Taking too long? Close loading screen.

Featured World Locations

Welcome to the featured world location page.
These are some of the selected few world locations of Azeroth that we have featured. From the top of Teldrassil down to the bottom of Stranglethorn. You may read about each zone and the story behind them, what creatures and monsters they inhabit, who owns the territory, what the main city and/or town is. You can also listen to one of the music that plays in the zone and see some screenshots of the featured landscapes.

In the future we plan to add more zones of Outland and Northrend to our featured world location page.

Home Race: Night Elf
Home City: Darnassus


ff Kalimdor's northern coast lies the island of Teldrassil, the new home of the reclusive Night Elves and a stunning testament to the power of their magic and their connection with nature. After the cataclysmic events that followed the invasion of the Burning Legion, the Circle of Ancients and powerful druids combined their powers to grow an immense new world tree on Teldrassil. They called the tree Teldrassil, meaning "crown of the earth" in their native tongue. The night elves made their new home in the boughs of Teldrassil, creating a forest of mighty trees and flowing rivers, bathed in the endless night that fell over the lands of the elves from the dawn of time. However, the calm of the enchanted forest has slowly fallen into the shadow of a sinister presence. Crazed furbolgs and fouler beasts have appeared in Teldrassil, and it occupies all the attention of the vigilant Sentinels and the wise druids to ensure the safety of their new home.

A sprawling city of moonstone and wood, the night elf capital of Darnassus stands as a shining beacon atop Teldrassil. Within its mighty walls are housed countless druids, hunters, and warriors, led by the priestess of Elune, Tyrande Whisperwind. A stunning marvel to the ability of night elven craftsmen, the ethereal Temple of the Moon rises above the tree line, balanced by the druids' meticulously cultivated meditative grove. Trade from the main continent bustles through the city's trade quarter, where night elves, dwarves and humans alike haggle for wares and services. Delicate bridges and pathways crisscross the serene waterways of the city, the pristine waters reflecting the glowing light from the moons above.

Home Race: Dwarf
Home City: Ironforge


he jagged, snowy peaks of Dun Morogh provide the Ironforge Dwarves with a limitless supply of ore and stone for their ambitious engineering endeavors. From the city of Ironforge, dug deep into the mountains, to Anvilmar in the Coldridge Valley, the marvels of Dwarven ingenuity mark the land. Not all is at peace in Dun Morogh, however. The Dwarves’ insatiable digging at the Gol’Bolar Quarry unleashed a menacing tribe of Rockjaw Troggs from their subterranean den. While the massing Trogg invasion looms over the lands of King Magni Bronzebeard, the Frostmane Trolls have taken advantage of the distraction to attempt to reclaim their ancestral home. Life is harsh in the white-powdered mountains of Dun Morogh, but what the Dwarven people lack in height they make up for in heart and valor.

Ironforge dwarves, the most prominent race in Dun Morogh, are a hearty, good-natured people who enjoy working with their hands, drinking ale and firing blunderbusses. Dwarves are ingenious, and about half of all technological devices in Azeroth are dwarven-made. Ironforge dwarves are particularly adept at crafting and wielding firearms, and their riflemen proved an invaluable help in the Third War. Feisty and strong, Ironforge dwarves possess a strong sense of humor and a forgiving nature. All who dwell in Dun Morogh, be they dwarf, gnome or visitor, wear layers of clothing to stave off the cold.

Local Mobs: Skeletons, Spiders
Home Town: Darkshire


nce the lush southern belt of Elwynn Forest, the land of Duskwood has transformed into a dark and mysterious land. Many speculate that its proximity to the mysterious Deadwind Pass brings monstrous horrors out at night. Others wonder if an ancient curse has been cast upon the land. No matter the reason, Duskwood has become a land of terror and superstition. The Human farmers who once toiled over the rich land have become dark and brooding - unwilling to leave their ancestral home but unable to lift the terrible cloud that has settled over their lives. Bordered by the fallow fields of Westfall to the west and the dark, treacherous Deadwind Pass to the east, Duskwood has become a tainted realm where shadows and evil permeate the atmosphere even during the brightest hours of day.

4,500 years before the Dark Portal, Fandral and his followers secretly cut six enchanted branches from the boughs of Nordrassil. With the branches in hand, they traveled the world to locations where saronite blooms had sprung to life, including a remote region of the Eastern Kingdoms that would later be known as Duskwood. The branch quickly took root, and became a new tree all its own, acting as a conduit and channeling the powers of the Emerald Dream into the waking world, strengthening the nearby wildlife and scouring the saronite deposits.

