends at the Great Sea in the south; its eastern coastline, dotted with shipwrecks, attracts eager scavengers. The area teems with dangerous wildlife, including boars, scorpids, raptors, crocolisks, thunder lizards, and makrura.

Duskwood

Duskwood

Duskwood lies south of Elwynn Forest, shrouded in an eternal darkness. Once a thriving part of the kingdom, it has been twisted by the curse of the Scythe of Elune into a haunted, decaying land. Gnarled trees loom overhead, cloaked in a black fog, as the undead, worgen, and Defias outlaws stalk the woods. Though nominally under Stormwind’s rule, its people feel abandoned—yet they endure, defended by the brave but weary Night Watch. Darkshire, the last bastion of order, clings to survival amidst threats from all directions: skeletal warriors, savage beasts, and creeping horrors from Deadwind Pass. An ancient volcanic crater pulses with strange life, housing one of the Great Trees and a gateway to the Emerald Dream. Here, even the slumbering druids cannot banish the curse. Duskwood is not just dangerous—it is a place where the veil between worlds grows thin, and hope is as scarce as the light.

Dustwallow Bay

Dustwallow Bay

Dustwallow Bay is a portion of the Great Sea off the eastern coast of central Kalimdor, mostly noted by travelers on the eastern coast of the Dustwallow Marsh west of Theramore Isle. Nat Pagle the noted fisherman is located on an island just off the bay in Tidefury Cove.

Dustwallow Marsh

Dustwallow Marsh

Dustwallow Marsh is a hot, humid swamp southeast of the Barrens and north of Thousand Needles, curving around Theramore Isle. Fed by underground springs and surrounded by dry savannas, the marsh is muddy, treacherous, and full of predators. Roads are unreliable, and the swamp is dangerous, with deceptive bogs and lurking beasts. The eastern waters mix with the sea, while the rocky south leads toward Thousand Needles, featuring deep pools and caves that may connect to the sea. The swamp teems with wildlife—kodo beasts, raptors, murlocs, and aquatic creatures. East Dustwallow is a key murloc breeding ground. Humans and murlocs fish here, catching everything from mudfish to eels and alligators. Poisonous snakes drop from trees, and the southern region, known as Wyrmbog, is notorious for its black dragon lairs. Despite its dangers, the marsh is the most viable land route to Theramore, as jagged rocks make direct sea travel difficult.

Eastern Kingdoms

Eastern Kingdoms

The Eastern Kingdoms are the eastern lands of Azeroth, formed from the original continent after the Great Sundering. Divided into three main regions—Lordaeron, Khaz Modan, and Azeroth—they stretch east of the Great Sea and west of the Forbidding Sea. Towering mountain ranges like the Khaz and Redridge Mountains dominate the central lands. These kingdoms are home to many races, including humans, dwarves, gnomes, blood elves, undead, and the last high elves. Once part of ancient Kalimdor, they now stand as a fractured but vital bastion of power, conflict, and history in the world of Warcraft.

Eastern Plaguelands

Eastern Plaguelands

Once part of the proud Kingdom of Lordaeron, the Eastern Plaguelands are now a scarred wasteland of death and decay. The Scourge reigns supreme here, led from the cursed city of Stratholme by the lich Kel’Thuzad. Corrupted forests ooze with disease, the air is thick with toxic mist, and undead horrors roam freely. The Scarlet Crusade wages a desperate war from Tyr's Hand, their fanatic zeal clashing with endless legions of the dead. In the heart of darkness, only Light’s Hope Chapel remains a sanctuary, upheld by the Argent Dawn and open to brave adventurers. Haunted towns like Darrowshire and Corin’s Crossing tell grim tales of loss and betrayal. Once known as Darrowmere Forest, this land now echoes with the cries of the fallen and the unrelenting march of the damned.

Eastvale Logging Camp

Eastvale Logging Camp

Eastvale Logging Camp is located in the far east of Elwynn Forest, under the very shadow of Redridge Mountains north of the main road. Orders for lumber are constantly streaming in from various buyers and the lumberjacks work against strict deadlines. Because of its location in more hostile wilderness, wild animals are proving to be troublesome. Wolves and bears in the area have become a menace, chasing off workers and threatening to cause delays in delivery deadlines. The problem has become significant enough that the Stormwind Guard has become involved, recruiting adventurers to collect abandoned lumber and eradicate some of the aggressive wildlife. There is a stable in this area where adventurers can practice their riding skills and purchase a mount;

Echo Isles

Echo Isles

The Echo Isles are a group of tropical islands off the southeastern coast of Durotar, inhabited by dangerous creatures like raptors and tigers. The largest island is known as Darkspear Isle. Originally home to the Darkspear trolls, they fled to Orgrimmar after a Kul Tiras attack, aided by Rexxar. After Admiral Daelin Proudmoore's defeat in the Third War, Thrall allowed the trolls to return. However, their return was short-lived, as the witch doctor Zalazane betrayed them, using undead magic to seize control. Forced to flee again, Vol'jin and the survivors established Sen'jin Village on the Durotar coast.

Elwynn Forest

Elwynn Forest

Elwynn Forest is a sun-dappled haven of golden fields, dense groves, and winding rivers, nestled at the foot of Blackrock’s southern peaks. As the heartland of Stormwind, it is where most human journeys begin. The scent of cut timber lingers in the air, and farmsteads dot the hills, growing wheat, melons, and grapes. Yet danger seeps into its beauty: kobolds infest forgotten mines, murlocs claim crystal lakes, and red-masked Defias bandits tighten their grip from the shadows. Wolves, bears, and giant spiders haunt the woods, while whispers speak of arcane experiments in the Tower of Azora. Goldshire serves as the region’s lively crossroads, with roads stretching to Westfall, Redridge, and Stormwind itself. Though the Stormwind Guard patrols the borders, only the brave or well-armed stray from the road. In Elwynn, peace is a façade—and adventure waits behind every tree.

Fallow Sanctuary

Fallow Sanctuary

This town lies in the north of the Swamp of Sorrows, in view of the Redridge Mountains. The Fallow Sanctuary is the village of a tribe of Lost Ones simply called the "Lost Ones", who live in the Swamp of Sorrows. All the Lost Ones here have been driven mad with homesickness and turned completely feral. They fled their world, Draenor, when it shattered with the Dark Portal and took residence in this area, where few would follow. It made a suitable place for the draenei to settle and they've managed to make a life for themselves in the swamp and make plans to wipe out the hated orcs. The Fallow Sanctuary sends its spies and assassins to raid Stonard — presumably to steal supplies, but if several orcs die in the process, the draenei don't mind. They have managed to plant water-loving crops in the drier areas of the swamp and can feed themselves with those and with meat from the area's monsters.

Felfire Hill

Felfire Hill

Felfire Hill is located in Ashenvale, southeast of Splintertree Post, southwest of the Warsong Lumber Camp, and northeast of the Dor'Danil Barrow Den. It is the site of the arrival of several infernals during the Third War, and is inhabited by all manner of foul demons. The Horde has fortified both bridges leading to the hill in order to prevent attacks on any of their nearby settlements.

Felwood

Felwood

Felwood is a cursed and corrupted forest lying north of Ashenvale, where twisted magic has tainted every tree and creature. Once vibrant, the woods are now home to demonic satyrs, maddened furbolgs, infernals, and undead. Night elf ruins crumble beneath the weight of dark forces, while cursed ancients stalk the shadows with savage fury. The air crackles with conflict as warlocks and druids wage arcane battles, and wild beasts — driven mad by the curse — turn on each other and any trespassers. Amid the chaos, the Cenarion Circle, tauren, and brave adventurers struggle to heal the land. Though no cities remain, scattered outposts and camps stand as beacons of resistance in a forest ruled by darkness and rage.

Feralas

Feralas

Feralas is a vast, lush rainforest filled with towering ancient trees, stretching from Thousand Needles to the western coast, and from Desolace to Un'Goro Crater. Unlike its arid neighbors, it teems with life and mystery. Both the Horde and the Alliance vie for control, but must face powerful local threats. The bloodthirsty Gordunni ogres dominate the region, occupying ancient Night Elf ruins—most notably the massive Dire Maul dungeon. Their corruption has scarred the land, prompting the Horde to call on adventurers to stop their expansion. Grimtotem tauren tribes also inhabit the area, and Horde agents hunt them under Belgrom Rockmaul’s orders from Orgrimmar. The western isles swarm with Naga, and Silithid hives have recently emerged, hinting at deeper threats. While Feralas has no raid dungeons or battlegrounds, it contains multiple micro-dungeons and is rich in lore, danger, and opportunity for brave adventurers.

Forest's Edge

Forest's Edge

Forest's Edge is a peninsula-like swath of forest southwest of Stormwind City in Elwynn Forest, located between Mirror Lake Orchard, the Nazferiti river and the small northern river near Westfall. It is the location of a group of gnolls led by an elite named Hogger. A couple of boars also wander around the area. It also contains some herb spawn points, as well as a copper vein or two along the rivers. Westbrook Garrison is found on its northern area

Forlorn Ridge

Forlorn Ridge

Forlorn Ridge dominates the nearby landscape of western Azshara, and both the Alliance and the Horde built fortifications on the side of the mountain.

Fray Island

Fray Island

Fray Island is a small arid island located off the eastern shore of the Northern Barrens. A small sewer stretches the length of the island. It is a training place for warriors of all races and creeds and is led by Klannoc Macleod, a seasoned human warrior. Fray Island is a small, rugged island off the coast of The Barrens. Harsh winds and crashing waves surround it, giving it an isolated and untamed feel. The island serves as a training ground for warriors, particularly trolls and orcs, who seek to prove their strength in combat. At its center stands a crude fighting arena where battles take place under the watchful eye of seasoned fighters. Palm trees dot the landscape, and a few wooden huts provide shelter. There is no grand settlement here—only grit, sweat, and the will to fight.

Freewind Post

Freewind Post

Freewind Post is a Horde town located high on a mesa in Thousand Needles, staying out of reach of the centaur warbands that have several camps in the area. The village on the mesa's top is accessible by the employment of the ingenious wooden lifts of the tauren, although there is a series of rope bridges spanning amongst the adjacent pinnacles, gradually working their way to the top. A large aspect of the society of Freewind Post deals with the wyverns of Highperch, where young tauren are sent to study the wyverns and to cull eggs from their ancestral nesting grounds to be raised as mounts for the Horde. The Horde-aligned tauren of Freewind Post grew continually more wary of the activities of the Grimtotem tribe situated atop Darkcloud Pinnacle to the northwest who have been suspected to be involved in murder, kidnappings of Freewind tauren, and visits from agents of unknown (but reportedly dark) origins.

Frostfire hot springs

Frostfire hot springs

Frostfire Hot Springs are a series of steaming pools at the far western end of Winterspring. Donova Snowden, who has set up a camp nearby, is very curious about the reasons they appeared in the icy land and what power they hold. She theorizes that perhaps they came to be from demonic interference stemming from Darkwhisper Gorge far south in Winterspring. This is also a good place to fish for Raw Nightfin Snappers and Plated Armorfish, though the area is inhabited by the Winterfall tribe.

Frostwhisper Gorge

Frostwhisper Gorge

Frostwhisper Gorge is a canyon in southern Winterspring, just north of Darkwhisper Gorge. Ancient night elven ruins dot both the depths and ridges of the gorge, hinting at a forgotten past. A massive bridge links it to Darkwhisper Gorge, spanning the icy chasm. Towering Frostmaul Preservers and Frostmaul Giants roam the area—icebound behemoths that have haunted southeastern Winterspring and plagued the frostsabers for millennia. Among them stir elemental forces, with Ice Avatars led by the fearsome Frostilicus, the leader of the water elementals that now occupy Frostwhisper Gorge.

Gadgetzan

Gadgetzan

Rising out of the northern Tanaris desert, Gadgetzan is the headquarter of the Steamwheedle Cartel, the largest of the goblin cartels. The city, surrounded by desert, is a metal-walled town, with rusted buildings, giant moving wheels, and smoke rising from chimneys all about. You can hear the hammering and grinding from at least a mile away. It was built and is manned mostly by goblins, with some gnomes helping out here and there. Some of the best goblin engineers, miners, and alchemists ply their trade here. The goblins believe in profit above loyalty, thus Gadgetzan is considered neutral territory in any Horde-Alliance conflict. This small, walled settlement is made almost entirely of metal, with some stone mixed in between. The dominant features are forges and a number of massive machines used to produce and cut metal structures. The skies above Gadgetzan are almost always choked with black smoke from the various machines that always operate.

Galardell Valley

Galardell Valley

Galardell Valley is located in the northeastern part of the Redridge Mountains. It is the location of the infamous Tower of Ilgalar where the evil Morganth dwells. The valley is crawling with gnolls, and the most powerful of these is Lieutenant Fangore, who can dispatch an unprepared group of adventurers by calling to the nearby gnolls for help.

Golden Plains

Golden Plains

The Golden Plains are a large basin surrounding Thunder Bluff on the southeast. These plains are one of the most treasured parts of the tauren homeland, and are one of the tauren people's favorite hunting grounds. Large numbers of kodo congregate here, and it is said that the famous Arra'chea also dwells in the shifting green sea of grass. The Golden Plains are a wide, flat, grassy expanse that stretches between Bloodhoof Village and Thunder Bluff, and host herds of grazing kodo.

Goldshire

Goldshire

Goldshire is a human town centrally located just southwest of Northshire. Goldshire has roads that lead to Stormwind City to the northwest, Northshire Abbey to the northeast, Westfall to the west, and Lakeshire (Redridge Mountains zone) to the east. Its prime location makes it an important trade town. Travelers, merchants, adventurers, Stormwind guards, and priests from the abbey all stop and make regular visits to the town on their way to and from Stormwind, usually enjoying the hospitality of the Lion's Pride Inn, one of the most respectable ale houses in Azeroth. Heavily protected and patrolled by the Stormwind guards, it sports a population of 7,000 citizens — mostly farmers, miners, and traders. The leader is an elected Marshal, and the position is currently occupied by Marshal Dughan. Many refugees from Westfall move to Goldshire and Elwynn Forest in an attempt to escape the Defias Brotherhood. It is considered a village by Stormwind standards.

Gordunni Outpost

Gordunni Outpost

The Gordunni Outpost is an area in the mountains north of Lariss Pavilion currently held by the Gordunni ogres. Their presence has wilted the normally verdant plant life of Feralas into a withered brown. The hills have two caves, a small one towards the entrance and an ogre mound at the back of the area. Near the back cave is a captured sasquatch, Bigfist. Gordunni orgres roam the area.

Grell encampment

Grell encampment

4 tents surrounded by grells. campfires are burning and several bags, baskets and crates are scattered around.

Grimtotem Compound

Grimtotem Compound

The Grimtotem Compound is a large village, made of two areas, east of Dire Maul in Feralas. As the name implies, it is here Grimtotem tauren make one of their homes. In the southern section a large cage contains several imprisoned Sprite Darters, faerie dragons found in Feralas.

Heroe's Vigil

Heroe's Vigil

Heroes' Vigil is the central area of the Stone Cairn Lake island in eastern Elwynn Forest. It features a ring of stones, and a monument called the Stone of Remembrance which commemorates the dead from the orcs' sacking of Goldshire and other nearby regions during the First War. The island itself is controlled by Rogue Wizards who can be quite dangerous to inexperienced adventurers.

Hidden Grove

Hidden Grove

The Hidden Grove is a forested crater in northeastern Winterspring. The grove is surrounded on all sides by high cliffs and is virtually inaccessible. There is one entrance through a cave on the southeastern face of the ridge. Dropping down from the top is also possible in some places, albeit very dangerous. The grove is home to many moonkin who are extremely hostile, and so most adventurers don't attempt to enter the glade. The Hidden Grove, located in the north of Winterspring, is a sacred site revered by night elven druids and protected by fierce wildkin.

Highperch

Highperch

Highperch is an elevated western area of the Thousand Needles. It is home to the proud Highperch wyverns and their nests. Years ago, Pao'ka Swiftmountain became trapped here, but after being rescued he decided that he would come back to ensure their safety. Highperch bestows beauty and magical powers to those brave enough to withstand savage attacks from the inhabitants who protect its secret healing waters

Hillsbrad Foothills

Hillsbrad Foothills

The Hillsbrad Foothills, located in the southern part of the North Island of the Eastern Kingdoms, is a picturesque and strategic region in Azeroth. It is home to the Alliance town of Southshore, the fertile Hillsbrad Fields, and the Horde-controlled Tarren Mill. Notable locations include Durnholde Keep and Azurelode Mine. This area, lying outside Thoradin's Wall, is a crossroads for both Alliance and Horde, making combat between the factions frequent. Despite its peaceful, pastoral setting with lush hills and fertile meadows, Hillsbrad has seen much bloodshed. The Battle of Hillsbrad Foothills was one of the first battles of the Second War, and it endured numerous skirmishes between the Alliance and Horde in subsequent years. The town of Tarren Mill fell to the Scourge during the Third War, later becoming a Forsaken stronghold. Today, Hillsbrad remains one of the most iconic battlegrounds, despite its natural beauty and historical significance.

Hinterlands

Hinterlands

The Hinterlands, located in the northern part of the Eastern Kingdoms, are renowned for their Wildhammer dwarves, who reside at Aerie Peak in the west. Known for taming gryphons, the Wildhammers are loyal allies of the Alliance. The Razorbeak gryphons roam wild here. The region also hosts Quel'Danil Lodge, one of the last high elven settlements in Lordaeron. The Hinterlands are home to three forest troll tribes: the Revantusk, who support the Horde under Thrall; the Vilebranch, who dwell in Jintha'Alor and the Altar of Zul; and the Witherbark, residing in Shadra'Alor. In the north, the ancient tree Seradane stands, corrupted by agents of the Green dragonflight. A massive portal at the tree's side links the Emerald Dream to Ysera's realm.

Ironforge

Ironforge

Ironforge is the aancestral home of the Bronzebeard dwarves and a bastion of the Alliance, nestled deep within the snowy mountains of Khaz Modan. Ruled by King Magni Bronzebeard, this vast subterranean city is carved entirely from stone, its halls echoing with the sounds of clanking forges, hearty laughter, and the bustle of trade. Fires blaze warmly in every tavern and forge, offering a cozy contrast to the icy peaks above. Though dominated by dwarves, Ironforge is a melting pot of Alliance races—gnomes, displaced from Gnomeregan, now thrive in Tinker Town, while the Deeprun Tram connects the city to Stormwind, bringing humans in droves. Grand, cavernous chambers, stone-carved shops, and intricate passageways make this a marvel of engineering. Safe, lively, and steeped in tradition, Ironforge stands as a proud symbol of dwarven resilience and craftsmanship.

Irontree Woods

Irontree Woods

Irontree Woods lies in northern Felwood. Once a peaceful forest glade, it has been corrupted like the rest of Felwood by the demonic presence of the Burning Legion. Three Ancients - Hastat, Stoma and Vartrus, the great living trees of the night elves, have been petrified and remain permanently entombed within the Irontree Woods. Crazed treants, twisted bog beasts, ferocious wildlife, and corrupted water elementals also roam the woods, attacking any who venture near.

Isle of Dread

Isle of Dread

Off the coast of Feralas there are two large islands, one being the Isle of Dread. Directly south of Sardor Isle, across a narrow channel, lies this place, home to ancient ruins from the Sundering. The night elves of Feathermoon studied them until recently, when naga of the Hatecrest tribe showed up and moved in. Shandris Feathermoon is sure the Hatecrest is up to no good. Whatever they're looking for in that place, it bodes ill. The Isle of Dread is an island once located off the west coast in Feralas, south of Sardor Isle. It is the home to many chimaeras referred to as "chimaerok".

Jademir Lake

Jademir Lake

Jademir Lake is a medium sized lake in northern Feralas with a small island, Dream Bough, at its center. Dream Bough contains a portal to the Emerald Dream, guarded by Lethlas and several green dragonspawn. Infected green whelps can be found on the northwestern shore.

Jaedenar

Jaedenar

Jaedenar is an area in Felwood that has been completely taken over by a sect of the Shadow Council. The site of what is now Jaedenar lies on a series of ancient night elf ruins and two druidic barrow dens, on the western edge of Felwood. The cultists that reside in Jaedenar are mainly orcish and Forsaken warlocks, with a contingent of demons including succubi, felhunters, felguards, and satyrs. The druids of the Emerald Circle are focusing on eradicating this threat and removing all cultists from the area before they can succeed with their twisted goals. Jaedenar is named after the eredar and leader of the Burning Crusade, Kil'jaeden. The Shadow Council and its warlock agents took up residence here with the aim of spreading the region's corruption to the neighboring Ashenvale, thereby continuing the legion's plans for the destruction of Kalimdor.

Jagged Reef

Jagged Reef

The Jagged Reef is the name for the northern coast of Azshara. It consists of stretches of sandy beach, broken up by jets of stone and small inlets of the ocean. Traveling along the shore here is hazardous due to the treacherous rocks and shallows that lie beneath the ocean surface. Murlocs, hydras, and makrura inhabit the region, swimming in the shallows or plodding across the beach looking for food.

Kalimdor

Kalimdor

Kalimdor is a vast and ancient continent west of the Eastern Kingdoms, across the Great Sea. Once ruled solely by the night elves, it is now a land shared—and contested—by many. The Horde controls much of its center and east, while the night elves and draenei hold the northwest. Kalimdor is home to orcs, tauren, trolls, and night elves, as well as ogres, naga, centaur, and demons. Its landscapes are as diverse as its people—from Winterspring’s icy forests to Tanaris’s scorching dunes, from the lush jungles of Feralas to the barren mesas of Thousand Needles. Kalimdor is often divided into northern, central, and southern regions, each with its own cultures and threats. The name "Kalimdor" means Land of Eternal Starlight in Darnassian, evoking its mystical origins. Though torn by war and politics, it remains a realm of ancient magic, wild beauty, and ever-shifting power.

Khaz Modan

Khaz Modan

Khaz Modan

Kolkar Crag

Kolkar Crag

Kolkar Crag is a craggy gorge in southern Durotar called this way because of the Kolkar centaurs inhabiting it. The Kolkar plot to launch an attack on the towns of Durotar: The Valley of Trials, Sen'jin Village, Razor Hill, and even the gates of Orgrimmar. The Kolkar here are led by Warlord Kolkanis.

Lake Al'Ameth

Lake Al'Ameth

One of the largest bodies of water on Teldrassil, Al'Ameth is yet another site where the impending corruption of the tree is apparent. Bog beasts here are aggressive, and seeds that fall from the nearby trees spread corruption. The druids of Teldrassil are investigating these occurrences.

Lake Everstill

Lake Everstill

Lake Everstill is a massive, deep lake with the town of Lakeshire tracing its shores. Coming out from Elwynn Forest, you will find yourself on the shores of the lake. It is large enough to satisfy swimmers, boaters and fishers. A couple of miles inland from the northern coast lies Stonewatch Falls. Rivers snake throughout the area, most of them emptying into the massive lake. Murky Depths Lake is a far cry from the pleasant waters of Lake Everstill. The crystal-clear waters of the lake provide a spectacular setting for the sleepy settlement of Lakeshire. It is drained by its eastern river which flows near the dark Stonewatch Keep. Lake Everstill was once known for its fishing, but recently has become overrun by tribes of Murlocs.

Lakeridge Highway

Lakeridge Highway

Lakeridge Highway is an old highway that runs along the southern edge of Lake Everstill in Redridge Mountains. The highway was originally highly traveled in the days before the First War. Since orcs have taken over Stonewatch Keep the highway has fallen into disuse. Now gnolls patrol most of the highway and travel on the road is not recommended.

Lakeshire

Lakeshire

Lakeshire, aka Township of Lakeshire, is a ancient Human town that sits on the banks of the majestic and large Lake Everstill (from which the town gets its name). 1,500 citizens — mostly farmers, poachers, and travellers — reside there under the watchful (and often worried) eye of elected Magistrate Solomon. The town is a considered a serene and quiet place. Even with the occasional incursions by the orcs, it is a prime example of how peaceful this area was before the coming of the Horde and the Great Wars. Like Westfall and Duskwood, Redridge Mountains is also under the theoretical protection of the Stormwind army and, like them, has been left mostly to their own devices. However, there is a small guard platoon situated there and the area is still relatively quiet. The nearby Stonewatch Keep has been overrun by orcs that sometimes stage small raids into the city.

Land's End Beach

Land's End Beach

Land's End Beach is the most southern point of the Tanaris Desert, in the far southeastern tip of Kalimdor. Surf Gliders and Duneshore Crabs can be found on the eastern side of the beach, while Crazed Bilgewater Survivors and the wreckage of their ships can be found on the western side.

Loch Modan

Loch Modan

Loch Modan is a vast region located to the east of Dun Morogh, within the heart of eastern Khaz Modan. Known for its temperate climate, the area was once defined by a grand lake, after which it was named, though the Cataclysm shattered the Stonewrought Dam that held it. Surrounded by the towering, jagged peaks of the Khaz Modan mountains, Loch Modan’s hills are sparsely forested with pine and birch. Beneath the surface, the land is teeming with danger: hostile troggs unearthed by dwarven archaeology, aggressive kobolds, and the fierce ogres of Mo'grosh Stronghold. Despite its peaceful appearance, the region has been stained by bloodshed, from the Second War when orcs of the Horde sought to overrun it, to the remnants of shattered war machines still visible in the loch’s waters.

Longshore

Longshore

Longshore is the vast stretch of coastline along Westfall. Traveling along the coast can be tricky as swarms of murlocs roam the beaches unchecked. Longshore is also where night elf druids must travel to find half of the amulet required to gain their aquatic form. The other half being in Darkshore on Kalimdor. Old Murk-Eye, a murloc that patrols the shore of Westfall, can be found wandering this coast and offshore.

Lordaeron

Lordaeron

Lordaeron

Lower Wilds

Lower Wilds

The Lower Wilds is the eastern section of Feralas that leads into Thousand Needles. The area in inhabited by treants, corrupted dryads, and Freewind Post Refugees walking the path to Camp Mojache. At the far eastern edge of the wilds is Thalanaar.

Mannoroc Coven

Mannoroc Coven

Mannoroc Coven, in southern Desolace near Ghost Walker Post and Shadowprey Village, sits among ancient night elf ruins. Named after the Pit Lord Mannoroth, the land is ravaged by fel magic, making the air thick with corruption. A deadly aura surrounds the area, where hostile demons like infernals, succubi, felhounds, and felguards roam freely. This coven, the largest demonic presence in central Kalimdor, is led by Lord Azrethoc and the orc warlock Jugkar Grim’rod of the Burning Blade. Demons are summoned through portals created by cultists, proving the Legion’s influence is growing. Despite adventurers using the Hand of Iruxos to seal some portals at the request of Taiga Wisemane, more keep opening. The demonic forces show no sign of retreat, and unless a permanent solution is found, Desolace may fall entirely under the control of the Burning Legion.