Local Mobs: Jungle Trolls, Basilisk
Home Town: Booty Bay


tranglethorn is a vast jungle south of Duskwood. Once the extended homeland of the mysterious Jungle Trolls, Stranglethorn is now dotted with ancient ruins and crumbling Troll cities. In recent years, the Humans of Stormwind attempted to forge trade routes through this savage jungle. Though they did manage to establish the small port town of Blackwater Cove, they were quickly overwhelmed by a crazed pack of Trolls and driven back to their homeland. In the wake of the Humans' departure, the crafty Goblin Trade Princes arrived on the jungle's shores and quickly set up their mining and deforesting operations. The Goblins have maintained a tenuous hold over these remote facilities, but they remain threatened by the Jungle Trolls' growing obsession with purging their ancient lands of any and all foreign invaders.

1,500 years before the opening of the Dark Portal, the powerful Gurubashi Empire was torn apart by a massive civil war. An influential group of Gurubashi priests called forth the avatar of an ancient and terrible blood god named Hakkar the Soulflayer and named themselves the Hakkari, soon a large amount of Gurubashi joined and became devout followers of Hakkar. With their newfound power, the Gurubashi Empire began to soundly defeat nearby gnoll clans, murloc tribes as well as trolls who opposed Hakkar. Under Hakkar, the Gurubashi and Hakkari began conquering large swaths of land as well as outlying islands around the South Seas, achieving all that they had hoped for.

Local Mobs: Harvest Golem, Defias Theif
Home Town: Sentinel Hill


nce the breadbasket of the kingdom of Stormwind, the land of Westfall has now grown fallow from years of conflict and neglect. Crops are no longer cultivated in the fields, and the once abundant mines have been deserted. Even the former defenders, the Stormwind Garrisons, pulled stake and abandoned the lonely realm when the cost of upkeep became too great. Due to this lack of military protection, Westfall has been all but destroyed by the rebel Defias Brotherhood and its demi-human minions. The Brotherhood, composed of thieves and bandits, have made Westfall their refuge. Employing everything from local superstitions to mechanical Harvest Golems, the Brotherhood will stop at nothing to scare away trespassers and protect their malicious schemes from being unraveled.

Due to this lack of military protection, Westfall was all but destroyed by the rebel Defias Brotherhood and its minions; who could easily take control of the poorly defended farmlands and burn their fields and salt the earth. The Brotherhood, composed mainly of thieves and bandits, drove off many of the good farm folk and made Westfall their new refuge. Employing everything from local superstitions to sabotaging mechanical harvest watchers, the Brotherhood stopped at nothing to scare away trespassers and protect their stolen treasures. Only the People's Militia, a volunteer military organization, has risen to stand in their way, recruiting young heroes of the Alliance to strike back and regain what has been stolen. Under Gryan Stoutmantle's command, heroes of the Alliance struck down the leaders of the Defias in the Deadmines, effectively subduing the Brotherhood. With the People's Militia renaming themselves the Westfall Brigade and moving their troops into Grizzly Hills, it was suggested that the Defias Brotherhood threat died down.

Starting Race: Human
Home City: Stormwind


lwynn Forest is a vast woodland that cradles the Human civilization of Azeroth. Though much of the area was burned or destroyed during the First War - when the Orcs laid siege to Stormwind - the giant trees and lush glades have grown anew. Heavily patrolled by the mighty Stormwind Garrison, Elwynn has remained a peaceful land since the war's end. Several farms stretch across the fertile fields, and the Garrison Guard Towers stand vigilant every few miles, helping to keep the forest safe from the rampaging forces of the Horde. The tranquil forest is also inhabited by wild Boars and Wolves that hunt throughout the woodlands in hope of finding easy prey. Scraggly Gnolls and grimy Kobolds wander the forest's outlying regions, but seldom do these timorous creatures attack property in Elwynn or Stormwind directly. For the most part, Elwynn exudes a feeling of comfort and serenity. However, if travelers wander too far off the main roads they may still encounter hidden dangers lurking within the shadows.

Bears, wolves, spiders, and boars constitute the bulk of the region's large wildlife. The creatures are hostile everywhere except for Northshire. The roads leading from Stormwind and Northshire converge to the southeast just north of Goldshire. Goldshire is Elwynn's largest settlement besides Stormwind itself. Second to Goldshire is the Eastvale Logging Camp in the east near the border with Redridge Mountains. Eastvale is the center of Elwynn's lumber industry.