Mirkfallon Lake

Mirkfallon Lake

Mirkfallon Lake is a lake located within the center of Stonetalon Mountains. It is host to a wide variety of creatures, including wyverns, slimes, and thunder lizards. Above the lake is Windshear Heights, the nesting site for the area's remaining wyverns. Mirkfallon Lake is located high in the Stonetalon range and is home to the tallest waterfall in Kalimdor. Aside from the breathtaking falls, one could also find the legendary hippogryphs, which migrate here from the cooler north. They roost near the lake in cave complexes high on the slopes. The indigenous tauren created a camp south of Mirkfallon Lake, built upon ancient ley lines.

Mirror Lake

Mirror Lake

Mirror Lake is situated in western Elwynn Forest, near an orchard. It is rather small and features a beautiful waterfall. The lake always shines brightly in the afternoon sun, which explains the origin of its name. Although Mirror Lake would be an ideal spot for swimming or fishing, the Defias bandits that infest the area make such sports hazardous.

Mist's Edge

Mist's Edge

Mist's Edge is by far the longest stretch of coast in Darkshore, reaching all the way from near the Ruins of Auberdine in the south through Lor'danel to the region's northern tip. It is dominated by gloomy bays and gray beaches, often littered with huge carcasses of sea animals and dotted with the wrecks of sunken ships. Murlocs are an ever-present threat, but even more common are the crabs which scuttle along the entire stretch of shore.

Misty Reed Strand

Misty Reed Strand

The Misty Reed Strand is the gloomy coastline of the Swamp of Sorrows. There is little along the vast stretch of beach but driftwood, debris, and crocolisks, crabs, and murlocs. Adventurers of the Alliance come here to collect driftwood and slay crabs, and the Horde have several missions to slay the various murlocs spread about the beach.

Misty Valley

Misty Valley

Misty Valley is located in the northwestern corner of Swamp of Sorrows, north of the entrance to Deadwind Pass. It is home to Tangled Horrors, Swampwalker Elders and Swampwalkers and in the far back of the valley is a cave, where the Mire Lord, a powerful bog beast can be found. Apothecary Faustin, a Forsaken undead located at Beggar's Haunt in Duskwood wants the Mire Lord's enchanted fungus. He is affiliated with the Royal Apothecary Society and his loyalty to the Horde seems questionable at best.

Moonglade

Moonglade

Moonglade is a secluded, sacred vale in Northern Kalimdor, home to the Cenarion Circle and a haven for druids. In this ancient forest, tauren and night elves coexist peacefully, united by their devotion to nature. Violence is forbidden, with the Moonglade Wardens in Nighthaven enforcing strict neutrality. The glade’s reflection in the Emerald Dream is the realm’s most sacred place, where the Rift of Aln lies in place of Lake Elune’ara. The demigod Omen sleeps in the lake’s depths, awakening annually for the Lunar Festival, held in Nighthaven, after which he is subdued again. Surrounded by towering mountains, Moonglade is protected from outside influence. Its hilly terrain is dotted with ancient mounds, sheltering druid sanctums. The untouched forest, strong and vibrant, centers around the sacred Lake Elune’ara. Timbermaw Hold provides the only land route, making Moonglade a true sanctuary for druids of both factions to learn, train, and commune with nature.

Mulgore

Mulgore

Mulgore is a fertile, windswept valley surrounded by rugged mountains, with access only via a southeastern pass to the Barrens. Covered in green grasslands and few trees, it is the ancestral home of the noble tauren. Once nomadic, the tauren now dwell in permanent settlements like Thunder Bluff and Bloodhoof Village near Stonebull Lake. The region also hosts Camp Narache, where young tauren train. Wildlife is abundant across the plains and foothills. Despite its serene beauty, Mulgore faces threats: centaur raids, quilboars in Brambleblade Ravine and Red Rocks, goblins of the Venture Company polluting sacred wells and mines, Windfury harpies in the north and southeast, gnolls at Palemane Rock, and dwarves of the Alliance excavating Bael'dun Digsite. The tauren, with the aid of the Horde, defend their homeland fiercely.

Nighthaven

Nighthaven

The village is located on the shores of Lake Elune'ara, in the sacred Moonglade, on the slopes of Mount Hyjal. It features night elvish architecture, some of it with stone walls. It also has a pair of moonwells. This city once held the largest concentration of night elves anywhere on Kalimdor. Massive trees, ancients, and many forest beasts fill the surrounding woods. Nighthaven has survived for centuries despite demon and undead attacks, and the night elves protect their home fiercely. The only current threat to it are deranged satyrs and feral furbolgs. Ancients living in the nearby forests once the had vital task of channeling forces of the land to sustain the night elves' immortality. Now they help train the warriors of Nighthaven and defend the village. The night elves are very cautious of whom they let enter the village. High elves are not allowed under any circumstances, and anyone smelling of arcane power is likewise turned away.

Nightsong Woods

Nightsong Woods

Nightsong Woods is the eastern part of Ashenvale forest, stretching from Raynewood Retreat and the road to Felwood in the west, all the way east to Azshara. This is where most of the heavy cross-faction fighting occurs, and where the Warsong Clan and the Silverwing Sentinels have their holdings. The Falfarren River runs through the Nightsong Woods, roughly dividing it into a western Alliance-aligned part, and an eastern Horde-aligned part. A second, nameless river farther to the east separates Splintertree Post and Alliance-controlled Silverwing Grove from the easternmost part: control over it is split between the night elven outpost of Forest Song, the satyr outposts of Satyrnaar and Xavian, the Horde-aligned Warsong Lumber Camp, and the Burning Legion controlled Felfire Hill and Demon Fall Canyon. The southern reaches of the woods have experienced widespread deforestation at the hands of the Warsong orcs, who use the thick lumber in the trees for settlements and resources.

North Kalimdor

North Kalimdor

Northern Kalimdor

Northshire Valley

Northshire Valley

Northshire Valley is a pristine valley in Elwynn Forest in which both Northshire Abbey and the Northshire Vineyards are located. Northshire Valley is surrounded by impenetrable mountains, with the exception of a pass to the south which is protected by thick stone walls and a guarded entryway. A river runs through the valley, which eventually exits Northshire and empties into Crystal Lake. This is where the human adventurers begin their journey. Marshal Douglas McBride of the Stormwind Guard acts as the commander of Northshire Abbey's garrison and is in charge of the defense of the valley. The guards of Stormwind had trouble maintaining the peace in Northshire Valley, due to an increase in activity from various threats. Deputy Willem noted an increase in the number of wolves inhabiting the woods, Marshal McBride reported a faction of kobolds infesting the areas in and around Echo Ridge Mine, and Milly Osworth feared for her vineyard at the hands of Defias Brotherhood thugs.

Old Town

Old Town

Old Town is the oldest district of Stormwind, a place where history lingers in the air. Much of it predates the city's reconstruction and the devastation wrought by the Orcs during the First War. Amidst its crumbling streets, you'll find some of Stormwind's most renowned taverns, such as the Pig and Whistle. However, crime runs rampant, making it a dangerous yet intriguing part of the city. The area is rough and neglected, but many locals find a certain charm in its weathered beauty. It is home to the city's poorer folk. The warriors and rogues of Stormwind train in the barracks, which house the Alliance Command Center, the officer's quarters, and the headquarters of SI:7—the city's covert intelligence organization. The notorious Master Mathias Shaw, a leader of the Stormwind Assassins, also commands SI:7, overseeing the secretive operations of the Alliance's shadowed arm.

Oneiros

Oneiros

Oneiros is an area south of the Jademir Lake in northern Feralas, adjacent to Dream Bough (one of the four entrances to the Emerald Dream). It has a small ruin and many many green dragons make their home here. One of the Dragons of Nightmare (Emeriss, Lethon, Taerar, Ysondre) sometimes appears here.

Orgrimmar

Orgrimmar

Orgrimmar is the capital city of the orcs, and the Horde as a whole. Nestled into a system of valleys on the northern edge of Durotar, the imposing warrior city is the seat of the Horde Council that governs the entire faction. The city was founded by Thrall and named after his friend and mentor, the former Warchief Orgrim Doomhammer. It is a fortified complex guarded by stout walls, massive gates, and tall towers. The mountainous ranges of northern Durotar form a natural barrier to the rear of the fortress, and parts of the complex are carved into the mountain itself. Built within a huge, winding canyon in the harsh land of Durotar, Orgrimmar stands as one of the mightiest warrior cities in the world. Behind Orgrimmar's immense walls, elderly shaman pass their knowledge on to the Horde's newest generation of leaders, while warriors spar in the gladiatorial arena, honing their skills in preparation for the trials that await them in this dangerous land.

Owl Wing Thicket

Owl Wing Thicket

Owl Wing Thicket is a series of caves in southern Winterspring. They host a large number of berserk, moontouched, and crazed owlbeasts. It is here that the ancient Guardians of Elune tell how the moonkin came into the world, guided by Ranshalla. Ranshalla has been removed from the entrance to the Thicket and replaced with a neutral quest giver, Jadrag the Slicer. He is an injured orc who apparently had an unfortunate run-in with the Owlbeasts while hunting for artifacts. It is unknown where Ranshalla has been moved to, if she still exists.

Pool of Tears

Pool of Tears

Described as being "the largest bog in the Swamp of Sorrows", this is the location where Ysera sunk the Temple of Atal'Hakkar under its waters. After the construction of the Temple of Atal'Hakkar, Ysera sunk the temple under the Pool's waters, where it still sits. Now members of the green dragonflight cover the area nearby, watching over the corrupted temple. It is deep and not as murky as the rest of the swamp's waters, and many Frenzies, large, piranha-like fish, found throughout both Azeroth swim in its waters. They usually appear as hostile aquatic beasts. Also, there are some Atal'ai ruins here where scattered Atal'ai Artifacts can be found.

Quagmire

Quagmire

The Quagmire is the name given to a large section of marshland located in central Dustwallow Marsh. It stretches from Lost Point in the west to Dustwallow Bay in the east, and from Brackenwall Village in the north to the Dragonmurk in the south. Beezil's Wreck, Direhorn Post, and Tabetha's Farm are also located within the Quagmire. It is inhabited by dangerous crocolisks, Grimtotem Clan tauren, spiders and oozes that live throughout the region.

Raptor Grounds

Raptor Grounds

Raptor Grounds is a tiny valley located in the southern part of the Barrens and west of Northwatch Hold. It is densely populated by the Sunscale raptors, who are odd among their kind, showing an unnatural intelligence and even building their own crude huts and tools. Their attraction to shiny objects and, indeed, anything out of the ordinary has caused them to steal many items from the Horde settlements in the area.

Raven Hill

Raven Hill

Raven Hill lies in the shadowed heart of western Duskwood, a forsaken village choked by sorrow and silence. Once known for its prestigious mortuary school and proud funeral rites, the town fell when the dead it honored rose again. Families turned on their own, and the living fled to Darkshire. Even the Defias Brotherhood couldn’t endure the undead horrors that claimed the ruins. Now, only a few souls remain—like the reclusive embalmer Abercrombie, whose true motives are shrouded in mystery. Jitters, a haunted survivor, and Bliztik, a goblin vendor, also cling to life amid the decay. At night, the Black Riders stalk the roads, monstrous figures trailing hellhounds, filling the air with chilling howls. Beyond the crumbling homes lies the vast Raven Hill Cemetery, a cursed ground where many of Duskwood’s darkest secrets stir.

Raven Hill Cemetery

Raven Hill Cemetery

Raven Hill Cemetery is a vast, eerie graveyard north of the forsaken town of Raven Hill in Duskwood. Shrouded in perpetual gloom, its crumbling tombstones and fog-laced paths are overrun by restless Undead, venomous spiders, and ruthless grave robbers who attack without hesitation. Many of Duskwood's darkest quests lead here. In the northwest lies Forlorn Rowe, a desolate hill haunted by Morbent Fel, while the northeast holds the decrepit shack of Abercrombie, past the Dawning Woods Catacombs. Beware the spectral wanderer Mor'Ladim whose sudden presence often marks a swift end for the unwary.

Razorfen Downs

Razorfen Downs

Crafted from the same mighty vines as Razorfen Kraul, Razorfen Downs is the traditional capital city of the quilboar race. The sprawling, thorn-ridden labyrinth houses a veritable army of loyal quilboar as well as their high priests - the Death's Head tribe. Recently, however, a looming shadow has fallen over the crude den. Agents of the undead Scourge - led by the lich, Amnennar the Coldbringer - have taken control over the quilboar race and turned the maze of thorns into a bastion of undead might. Now the quilboar fight a desperate battle to reclaim their beloved city before Amnennar spreads his control across the Barrens.

Razorfen Kraul

Razorfen Kraul

Ten thousand years ago - during the War of the Ancients, the mighty demigod, Agamaggan, came forth to battle the Burning Legion. Though the colossal boar fell in combat, his actions helped save Azeroth from ruin. Yet over time, in the areas where his blood fell, massive thorn-ridden vines sprouted from the earth. The quilboar - believed to be the mortal offspring of the mighty god, came to occupy these regions and hold them sacred. The heart of these thorn-colonies was known as the Razorfen. The great mass of Razorfen Kraul was conquered by the old crone, Charlga Razorflank. Under her rule, the shamanistic quilboar stage attacks on rival tribes as well as Horde villages. Some speculate that Charlga has even been negotiating with agents of the Scourge - aligning her unsuspecting tribe with the ranks of the Undead for some insidious purpose.

Razormane Grounds

Razormane Grounds

The Razormane Grounds, located in central Durotar, are the front lines of the battle for the Razormane quilboars' expansion from the Barrens into Durotar. Bones of dead animals stripped of their flesh litter the grounds, and brambles burst out of the red mountains high above. The orcs fight to keep the Razormane out of the orcish homeland, but for every one cut down, two seem to emerge from the thickets. The leaders of this quilboar encampment are Geolord Mottle and Captain Flat Tusk, captain of the Battleguard.

Razorwind Canyon

Razorwind Canyon

Razorwind Canyon is a nesting ground for the Dustwind harpies of Durotar. It is located in two areas, to the east and west of the main road leading between Razor Hill and Orgrimmar. There are entrances to it by taking paths right or left from that road just north of Razor Hill, or by the going to the north exit of that canyon and checking to the immediate right. Two other entrances from the west are near Tor'kren Farm and by the Southfury Watershed. An entrance to Drygulch Ravine is located in the eastern section of the canyon, through a cave. Adventurers should prepare themselves for battle before heading into this area, as the aggressive bird women are quite numerous through the canyon, and can quickly subdue or kill unwary travelers.

Red Cloud Mesa

Red Cloud Mesa

Redrock Mesa is a training ground found along Mulgore's northern border in the foothills of the Stonetalon Mountains. It is used to train young tauren in hunting skills and combat to make them prominent warriors within tauren society. Red Cloud Mesa is the name for the rolling plains atop the high cliffs in southern Mulgore. Here, young tauren adventurers prove themselves by helping drive back the invading Bristleback quilboars. Camp Narache in the northwest portion of the Mesa is the last safe area on the mesa.

Redridge Canyons

Redridge Canyons

Redridge Canyons, or Red Ridge Canyons, form a labyrinthine network of passages nestled in the northwestern section of the Redridge Mountains. Although it used to be a favored spot for hunting deer and mountain boar by the local populace, it has been claimed by a tribe of gnolls who are led by the ferocious Yowler, and it is no longer a safe place to venture.

Redridge Mountains

Redridge Mountains

Nestled east of Elwynn Forest and south of the Burning Steppes, the Redridge Mountains are a serene yet perilous region under Stormwind’s watch. Towering elms, swift rivers, and rugged hills define this once-idyllic land. Lakeshire, an Alliance stronghold on Lake Everstill’s northern shore, serves as a hub for adventurers — though under constant threat from gnolls and Blackrock orcs. The region remains strategically vital, with roads leading to Elwynn, Duskwood, and Stonewatch Keep — now overrun by hostile orcs. Nearby, the Tower of Ilgalar looms, shrouded in danger and arcane mystery. The wilds teem with dragon whelps, murlocs, and gnolls, while sinister rumors speak of a monster beneath the lake’s surface.

Render's Valley

Render's Valley

Render's Valley is an orcish outpost in the southeastern Redridge Mountains. The valley, much like Render's Camp and Render's Rock, is named after Rend Blackhand and contains a number of Blackrock orcs. The orcs here are not as powerful as the ones in the northwest. A Captured Servant of Azora in one of the valley's camps offers special tailoring supplies to adventurers who can reach him. The mountains just south of Render's Valley contain an "undocumented" hard to find mountain pass to the Swamp of Sorrows.

Ruined Reaches

Ruined Reaches

The Ruined Reaches form the southern coast of Azshara near the border to Durotar. It is mostly stretches of beach and cliffs broken up by inlets of water and dotted with various ruins and shipwrecks. Like the Jagged Reef to the north, travel along the reaches can be hazardous, both due to the treacherous shallows lying just below the surface of the ocean, but also due to aggressive murlocs, hydras, and makrura. On the western shores of the Ruined Reaches is a gnomish building on a hill (accessible by the main land down a steep path) where Blimo Gadgetspring and Jubie Gadgetspring make their home and business selling engineering and trade supplies.

Ruins of Eldarath

Ruins of Eldarath

The Ruins of Eldarath are all that remains an ancient night elven city located in central Azshara. Before the Sundering, Eldarath was one of the most beautiful cities of the night elves. Now in ruins, the naga have reclaimed it, and the powerful warlord Krellian controls them from the shattered remains of Elune's temple. About half of the ruins of the city are deep underwater. It is a cluster of ruins long shunned by night elves. Ferocious bands of naga appear to have claimed Eldarath for their own. The powerful warlord Krellian controls the remaining ruins from the Temple of Zin-Malor. The Explorer's League became interested in Eldarath and adventurers of the Alliance were sent here to discover rubbings of the ancient runes. The presence of Azuregos, the blue dragon, seems to suggest that items of extreme significance—perhaps the fabled Vials of Eternity themselves—can be found in the wilderness near these ruins.

Rut'theran Village

Rut'theran Village

Rut'Theran is a village port for the night elven city of Darnassus. There is a portal here that goes directly into Darnassus, as well as three docks with regular boats going to the Exodar and Stormwind City. There is also a hippogryph roost that goes, for free, to both Darkshore and, for druids, Moonglade in Northern Kalimdor.

Sandsorrow Watch

Sandsorrow Watch

Sandsorrow Watch is a massive area just west of Gadgetzan in Tanaris. It's populated by the Farraki tribe trolls and their zombies.

Sar'theris Strand

Sar'theris Strand

Sar'theris Strand is the name of the coast of Desolace. It is heavily populated by sea giants, naga, and makrura. The Karnitol Shipwreck lies off the northern part of the strand, and a small boat lies smashed on the beach below Ethel Rethor. Though Desolace is a grey, gloomy wasteland, the Sar'theris Strand is sunny and grassy. It is off this coast that Sar'theris Striker can be fished.

Sardor Isle

Sardor Isle

Sardor Isle is an island located west of mainland Feralas, north of the now sunken Isle of Dread. It is the location of Feathermoon Stronghold, a night elven village led by Shandris Feathermoon. It is also inhabited by several naga and a pack of wolves. The island can be accessed from the mainland by a boat route. Off the coast of Feralas there are two large islands, one being Sardor Isle. On this island is located the Feathermoon Stronghold. Its night elven residents studied the ruins located on the Isle of Dread, directly south of Sardor Isle, until recently, when naga of the Hatecrest tribe showed up and moved in.

Sargeron

Sargeron

Sargeron was once a night elven city, but has lain in ruins since the War of the Ancients. The town's original name has been lost to time, but its ruins are now home to numerous Hatefury satyr who have redubbed it Sargeron — after their demonic master Sargeras. The ruins were home to many holy sites of Elune, including Elune's Cathedral, Elune's Temple and Elune's Sanctuary. Several relics can still be found there, namely Elune's Brazier, Elune's Handmaiden, the Cup of Elune and the Ancient Vortex Runestone. These night elf ruins have been taken over by Hatefury satyrs. Their purpose here remains a mystery, though it relates to the satyrs' affiliation with the Burning Legion.

Screaming Reaches

Screaming Reaches

The Screaming Reaches is the region in northwestern Un'Goro Crater, just west of Mossy Pile. This appropriately named area is filled with screeching pterrordax. In the far northwestern part of this area is another ramp, similar to the one used to enter Un'Goro, that exits into Silithus.

Screeching Canyon

Screeching Canyon

The Screeching Canyon is a canyon in the southern parts of Thousand Needles infested by aggressive Screeching harpies. The Roguefeather Den is located in the back of it.

Searing Gorge

Searing Gorge

A scorched and broken land in the heart of Khaz Modan, the Searing Gorge bears the deep wounds of Ragnaros’ summoning. Once part of the Redridge Mountains, it now seethes with volcanic heat and iron ambition. Dark Iron dwarves, war golems, and elementals roam its ash-choked slopes, guarding The Cauldron — a massive mining pit worked by slaves. The rebellious Thorium Brotherhood has carved out Thorium Point amid the chaos. The Gorge is contested, with Alliance entry sealed behind a locked gate — unless a clever rogue intervenes — while the Horde slips in through a rugged pass south of Kargath. Smoke, steel, and secrecy reign here, where old grudges smolder hotter than the forges below.

Sentinel Hill

Sentinel Hill

Sentinel Hill stands as the last bastion of the People's Militia in Westfall — a rugged outpost where brave men and women mount their final resistance against the Defias Brotherhood in a desperate fight to reclaim their land. With a population of roughly 300, this fortified settlement marks a pivotal stop for many human adventurers after visiting Elwynn Forest. Located southwest of Stormwind, Sentinel Hill offers basic amenities: a gryphon flight path, a barracks-style inn, a mailbox, and a forge and anvil near the lumber mill below the tower. Though sparse in vendors, it remains a strategic hub — housing the elusive Defias Traitor who can be found in front of the scout tower. He was captured by the People's Militia while attempting to steal Farmer Saldean's wagon. He promised to reveal the location of the Defias Hideout in exchange for his life. Westfall serves as the launching point for Deadmines missions.

Shadowbreak Ravine

Shadowbreak Ravine

Shadowbreak Ravine is a well-hidden haven for Burning Blade cultists found in the mountains southeast of Shok'Thokar in Desolace. It holds several structures including giant mushrooms and a summoning circle with giant chains. The Burning Blade and demon army are commanded by Agogridon. Shadowbreak is a hidden enclave where the Burning Blade practices its dark arts. Here wild horses are infused with the necessary components to make them fitting mounts for the warlocks. Here also demon summoning is freely practiced.

Shadowglen

Shadowglen

This small twilit glade is bathed in a quiet dusk, and is dominated by the great tree Aldrassil which lies at the center of the clearing. The area is ringed by mountains that no one can climb; the only gap is to the south, here the path headed to Dolanaar parts the mountain range. Nightsabers and boars can be found throughout the glade. Grells are also present here and there, gathering in gangs.

Shalzaru's Lair

Shalzaru's Lair

A large, twisting naga lair south of Feathermoon Stronghold's island at the northern end of the Isle of Dread. The master of the Hatecrest, Shalzaru, dwells deep inside. The cave consists of a main cave and a smaller cave. They are connected by a waterway. The cave is filled with Hatecrest Sorceresses and Hatecrest Serpent Guards.

Shatter Scar Vale

Shatter Scar Vale

Shatter Scar Vale lies north of the Bloodvenom Falls in Felwood. Shatter Scar Vale is where many of the demonic infernals fell to Azeroth during the invasion of the Burning Legion during the Third War. Still-smoldering craters dot the vale, and demons still wander the scarred landscape.

Shattered Strand

Shattered Strand

The Shattered Strand is a coastal area in Azshara, lining the north side of the Bay of Storms. It is densely populated by hydras, sea giants, makrura and murlocs. The strand is also the location of the Temple of Arkkoran and the Tower of Eldara.

Shimmering Flats

Shimmering Flats

The Shimmering Flats is a large stretch of salt flats at the southeastern end of Thousand Needles, on the border with Tanaris. The area is an open expanse devoid of any vegetation and home to various varieties of, among other things, basilisks, scorpids, turtles, and vultures. The area is a dried lakebed, as evidenced by the wrecked sailing vessel in the northern part. The flatness of the area made it especially desirable for goblins and gnomes, who have set up the Mirage Raceway and constantly compete against each other to see who can build the fastest racing machine. Their inventions are frequently unstable, and the area is littered with the wreckage and parts of countless failed gizmos, as well as numerous craters. A group of dwarven archaeologists was attacked by a Horde raiding party led by Moktar Krin, but they all were driven out of the Rustmaul Dig Site in the southwest when they inadvertently dug into a subterranean silithid hive.

Silithus

Silithus

This huge desert lies in the southwestern tip of Kalimdor. The rock and sand terrain is broken up only by the massive hives of the silithid. Silithus is one of the insect-infested sections of southern Kalimdor. This area houses a section of the once great Aqiri empire, known as Ahn'Qiraj. It is currently uninhabited, but the central temple is sealed off by the night elves, who attempted to prevent an infestation from breaking out. Judging by the ruins in the area, as well as the massive Silithid colonies, they were unsuccessful in their attempt. The Cenarion Circle maintains a constant presence in Silithus, at Cenarion Hold. From here, they monitor the Silithids, whom some believe to be a force so powerful and threatening that the Alliance and Horde must ally to combat.

Silverpine Forest

Silverpine Forest

Silverpine Forest is a haunted woodland stretching along Lordaeron’s western coast. Once lush and protected by the Alliance, it's now shrouded in ghostly mist and decay. Sickly silver pines loom over abandoned farms and crumbling mines, where undead and twisted creatures roam. The Forsaken control the north, locked in conflict with Rot Hide gnolls, while desperate human survivors cling to the south. Dalaran mages venture here to study the undead plague and the savage worgen curse. Pyrewood Village hides cursed souls who turn feral under moonlight, serving Archmage Arugal from his lair in Shadowfang Keep. Fenris Isle remains a violent gnoll stronghold. Surrounded by Tirisfal, Gilneas, and Lordamere Lake, Silverpine is the front line of Forsaken territory—a land of unnatural silence, constant war, and forgotten horrors.

Sishir Canyon

Sishir Canyon

Sishir Canyon is absolutely taken over by monstrous Deepmoss spiders. Their eggs and webbing densely cover the whole area, and deep inside, the most powerful of their number, Besseleth, awaits.

Southbreak Shore

Southbreak Shore

Southbreak Shore in Tanaris is an expanse of flat beach to the south of Lost Rigger Cove. It is quiet and almost deserted apart from the hostile pirates that have taken over the northern section of the beach. From here Captain Dreadbeard commands the local pirates and has begun getting aid from sea giants, though unclear how.

Southern Kalimdor

Southern Kalimdor

Southern Kalimdor

Southfury River

Southfury River

The Southfury River is likely Kalimdor's most prominent river. Beginning from a lake in Mount Hyjal, it drops into the regions below via a set of spectacular waterfalls. The resulting wide, swiftly-flowing river forms the boundary between the forest of Ashenvale and Azshara, and further south, the border between the Northern Barrens and Durotar. The river empties into the Great Sea in a cascading waterfall just northeast of the goblin port city of Ratchet. It forms a natural border between the northeastern part of the Barrens and the western portion of Durotar, with the later being a long expanse separated from mainland Kalimdor by the Southfury River

Southridge Beach

Southridge Beach

Southridge Beach is located in central Azshara, lining the South edge of the Bay of Storms. It is heavily inhabited by the naga, but also supports makrura, hydras, murlocs, and the occasional sea giant. Countless ruins dot the beach, remnants of the once-great city of Eldarath.

Stonard

Stonard

Stonard is a Horde outpost in the Swamp of Sorrows, originally built during the First War as a staging ground for the invasion of Azeroth. Abandoned after the Second War, it was later re-established by the new Horde. The town is fortified, patrolled, and surrounded by smaller orc camps to secure the region. Located near the swamp’s only road, it is mainly inhabited by orc warriors and shamans. Despite limited trade, Stonard sends caravans to Stranglethorn Vale and has skilled weapon-smiths. It serves as a hub for adventurers heading to the Temple of Atal’Hakkar and is the closest Horde base to the Dark Portal. It hosts trainers for hunters, warlocks, warriors, and professions, and is the only place in the Eastern Kingdoms with a Horde shaman trainer. Mages can also learn to teleport or open portals to the town.

Stone Cairn Lake

Stone Cairn Lake

Stone Cairn Lake is situated in northeastern Elwynn Forest, and holds one large island that gives the lake a characteristic ring shape. The lake is named after Heroes' Vigil, the stone cairn monument erected upon the island to commemorate the huge loss of life during the First War against the orcs. While the lake has previously been a safe place to make pilgrimages to, it has recently fallen into the hands of Defias Rogue Wizards who have settled on the island. The water also holds a tribe of murlocs who have raised crude structures on the southern banks of the lake. This area is also rich in copper ores.

Stonebull Lake

Stonebull Lake

Stonebull Lake is a long horseshoe-shaped lake that surrounds Bloodhoof Village in central Mulgore on three sides. It is known for its abundant fish, and many an hour is spent casting lines into the cool water. A bridge spans the lake at its narrowest point. The road that crosses this bridge connects Thunder Bluff to Bloodhoof Village. The area is known as Lake Stonebull. Mulgore is home to the only major source of water in western Kalimdor. The lake is named after the mighty tauren hero who fell battling the Burning Legion. Water fills the lake from underground rivers stretching as far north as the Ashenvale Forest.

Stonetalon Mountains

Stonetalon Mountains

The Stonetalon Mountains are located west of the Barrens, between Ashenvale in the North and Desolace in the South. Once the harpies' homeland, their presence has lessened over time. Stonetalon Peak, the tallest mountain, is sacred to both night elves and tauren, with the elves maintaining a spiritual glade and barrow there. The southern regions are less forested, though evergreens grow in areas like Greatwood Vale. Industrial exploitation by the Venture Company has devastated parts like Windshear Crag, polluting the land and angering the orcs and tauren. Sun Rock Retreat serves as a tauren outpost in the center, while the Darkspear trolls inhabit Malaka'jin in the south. The region is also inhabited by kobolds, spiders, wyverns, and, in the dangerous Charred Vale, fierce beasts and elementals.

Stonewatch

Stonewatch

Stonewatch is a human military fortress in the Redridge Mountains, originally controlled by Lakeshire to defend against orc raids from the Burning Steppes. It includes Stonewatch Keep, Tower, and Falls. The warlock Morganth allied with the Blackrock orcs under Gath'Ilzogg, and together they seized the keep. After the victory, Morganth betrayed the orcs, building his own tower, Ilgalar, and raising a gnoll army led by Lieutenant Fangore. Now, both orcs and humans suffer under Morganth's forces. The Blackrock orcs still hold the keep, led by Gath'Ilzogg and Tharil'zun. To reclaim the site and prevent further attacks, Lakeshire’s council offered bounties on these orc leaders, enlisting Alliance adventurers for help.

Stormwind

Stormwind

Stormwind City, located on Azeroth’s northwest coast, is the capital of the kingdom of Stormwind and the largest human city. After the Third War, it became a central figure for the Alliance, embodying its strength and unity. The city was rebuilt by the Stonemasons’ Guild after the Horde’s invasion during the Second War. Known for its commitment to diplomacy, Stormwind champions justice, honor, and cooperation with allies. Key landmarks include the Cathedral of Light, a beacon of the Holy Light, and the Valley of Heroes, which honors fallen heroes. Stormwind’s citizens are renowned for their resilience and courage, with the city symbolizing human determination. The Stormwind City Guard maintains order, ensuring the safety of its people. In recent years, Stormwind has also become a hub for adventurers, drawing those seeking to aid the Alliance in its ongoing struggles against various threats.

Stormwind keep

Stormwind keep

Stormwind Keep is the towering seat of power in the Eastern Kingdoms, home to King Varian Wrynn and Prince Anduin. Built of white stone and blue banners, its spires rise above the city, visible from miles away. Inside, grand halls echo with the steps of nobles, commanders, and secretive agents. The Royal Library holds tomes both ancient and arcane—some said to be protected by enchantments. Rumors speak of shadowy cabals meeting in candlelit chambers beneath the keep, while silent guards patrol areas not marked on any map. Secret tunnels, warded against detection, wind deep through the rock, leading to distant forests or hidden docks. The keep’s outer walls are reinforced with dwarven engineering, and its throne room is guarded day and night by the elite Stormwind Guard. To approach it, adventurers must pass beneath sky-piercing towers through the northeastern gates, where the scent of incense mixes with the ever-present tension of power.

Stranglethorn Vale

Stranglethorn Vale

Stranglethorn Vale is a vast, dangerous jungle south of Duskwood. Once the heart of the ancient Gurubashi Empire, its crumbling ruins now lie hidden beneath thick vegetation. Jungle trolls, especially the Bloodscalp and Skullsplitters, still dwell here, fiercely guarding their ancestral lands. The northeast holds Zul'Gurub, their former capital. Along the southern coast lies Booty Bay, a goblin-run pirate haven, while the Bloodsail Buccaneers and Blackwater Raiders clash nearby. The jungle teems with hostile creatures, from naga and murlocs to wild beasts and ogres. Colonel Kurzen's rogue troops and the Venture Company also stake claims, but few outsiders last long.

Swamp of Sorrows

Swamp of Sorrows

A haunted mire in the southern Eastern Kingdoms, the Swamp of Sorrows is a place of ancient secrets and lingering dread. Once part of the vast Black Morass, this marshland now teems with danger—both natural and arcane. Among the gnarled trees and stagnant waters, green dragonspawn patrol under Ysera’s command, guarding the sunken Temple of Atal’Hakkar from a dark force that stirs within. Once a sanctuary for the exiled Atal’ai trolls, the temple now lies drowned and cursed. Orcs have long sought to control this land, with the outpost of Stonard standing as a grim reminder of past wars. Crocolisks, bog beasts, and lurking threats make travel perilous, while salt-crusted ruins and forgotten magic attract those bold—or foolish—enough to explore. The Swamp of Sorrows is a realm of decay, conflict, and ancient power waiting to be awakened.

Talondeep Vale

Talondeep Vale

Talondeep Vale is a forested location between Silverwind Refuge, Talondeep Pass, and the Ruins of Stardust. The Ashenvale side of the Talondeep Path starts here.

Tanaris

Tanaris

The Tanaris Desert covers a vast expanse of southern Kalimdor, just south of the Thousand Needles. It is a blazing hot expanse of rolling sand dunes under a cloudless sky. The southern region is more mountainous, with large cavern networks - some extending deep beneath the surface. A vast realm, the Tanaris Desert holds many secrets. The land is mostly desert, and below the ground are gigantic tunnel networks. They remain largely unexplored, for few have the fortitude to venture into such a harsh landscape. Still, rumors tell of all manner of creatures that hide within the tunnels and slaughter trespassers without hesitation. Although the sea of dunes does not look as if it would support a variety of wildlife, humans, Sandfury Trolls, hyenas, scorpids, basilisks, and silithid bugs are quite common. Occasionally drakes are also seen soaring on the thermals that swirl over the great desert.

Teldrassil

Teldrassil

Off Kalimdor's northern coast lies the island, and great tree of the same name, Teldrassil, the new home of the reclusive night elves. In recent times, the night elves have moved their capital to an island off northwest Kalimdor. It was here that the Circle of the Ancients and the wise druids pooled their power to create another World Tree. They called this tree Teldrassil (“crown of the earth”) and built their city of Darnassus atop it. Teldrassil is truly massive, a huge trunk rising out of the sea and holding the entire night elf homeland, and the capital of Darnassus, in its boughs. The majority of Teldrassil's upper reaches is open forest and it resembles a mid-sized forested island. Darnassus takes up a large chunk on the western side of this island, while smaller cities dot the remaining forest. All forms of terrain exist here, including streams, full-sized lakes, and a few hills that might be considered mountains.

Temple Gardens

Temple Gardens

The Temple Gardens are a large open area in the center of the night elven capital of Darnassus. It is described as the centerpiece — though geographically more west of the center — of Darnassus and composed of several islets of varying size filled with the most exquisite of flora. Tyrande used it at least once for meditation.The gardens themselves encompass the body of water, walkways, and small islands at the heart of the city, being named for the large Temple of the Moon located immediately to the south. A portal in the far west of the district provides the only method of traveling to Rut'theran Village at the base of the World Tree, while Darnassus's bank can also be found on the largest island. The Temple Gardens are connected by bridges to the Cenarion Enclave to the north, the Craftsmen's, Warrior's, and Tradesmen's Terraces to the east, and the Temple of the Moon to the south. The night elves manipulate the waters to maintain the splendor of the Temple Gardens.

Temple of the Moon

Temple of the Moon

The Temple of the Moon in Darnassus is a major temple dedicated to the goddess Elune, the dwelling and moonlit sanctum of the Sisters of Elune, and the center of all night elven spiritual life. Some call it the heart of Elune herself. The temple also serves as the seat of government in Darnassus and Teldrassil, with the night elven leader High Priestess Tyrande Whisperwind residing there. In its center is the statue of Haidene placed in the middle of a moonwell which is used for bathing and recuperating. as the waters of the temple are known to be blessed. There were private rooms for changing, as well as another level to the temple where Tyrande had a small, private room where she generally seek guidance and peace. Night elf bards perform in parts of the temple, where they play music as soft as Elune's light and as soothing as the gentle splash of falling water.

Terror Run

Terror Run

The southwestern part of Un'Goro is home to the most powerful and deadliest creatures in the whole crater, including vicious stegadons, and so the place takes the name Terror Run. Strange rock formations litter the place, possibly left over from some ancient culture as yet unknown. A dwarf of an expedition thought these might be relics of the Titans, but none of them were able to get close enough to study them in detail. Terror Run is also afossil archaeology dig site.

The Barrens

The Barrens

The Barrens is a vast, hot savanna in central Kalimdor, controlled mainly by the Horde. Once home to grand kaldorei cities, it is now a rugged land threatened by centaur and quilboar raids. Despite its harsh terrain, with rocky deserts, grassy plains, and scattered oases, the region remains important due to strategic trade routes, including the Gold Road that runs north to south. It is bordered by forests, marshes, coastline, and mountains, making it a central hub for travel and conflict. The zone hosts three dungeons—Wailing Caverns, Razorfen Kraul, and Razorfen Downs—and the Horde entrance to Warsong Gulch. Major Horde settlements include the Crossroads and Camp Taurajo, while Ratchet offers neutral access to flight paths and sea travel. Rumors of hidden treasures and rich minerals attract adventurers from all races, keeping the Barrens a contested and lively region despite its desolate feel.

The Blackwolf River

The Blackwolf River

The Blackwolf River is a small river running through Windshear Crag from the Cragpool Lake in the Stonetalon Mountains. It is heavily polluted due to the deforestation operations that the Venture Company do in the valley. With the aid of erosion from the Blackwolf River, the Stonetalon Mountains have expanded into a vast network of canyons and cliff openings that invites adventurers and beasts alike to explore the virgin lands.

The Charred Vale

The Charred Vale

The Charred Vale is a large valley once a verdant place but now lies mostly in flames and lava in the southwest section of the Stonetalon Mountains. It was here that Bloodfury harpies called their home and treants roamed the area to protect their forest. The goblins of the Venture Company decimated the vale and enraged its spirits and released numerous elementals when the vale's guardians, the treants, drove the goblins back. As they left, the treants were probably corrupted by goblin's weapons. The road to Desolace leads through this vale, and thus it is suggested that inexperienced adventurers invest in a flying mount to travel over this region rather than walking through it on foot. The denizens of Sun Rock Retreat are concerned with discovering why elementals spring from beneath the earth. It is perhaps due to the ley lines that cross under Mirkfallon Lake that the elementals are drawn to the area around the Charred Vale.

The Cliffspring River

The Cliffspring River

The Cliffspring River is a river in the northern part of Darkshore. It flows from the Cliffspring Falls out to the sea. The river, like so many parts of Darkshore, is tainted by the local Stormscale naga and local wildlife which drinks from it often become sick.

The Cragpool Lake

The Cragpool Lake

The Cragpool Lake is a small lake in Windshear Crag. An enormous structure created by Venture Co. goblins runs above it. From here, Gerenzo Wrenchwhistle oversees a good portion of the Windshear Crag operation. The lake is located just northwest of Windshear Crag, at the head of the Blackwolf River. The site is dominated by a massive Venture Company water wheel, accessible only by a tower of rickety scaffolding.

The Crystal Vale

The Crystal Vale

The Crystal Vale is a valley in the far northwestern corner of Silithus. It is populated by earth and air elementals. Here a warlock called Highlord Demitrian got a bit greedy raising crystals. It seems he tried to enslave a powerful air elemental called Thunderaan but got caught himself. Now he and his men serve the wind elemental, searching the area for some talisman.

The Dagger Hills

The Dagger Hills

The Dagger Hills — a rugged ridge behind Moonbrook in Westfall — serve as a stronghold for the fiercest Defias Brotherhood members outside the Deadmines. Hidden among the hills is Grimbooze Thunderbrew, a jovial dwarven brewer with a fondness for rhymes and drink. He offers a quirky, repeatable quest but endless free ale. Once a proud owner of Thunderbrew Distillery in Kharanos, Grimbooze met Chen Stormstout for a legendary tasting. Their friendly rivalry sparked the first Brewfest, but when Chen departed, he left behind his Jug of a Thousand Cups. Grimbooze embraced the artifact a bit too enthusiastically, eventually wandering to Westfall, his mind now steeped in riddles and rhymes. Adventurers brave enough to seek him out may find more than just a pint… perhaps even a forgotten clue whispered in verse.

The Darkened Bank

The Darkened Bank

The Darkened Bank stretches along the northern shore of Duskwood. It runs from the far western edge of Duskwood east to the bridge that connects Duskwood to the Redridge Mountains. At the western edge of The Darkened Bank is a small camp with two refugees, Sven Yorgen and Lars, where you can receive a handful of quests that involve killing the weaker creatures in Duskwood. This is a good place to begin exploring Duskwood and is easily reached by swimming straight south from the far southwest corner of Elwynn Forest.

The Dry Hills

The Dry Hills

The Dry Hills are located in the far northwestern corner of the Northern Barrens. Despite their name, the Dry Hills are actually one of the greener areas of the Barrens because the seeds from the nearby Ashenvale Forest have been carried on the wind over the crags. These foothills of the Stonetalon Mountains to the west are primarily populated by Witchwing harpies who have recently been raiding caravans traveling the northern Gold Road. However, the large number of zhevra, plainstriders, raptors, and other animals in this area has drawn many hunters here.

The Dust Plains

The Dust Plains

The Dust Plains are the southernmost area of Westfall. The plains have a population of gnolls that threaten adventurers from their few camps. An old guard tower, kwon as Klaven's Tower is located on the eastern edge of the plains.

The Dwarven District

The Dwarven District

The Dwarven District anchors Stormwind’s north, a smoky forge-heart of Ironforge resilience. Soot-streaked banners ripple above cobbled alleys where stout folk barter, drink, and hammer late into the night. Steam vents hiss beside stone taverns brimming with ale and dwarven song. Hunters trade trophies in the local guild, while sparks fly from anvils under runic lamps. Trainers in mining, smithing, and tinkering guide eager hands. A tunnel eastward hums with arcane energy—gateway to the Deeprun Tram. Homes here are tight, vertical labyrinths, carved from repurposed human dwellings. Over 30,000 dwarves call it home, making it louder, busier, prouder than even Ironforge. Deep within, a grand, empty chamber waits—a guildhall in search of a legacy.

The Field of Giants

The Field of Giants

Covering much of the southernmost portion of the Barrens, the Field of Giants lies between Camp Taurajo and the entrance to Dustwallow Marsh. Numerous herds of thunder lizards, kodo, and other varieties of Kalimdorean megafauna roam this land. The plains are straddled by the southern leg of the Gold Road which is less well defended than the northern reaches — the watch towers that were built to guard it appeared to had been abandoned. However, the wise shaman Brine made her home on a ridge on the southern borders of the Field, while Gann Stonespire seeks to avenge his tribe, who were driven out of their village when the dwarves started digging for titan ruins in the land adjacent to their settlement. The main concern to those with interests in the region was the recent appearance of silithid hives — the northernmost in all Kalimdor. The troll Korran of the Crossroads and tauren Ruga Ragetotem of Camp Taurajo task Horde adventurers with investigating this incursion.

The Forbidding Sea

The Forbidding Sea

The Forbidding Sea is a largely unexplored and uncharted sea along the eastern coast of the Eastern Kingdoms, sometimes noted by travelers on the coasts of the Hinterlands, Arathi Highlands and Swamp of Sorrows.

The Forgotten Coast

The Forgotten Coast

The Forgotten Coast is the coast that makes up the entire border of western Feralas with the Veiled Sea. Here several water elementals and sea giants roam the shore. Zorbin Fandazzle can be found at the fork in the main road that leads to the coast. There is another path further north that is safer for the Horde to enter the coast with. There is also a murloc fishing village. Sometimes, birds used to swoop in and carry off tadpoles, or it would be attacked by humans or gnolls. The Gordunni ogres have been raiding the coast for years and taking several of the murlocs and others captive into Dire Maul.

The Forgotten Pools

The Forgotten Pools

The Forgotten Pools are the northernmost of the oases in the Northern Barrens, located north off the western road out of the Crossroads. As with many of these verdant pools, it is patrolled by Kolkar centaurs along with the indigenous wildlife, such as turtles. Laden Mushrooms are unique to this pool, and grow along its shore. Ta'jari, a troll sent to the Forgotten Pools to gather information about the centaur for Regthar Deathgate and Telar Highstrider, a Tauren who seeks to take the Forgotten Pools by eliminating the centaur of the area can be found here, assessing the centaur threat.

The Frayfeather Highlands

The Frayfeather Highlands

The Frayfeather Highlands are the territory of the Frayfeather hippogryphs. Deep into the Frayfeather Highlands, one can find nests containing Hippogryph Eggs to bring back to Gadgetzan's Super Egg-O-Matic machine for inspection. The hippogryphs are named after the highlands.

The Gold Road

The Gold Road

The Gold Road runs north-south from Mor'shan Ramparta and continues south, to a bridge connecting the northern and southern half of the Barrens. It was an ancient highway that ran the breadth of Kalimdor a millennium ago. This trade route is named for the trade caravans that travel regularly along the highway from Ratchet in the south all the way to Nighthaven in the north.

The Great Sea

The Great Sea

The Great Sea makes up the deep waters between the continents of Azeroth, with the Maelstrom located at its center. This stretch of sea is so vast you will die of fatigue before you can swim any significant distance. In order to cross it, the Horde primarily uses zeppelins while the Alliance prefers to use boats. This sea did not exist prior to the Great Sundering, thus, after the Well of Eternity was destroyed, and ancient Kalimdor was split asunder, the waters that filled in the void became known as the Great Sea.

The Greatwood Vale

The Greatwood Vale

The Greatwood Vale is a forested valley in the foothills of Stonetalon Mountains. Linking the Barrens to the mountains, the recesses of the vale have been a hunting and camping region for Tauren tribes for millennia. Recently, the Grimtotem tribe has attacked and destroyed the Tauren loyal to the Horde in the region, burning Camp Aparaje to the ground and murdering most of the inhabitants. Horde agents have been sending adventurers into the vale to assault the Grimtotems there. This vale is one of the primary sources of tauren activity in the Stonetalon Mountains. Two separate tauren villages are found here, the Grimtotem Village and Camp Aparaje. Both are inhabited by the Grimtotem tauren, a tribe of dissidents who do not share Cairne Bloodhoof's ideals of uniting the clans and instead focus on seeking retribution for the wrongs imposed on them in recent history. However, this approach is not popular enough to gain the support of the more numerous tauren in the Sun Rock Retreat.

The High Wilderness

The High Wilderness

The High Wilderness is a vast forest that stretches from the Forgotten Coast to Verdantis River in western Feralas. Many creatures can be found in this forest, including but not limited to: gorillas, wind serpents, bears, wolves, hippogryphs, yetis, treants, and ogres.

The Hushed Bank

The Hushed Bank

Nestled along the western river of Duskwood, The Hushed Bank is a shadowy, treacherous stretch running from the triple border of Westfall, Elwynn Forest, and Duskwood, all the way south toward Stranglethorn Vale. Thick with gloom and overgrowth, this quiet riverside is prowled by venomous spiders and feral wolves. A covered bridge, veiled in fog, links Duskwood to Westfall here—its creaking timbers often the only warning of what lurks beyond. At the northern edge, Lars and Sven Yorgen offer tasks to passing adventurers, but their grim demeanor hints at burdens darker than most expect.

The Lushwater Oasis

The Lushwater Oasis

Lushwater Oasis is a serene, palm-lined haven nestled in the arid expanse of the Barrens. Tall grasses sway beside crystal-clear pools, while frogs croak and birds chirp in the trees overhead. The waters shimmer under the sun, attracting a variety of wildlife, from peaceful gazelles to aggressive raptors lurking in the underbrush. It is one of three major oases in the Northern Barrens. It is notable for containing the entrance to the accursed Wailing Caverns. Kolkar centaur stalk between the trees, eager to hunt the wild beasts coming to drink.

The Maelstrom

The Maelstrom

As the aftershocks from the Well's implosion rattled the bones of the world, the seas rushed in to fill the gaping wound left in the earth. At the center of the new sea, where the Well of Eternity once stood, was a tumultuous storm of tidal fury and chaotic energies. This terrible scar, known as the Maelstrom, would never cease its furious spinning. It would remain a constant reminder of the terrible catastrophe and the utopian era that had been lost forever.The Maelstrom is a massive, fierce vortex of water that was created when the Well of Eternity collapsed into itself during the Great Sundering. It is located in the middle of the Great Sea which subsequently filled the void. The water churns constantly in a dizzying storm of tidal and arcane energy that seems to have no end. The capital city of the Kaldorei Empire, Zin-Azshari, was dragged under creating Nazjatar. Ship and zeppelin routes go out of their way to avoid the Maelstrom, for fairly obvious reasons.

The Mage Quarter

The Mage Quarter

The Mage Quarter, also known as the Mage District, occupies the southern corner of Stormwind City. It is home to the notorious Slaughtered Lamb tavern and the Wizard’s Sanctum, where the kingdom’s most skilled mages study the arcane arts. The Sanctum also houses the portal room, a gateway to the major Alliance cities. To reach the Mage Quarter, one must travel southwest across the Canals, accessible from Cathedral Square, Lion's Rest, or the Trade District. Within the Wizard’s Sanctum, mages dedicate themselves to the study of magic, while their order plays a vital role in protecting the capital and its surrounding lands. Beneath the Slaughtered Lamb, the catacombs serve as a training ground for Stormwind’s warlocks, shaping new recruits in the darker arts. The quarter also boasts various shops catering to herbalism, alchemy, and tailoring, making it a bustling hub for arcane practitioners and those seeking magical supplies.

The Marshlands

The Marshlands

The Marshlands is a vast marsh covering much of the southeastern Un'Goro Crater. This is often the first area encountered when entering the crater for the first time, as entering anywhere else from Tanaris would likely end in death. The marshes are inhabited by large amounts of raptors, some normal, some poisonous. Nearby on a large mound are Torwa Pathfinder and Garl Stormclaw, who apparently traveled here on a canoe from some other location in the crater. On the opposite side is Mor'vek, a ravasaur trainer. In the north, Ithis Moonwarden has setup a small camp watching over young bloodpetals.

The Merchant Coast

The Merchant Coast

The Merchant Coast is the name given to the small portion of the Northern Barrens that forms the coastline of the Great Sea. Along the Merchant Coast is the goblin port town of Ratchet, and the Theramore outpost, Northwatch Hold. Off the coast is Fray Island. The Merchant Coast receives its name from the lucrative trade that takes place through the thrifty hands of the Ratchet goblins. For years, the southern portion of the Merchant Coast is controlled by the Southsea Freebooters.

The Park

The Park

Tucked in the western corner of Stormwind City, the Park serves as a tranquil haven amid the bustling human capital. Once a lively district for leisure and gatherings, it has since been transformed into a sanctuary for visiting night elves. Surrounded by natural beauty, the area offers solace to those who seek a reprieve from stone and steel. A Moonwell now lies at its heart, shimmering with arcane serenity. The Park is also the only known place in the Eastern Kingdoms where druid trainers reside, making it a vital hub for students of nature’s magic. Travelers can reach the Park by heading southwest from Cathedral Square or northwest from the Mage Quarter. Whether for training, reflection, or a quiet moment beneath the trees, the Park offers a rare touch of Kalimdor's wilderness within Stormwind's walls.

The Rolling Plains

The Rolling Plains

The Rolling Plains cover much of southern Mulgore, stretching from Bloodhoof Village to the Barrens border. It is inhabited by many species of animal; wolves, kodo, tallstriders and cougars can all be found here. This is also the only place in all Mulgore where centaurs have been able to penetrate - their outriders have been known to wander the grassy fields. A nest of Windfury harpies can be found in the eastern part of the region.

The Ruins of Isildien

The Ruins of Isildien

The Ruins of Isildien are the ruins of a large night elven city in southwestern Feralas. The Gordunni ogres have made the ruins their home. It was destroyed 10,000 years ago.

The Scuttle Coast

The Scuttle Coast

The Scuttle Coast is on the east coast of Durotar, looking out to the Great Sea. It is southeast of Razor Hill and north of Tiragarde Keep. The coast was littered with ships from Kul Tiras, smashed upon the rocks as a result of the great battles fought between the orcs and Admiral Daelin Proudmoore's fleet. The orcs salvage bits and pieces of gnome technology from the stores of the ships.

The Shady Nook

The Shady Nook

The Shady Nook is located in Ashenvale, south of Raynewood Retreat and east of Greenpaw Village. It is a small valley populated by a small family of bears, who presumably also inhabit the small cave located there.

The Shifting Mire

The Shifting Mire

The Shifting Mire is the central bulk of the Swamp of Sorrows west of the Pool of Tears. Here you will find Young Sawtooth Crocolisks, Sorrow Spinners which are large tarantula, Swamp Jaguars and Lost Ones. The name Shifting comes from a mysterious force causes the extremely fine silt on the ground to collect and move on its own accord, travelling as if alive.

The Sludge Fen

The Sludge Fen

The Sludge Fen is an oil field found on the northeast corner of the Northern Barrens. Occupied by the Venture Company for their oil refining projects, the fen is an oil platform that can be visited. This is a dangerous area to adventure in, as the cowardly Venture Co. employees will rush for help if they are attacked. The Sludge Fields is found in the Barrens' northern hills and the Venture Company has an operation there. They have built a derrick over what appears to be a large tar pit, and the operation is led by a goblin known as Supervisor Lugwizzle, Tinkerer Sniggles, Foreman Grills and Engineer Whirleygig.

The Sorrowmurk

The Sorrowmurk

The Sorrowmurk is the area of the Swamp of Sorrows located just east of the Pool of Tears and the Sunken Temple. The area is crawling with green dragonspawn as well as a large green drake that patrol the region, making it inhospitable for all but the most adventurous traveler.

The Southern Gold Road

The Southern Gold Road

This trade route is named for the trade caravans that travel regularly along the highway. Officially, the section of the road that bears the name Southern Gold Road begins at the Great Lift at the southern end of the Barrens and ends at the bridge connecting the northern and southern ends of the Barrens. North of here, the road is simply known as the Gold Road. The road is traveled by traders and adventurers alike, hailing from regions as distant as Gadgetzan in Tanaris Desert and Auberdine in Darkshore, and Nighthaven in the north.

The Stagalbog

The Stagalbog

The Stagalbog is a region of the Swamp of Sorrows which lies south of the Pool of Tears and borders the southern mountain range. It is dense marshland. Stagalbog Cave sits at the edge of the mountains.

The Stagnant Oasis

The Stagnant Oasis

The Stagnant Oasis is an oasis located between the Merchant Coast and the Gold Road. In addition to Kolkar centaur camped on its fringes and other indigenous oasis flora, it is also home to several Lost Barrens Kodos, which due to their weakened state and solitary nature are much easier to hunt than the kodo of the Field of Giants to the south.

The Talondeep Path

The Talondeep Path

Talondeep Path also called Windshear Pass is found along the southern border of Ashenvale and it is the entrance to Windshear Crag. The winding path leads from the wilds of the primordial forest into the stormy canyons of the Stonetalon Mountains, where harpies roost.

The Trade District

The Trade District

The Trade District, also known as the Bazaar District, is located just inside Stormwind City, right after passing through the main gate. It serves as the city's primary marketplace, offering a wide variety of goods. Upon entering, the Guild Master can be found to the left in the Visitor's Center, where they can assist with creating a guild or designing a guild tabard. The district offers an assortment of items including cheese, arcane goods and reagents, general supplies, flowers, cloth, leather, and mail armor, bows, guns, and clothing. The bank, mailbox, and inn are situated on the southwest side, while the Gryphon Master can be found up a ramp on the eastern side. In the center of the district, you'll find the Auction House.

The Twilight Shore

The Twilight Shore

The Twilight Shore is a stretch of coast in southern Darkshore. It lies south of the Long Wash, which ends due west of Ameth'Aran, and runs all the way south to Ashenvale. The Twilight Shore is the most rugged part of Darkshore's coast, and the gray beaches get broken up by jutting cliffs and small islands in the south. Murlocs are abundant here, and the waters bulge with aggressive threshadons who do not hesitate to attack adventurers swimming for shore.

The Valley of Heroes

The Valley of Heroes

Stormwind is the largest of the remaining human kingdoms on Azeroth, a hub for all Alliance races. It is accessible by both sea and the newly-built underground railroad. The city is a melting pot of cultures, home to humans, dwarves, gnomes, high elves, and night elves. Stormwind’s massive gates rise above Elwynn Forest, leading into the Valley of Heroes. This natural basin is crossed by a majestic bridge that connects to the city's trade district. The bridge is lined with statues of legendary heroes from the Second War—humans, high elves, and dwarves—who fought in Draenor. Their fate is uncertain, having either perished or survived the war. These monuments serve as a poignant reminder of their bravery and the unanswered question of whether Azeroth will ever witness such courage again.

The Valley of Trials

The Valley of Trials

The Valley of Trials, in southern Durotar, is the starting point for young orc adventurers of the Horde. Protected from external threats, it offers challenges to help recruits adapt to their new roles. At its heart lies the Den, a cave carved into the cliff where trainers and recruiters reside, giving guidance and assigning tasks. Recently, a corruption has spread in the northern caves, now occupied by weak but growing numbers of demons, hinting at a possible Shadow Council presence. These demons have started emerging into the valley, threatening its safety. The harsh terrain is home to venomous scorpids and brutish boars—mostly manageable, except for the dangerous scorpid Sarkoth, who causes serious trouble. Orcish peons also work in the area, gathering wood from the sparse trees scattered across the dry landscape. Despite its dangers, the valley remains a vital training ground, forging orcs into capable warriors ready for the greater threats beyond.

The Veiled Sea

The Veiled Sea

The Veiled Sea is the name of the vast sea that lies to the north and west of Kalimdor. It is the location of the former night elven homeland of Teldrassil. Giant turtles, sea turtles and krakens are known to live in the Veiled Sea. After the Great Sundering, both, portions of Zoram Strand and Blackfathom Deeps in Ashenvale sunk under the Veiled Sea. It is named after the fog that was raised by the night elves to shroud Kalimdor from outsiders until the Third War.

The Verdantis River

The Verdantis River

The Verdantis River is a small river weaving through central Feralas just southeast of Dire Maul. This area is the only place in the world to catch Feralas Ahi fish

The Vice

The Vice

The Vice is home to the Deadwind ogres. There are several Deadwind ogre mounds and camps in the area, scattered along the road to Karazhan in the southern area of Deadwind Pass. Nobody knows why the ogres have chosen to settle in this desolate area with nothing but restless spirits and a few vultures for company. The Deadwind ogres built their Deadwind Ogre Mounds[1] into the very cliffside along the southern pass and look down upon the road, ready to ambush any curious adventurers. Few escape their attacks

The Woodpaw Hills

The Woodpaw Hills

The Woodpaw Hills is a forest in southeastern Feralas. It's here the gnolls of the Woodpaw clan make their home, however, they're being driven out by the "bugs" that have burst through the ground in the southeasternmost area of the hills in an area now called the Writhing Deep.

The Writhing Deep

The Writhing Deep

The Writhing Deep is the site of the Hive Zukk'ash silithid infestation in southeastern Feralas. The Zukk'ash silithid are driving the nearby gnolls into a frenzy, which is causing them to try and head north, attacking Camp Mojache.

The Zoram Strand

The Zoram Strand

The Zoram Strand is a stretch of beach in the northwest corner of Ashenvale. Prior its destruction during the Great Sundering, it was a night elven city named Zoram. While the Horde have set up a minor outpost (Zoram'gar Outpost) in the Zoram Strand, the area has fallen to the naga. The dark creatures have taken up residence, evident in their numbers and in the shipwrecks and beached sea creatures along the shore. The Zoram Strand is also the site of the Blackfathom Deeps.

The long Wash

The long Wash

The Long Wash is the desolate stretch of sand that runs south from the Ruins of Auberdine in Darkshore until due west of Ameth'Aran. The shore is gloomy and dark under the perpetual overcast skies of Darkshore, and the beach is littered with debris and the carcasses of dead sea animals. Murlocs have recently been showing up with greater frequency along the coastline.

Theramore

Theramore

Theramore is a human city and port town located in a rocky island east of Dustwallow Marsh, and is the capital of the kingdom of the same name. The city is made up of a roughly rectangular wall dotted by cannon towers encircling most of the isle perimeter, save the harbor, which was protected by two scout towers. An inner fortification composed of a wall encircling Jaina's Tower was located in the center of the isle. The rest of the buildings surrounded this complex.

Thistleshrub Valley

Thistleshrub Valley

One of the lowest spots in Tanaris, this area lies on the southwestern edge of the region, near the only easy access to Un'Goro. Massive cacti and other desert plants dominate the area, a possible indication of water under the surface. Sadly, the location's proximity to the Dunemaul ogres makes it unsuitable for Waterworks wells. Furthermore, elementals protect the area — these are creatures of living vines, attacking anything that comes near. Only the huge tortoises of the desert are immune to their ire.

Thorn Hill

Thorn Hill

Thorn Hill is a sizable settlement nestled on the north face of a mountain top between the Crossroads and Durotar. It is populated by a large number of Razormane quilboar who have recently been raiding Horde caravans in the region, and thus have attracted the ire of the local security forces. Thorn Hill is led by the quilboar Tortusk.

Thousand Needles

Thousand Needles

Thousand Needles is a huge dry canyon in Southern Kalimdor, filled with towering mesas. In the east, the canyon opens up to the Shimmering Flats, a vast salt pan that is used by Goblin and Gnomish engineers for their races. Despite being relatively barren, the area has its own harsh beauty, and the sunrise seen from either Freewind Post or one of the mesas around Darkcloud Pinnacle can be spectacular. The Shimmering Flats and Mirage Raceway are also worth visiting for their surreal, lonely atmosphere. The barren canyons of Thousand Needles have traditionally been the territory of several Tauren tribes. The Tauren were forced to live precariously on the tips of the high mesas in order to avoid the large tribes of Centaur that almost wiped them out. Now, with the help of the Horde, the tauren are fighting back against their enemies, including the fanatical Grimtotem Tribe.

Thunder Bluff

Thunder Bluff

The tauren capital city is located in the northern part of the region of Mulgore on the continent of Kalimdor. The entire city is built on bluffs several hundred feet above the surrounding landscape and is accessible by elevators on the southwestern and northeastern sides. Established by the wise chieftain Cairne Bloodhoof and his stalwart tribe, Thunder Bluff overlooks the verdant land of Mulgore from atop a series of windswept mesas. The city is composed of four towering mesas or rises. The only entrances from the plains below are elevators leading to the central platform. The central rise is connected to the others through large wooden bridges. Prior to the construction of the capital, the tauren had lived as nomads for countless generations, often under attack by marauding bands of centaur. With Thunder Bluff’s founding, however, the proud and good-spirited race was finally granted a permanent home.

Thunder Ridge

Thunder Ridge

Previously an ancient forest home to many herds of thunder lizards, the ridge was deforested by the humans of Kul Tiras and the machinations of the Burning Blade. Thunder Ridge is a breathtaking gorge which until recently was untamed by any civilization. Thunder lizards give this place its name, and it dominates the landscape for some distance. Tallstriders also hang out on the fringes with an eye out for an easy lunch. Being the home to behemoth lightning lizards, it helps obscure the presence of the Burning Blade there, led by the goblin warlock Fizzle Darkstorm.

Tidefury Cove

Tidefury Cove

Tidefury Cove is located at the end of Dustwallow Bay, south of Theramore Isle and off the coast of the Wyrmbog in Dustwallow Marsh. It is dotted with small islands and reefs, and is a perilous place to steer one's ships. Two ships are currently found broken upon the shallows here, now riddled with roaming makrura. The famous fisherman Nat Pagle also makes his home on Nat's Landing, one of the cove's many islets.

Tirisfal Glades

Tirisfal Glades

On the northern coast of Lordaeron lies the shadowed land of Tirisfal Glades, a haunting realm cloaked in eternal gloom. Beneath a sky stained with sickly green, dying forests stretch across cursed hills where the Forsaken dwell, sworn to the Banshee Queen, Sylvanas Windrunner. The very soil bears the taint of the Lich King’s plague, and whispers of undeath echo among the ruins. Despite its corruption, Tirisfal holds a somber beauty—from the misty cliffs of the North Coast to the ruined Agamand Mills and the ghostly village of Brill. But this land is far from safe. The fanatical Scarlet Crusade wages its holy war from the Scarlet Monastery, while Scourge minions infest the countryside. Here, the dead do not rest, and danger lurks behind every withered tree.

Tradesmen's Terrace

Tradesmen's Terrace

The Tradesmen's Terrace is a large district in the southern portion of Darnassus, the night elf capital. The terrace is the center of commerce in the city, hosting most vendors and shopkeepers, as well as Darnassus's auction house. The area can be accessed from the Warrior's Terrace in the north, as well as the Temple of the Moon and Temple Gardens in the west.

Twilight Vale

Twilight Vale

Twilight Vale is the name of the southern forests of Darkshore, starting south of Ameth'Aran until the border with Ashenvale. Like the rest of Darkshore, the woods of the Twilight Vale are crawling with corrupted furbolgs, feral nightsabers, and rabid bears. Travelers are advised to stick to the roads when traveling through the vale.

Twin Colossals

Twin Colossals

Twin colossals subzone

Un'Goro Crater

Un'Goro Crater

Un'Goro is a massive crater full of amazingly lush jungle and teeming with life. Dinosaurs roam freely here, as the land is wild and unpredictable. At the center of the crater a volcano rises, and fire elementals prowl. In addition, many strange and beautiful crystals dot the landscape, their purpose unknown to most but an object of research for some of the adventurous scientists camped in the area. Although the area is almost completely isolated from the rest of the world and sandwiched between three deserts, the crater is filled with exotic plant life and even more exotic creatures. Ranging from peaceful earth elementals to raging devilsaurs, the locals are not to be trifled with.

Undercity

Undercity

Beneath the ruins of Lordaeron lies the Undercity, the shadowy capital of the Forsaken Undead of the Horde. Carved into ancient crypts and royal catacombs, it sprawls beneath Tirisfal Glades in the Eastern Kingdoms. A place of decay and gloom, the air reeks of death, and abominations guard its elevator entrances through the shattered throne room. Unlike any other Horde capital, Undercity is cold, dark, and festering with spiders, oozes, and forgotten prisoners. Once a dungeon for the dead and damned, it now thrives under the rule of Sylvanas Windrunner, who seized it after breaking free from the Lich King. The Forsaken hold grim celebrations like Hallow’s End and Pilgrim’s Bounty, reminders of a people who embraced death, then defied it.

Ursolan

Ursolan

Ursolan is an area in Azshara just east of Timbermaw Hold. It is characterized by a deep scar running through the middle of it, full of Talrendis Biologists. Ursolan is now the site of an extensive Timbermaw furbolg settlement, which runs south through the Hold to Bear's Head. Ursolan's namesake is Ursol, a Kalimdor bear demigod revered by the furbolg race.

Valley of Bones

Valley of Bones

The Valley of Bones in Desolace is a crag infested by skeletons and centaur necromancers. Collapsed against the cliff wall are several massive skeletons, that resemble snakes or naga, they are called the Dead Goliaths. They have armor and one holds a trident. Many believe that the Valley of Bones is cursed, and as such almost all of the centaur clans avoid it. The valley's floor is littered with what is believed to be bones of the Old Gods, presided over by Magram centaur necromancers and skeletons.

Valley of Spears

Valley of Spears

The Valley of Spears is a valley in western Desolace where the Maraudine clan of centaur make their home. The entrance to Maraudon is located in the southwestern end of the valley. Besides the countless centaur, one can also find the captive Melizza Brimbuzzle here. On foot, the valley is only accessible through narrow mountain passes in the south and east. The protectors of Maraudon, the Maraudine, live in this centaur village. Only the bravest and mightiest of the tribe's warriors are chosen to guard the tomb of Zaetar at Maraudon.

Valley of the Watchers

Valley of the Watchers

The Valley of the Watchers is an area in southern Tanaris that holds an impenetrable gate into Uldum.

Warrior's Terrace

Warrior's Terrace

The Warrior's Terraces is a major central district in the night elf capital city of Darnassus, serving as a base for the city's warrior trainers, battlemasters, and the Sentinels. Most night elves of military status utilize the training areas here to hone their skills. There they have the use of target ranges and dueling grounds. It occupies the easternmost section of Darnassus, located at the main gate leading out into the greater Teldrassil region. Patrollers on nightsaber mounts guard the city's impressive gates. The Warrior's Terrace is accessible from the Craftsmen's Terrace in the north, the Tradesmen's Terrace in the south, and the Temple Gardens in the west. In addition to the large military presence, the terrace also hosts a large number of low- and high-level training dummies, as well as blacksmithing training and supplies. As the fortified bastion contains the quarters of Shandris Feathermoon, it is likely that it is a major headquarters for the Sentinel Army.

Warsong Lumber Camp

Warsong Lumber Camp

Warsong Lumber Camp is Warsong clan's lumber-cutting camp. The camp has a kennel and a stronghold, Kargathia Keep.

Waterspring Field

Waterspring Field

The Waterspring Field of Tanaris was named so because of the many water towers which pump the life-giving liquid from reserves deep underground. The towers were built by the goblins of Gadgetzan in an attempt to provide water for their desert operations. However, these intentions were botched when a large group of nomadic bandits calling themselves the Wastewanders strolled in and claimed the field for themselves, selfishly hijacking the water towers in the process. The bandits now squat on the land hoping against hope that this home will be better than that one ogre camp. They still get the shivers thinking about it.

Wavestrider Beach

Wavestrider Beach

Wavestrider Beach is the shoreline in eastern Tanaris that stretched from Steamwheedle Port to the Lost Rigger Cove, where Desert Crawlers and Steeljaw Snappers roamed the beach.

Weazel's Crater

Weazel's Crater

Weazel's Crater is a large, deep crater located in the northern part of the Shimmering Flats. Its origins are mysterious, but its name suggests either who found it or who created it. Due to the fact that there are often goblin and gnome races around the area in highly dangerous cars (as seen by the many bits of rubble and craters scattered about) perhaps this is a result from a rather unstable invention. It's currently inhabited by Saltstone basilisks.

Wellspring River

Wellspring River

Wellspring River comes from a natural spring that lies deep within the great tree Teldrassil. The river flows north from Wellspring Lake and cascades over the edge of Teldrassil in a great waterfall to the sea, far below. Crazed timberlings now patrol the banks of the river, attacking anyone who wanders near.

Western Plaguelands

Western Plaguelands

Once lush and fertile, the Western Plaguelands now lie under a choking gray mist, corrupted by the Plague of Undeath. Blighted creatures and restless undead haunt the ruined farmlands and towns, fiercely attacking any who dare trespass. Andorhal, once a vital grain hub, is now a Scourge stronghold, hiding a necromantic school beneath its ruins. Hearthglen remains a bastion of the Scarlet Crusade, while the Alliance clings to Chillwind Camp in the south. The Argent Dawn strives to hold back the darkness, aiding both Alliance and Horde forces. Amid this decay, only Uther’s Tomb offers a glimmer of sanctity. Though ravaged, the land fights to resist the Plague with the last remnants of its former life.

Westfall

Westfall

Westfall, once a proud breadbasket of Stormwind, now lies in ruin—its golden fields turned barren under drought and decay. The region borders Elwynn and Duskwood, its skies swept by harsh sea winds and its land plagued by bandits, gnolls, and rogue harvest golems. Though technically part of the Kingdom of Stormwind, the crown has little control here. The Defias Brotherhood—a faction of embittered outcasts—holds power, their grip strongest around the ruins of Moonbrook and the Jangolode Mine. Sentinel Hill stands as the last bastion of order, home to the People's Militia who struggle to reclaim the land. A few brave farmers cling to their fields, feeding only themselves and daring to tithe to Stormwind. Whispers speak of hidden mines and deeper conspiracies beneath the surface. In Westfall, survival is uncertain, and the wind carries the cries of a land abandoned.

Wetlands

Wetlands

The Wetlands is a vast, mist-shrouded swamp situated below the Stonewrought Dam, north of Loch Modan, and bordered by mountains on three sides. Open to the ocean to the west, it is a land of small rivers, lakes, and ponds, with an ever-gray sky overhead. Once home to Ironforge strongholds, the area now lies in ruins, overtaken by wild creatures, murlocs, and renegade orcs. The Alliance’s only presence is Menethil Harbor, a port city built by dwarves and humans on an island in Baradin Bay. The Wetlands has seen countless battles, its strategic location drawing invaders through the ages. Once part of the united dwarven kingdom, it fell under the Wildhammer Clan’s control after the War of the Three Hammers. Though devastated by Horde and Scourge forces, it remains a dangerous, untamed frontier, teeming with both ancient ruins and new threats.

Wildbend River

Wildbend River

The Wildbend River is a tainted river in the southern part of Darkshore, near the Grove of the Ancients. It is a continuation of Bloodvenom River from Felwood as it cascades down the mountains to Darkshore.

Wildwind Lake

Wildwind Lake

Wildwind Lake is a stretch of water near Camp Mojache in the region of Feralas.

Windbreak Canyon

Windbreak Canyon

Windbreak Canyon is a canyon filled with wind serpents and their nests. This place covers most of the area between Freewind Post and the Shimmering Flats on the north side of the road in Thousand Needles. The path to the Weathered Nook can be found here.

Windfury Ridge

Windfury Ridge

Windfury Ridge is a dangerous place to travel for those who are not aware of its inhabitants. Furious harpies swoop down to capture or kill those who come too near to their nests, and the hills are also dotted with wild cougars and wolves. The Windfury harpies are often hunted for their brilliant feathers, which the tauren of Thunder Bluff appropriate for decoration in weddings and feasts.

Windshear Crag

Windshear Crag

The once green landscape is now a barren area of tree stumps, polluted waters, and creaking machinery. The Crag is now home to a massive logging expedition by the Venture Company. The entire logging operation was put in the hands of Gerenzo Wrenchwhistle, a gnome who is now more machine than gnome. Using his mechanical expertise, he built the Super Reaper 6000 which can reduce the most massive trees to sawdust. He watches over the crag from a platform built above the Cragpool Lake. In the southeast corner of Windshear Crag lies the Windshear Mine. Kobolds occupy the mine and are digging for Smoky Iron Ingots. In the northeast corner is the Talondeep Path. This cave stretches under the mountains and exits in Ashenvale. Nearby the entrance is Braug Dimspirit, a tauren that administers the Test of Lore to members of the Horde.

Winterspring

Winterspring

Winterspring is a snowy valley in northeastern Kalimdor, north of Azshara and east of Felwood and Hyjal. Known for its cold, serene beauty, it hosts the goblin city of Everlook, ancient night elf ruins, and the traditional homeland of the blue dragonflight. The land is blanketed in snow year-round, with crisp air and clear skies above a thick cloud layer. Its southern parts are overrun by demons, creating constant tension. Located above Moonglade, Winterspring leads to Mount Hyjal and features twisted trees and massive roots of the World Tree, shaped by the Battle of Mount Hyjal. Snow cats, bears, and wild creatures roam, though rarely seen due to the altitude. Ongoing conflict between the sorcerer-dragon Cobaltann’s forces and the night elves disrupts the region's peace. The Steamwheedle Cartel and night elves have both established bases here, drawn by its strategic and mystical importance.

Witch Hill

Witch Hill

Witch Hill is an area in Dustwallow Marsh, located about a third of the way down the peninsula on the way to Theramore Island (or northwest from there). Near its center is Swamplight Manor, home of "Swamp Eye" Jarl. It also contains a few camps of the Mirefin murloc tribe. Witch Hill is haunted by the demon Zelfrax. Tauren tell of a murloc witch who lives in a hut on a high hill and speaks nothing but the truth. Those who have braved the swamp's dangers did find the oracle, but it is not the witch. She takes a supplicant's question and repeats it in a surprisingly strong voice - and the hill gives its reply. In truth, it is not a hill at all but a giant turtle that hears only the witch's voice and replies in an unknown tongue. The witch translates the oracle's words for a fee, and its pronouncements are remarkably accurate.

World of Azeroth

World of Azeroth

Azeroth is made up of three main continents—Northrend (north), Kalimdor (west), and the Eastern Kingdoms (east)—plus many smaller islands. The Eastern Kingdoms consist of Lordaeron (north), Khaz Modan, and Azeroth (south). Long ago, all lands were part of one supercontinent centered around the Well of Eternity, a powerful magical lake. Its explosion during the War of the Ancients caused the Great Sundering, breaking the land into today's continents. The Maelstrom, a massive whirlpool at the Great Sea's center, marks the Well’s former location and has raged for 10,000 years. The Veiled Sea lies west of Kalimdor, and the Forbidding Sea lies east of the Eastern Kingdoms. Lands beyond these seas remain mysterious and dangerous; ships sent have never returned. It’s unknown what civilizations or creatures exist there. Azeroth also has two moons—the White Lady and the Blue Child—that illuminate its skies.

Wyrmbog

Wyrmbog

The Wyrmbog is the area in the south of Dustwallow Marsh, south of the Dragonmurk. Many dragons of the black dragonflight, including Onyxia and Emberstrife, reside here. The entrances to Emberstrife's Den and Onyxia's Lair are located within this bog. The southern reaches of Dustwallow Marsh are called “Wyrmbog” for all of the black drakes and dragon whelps that lurk among the shadowed rocks and slither across the waters to attack anything foolish enough to come near. Alliance and Horde often come into conflict with the dragonkind as they skirt the edges of Wyrmbog on the way to other parts of Kalimdor.

Zul'Farrak

Zul'Farrak

TZul'Farrak is a place of brown adobe walls and mud-brick buildings, similar to the troll settlements found in Stranglethorn Vale. It is impressive that trolls separated for thousands of years build a new town using the same construction methods known only to their ancestors thousands of years and miles away. This sun-blasted city is home to the Sandfury trolls, known for their particular ruthlessness and dark mysticism. Troll legends tell of a powerful sword called, Sul'thraze the Lasher] a weapon capable of instilling fear and weakness in even the most formidable of foes. Long ago, the weapon was split in half. However, rumors have circulated that the two halves may be found somewhere within Zul'Farrak's walls. But perhaps most disturbing of all are the hushed whispers of an ancient creature sleeping within a sacred pool at the city's heart - a mighty demigod who will wreak untold destruction upon any adventurer foolish enough to awaken him.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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