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Kalimdor

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File:Kalimdor-map-small.warcraft.jpg
Map of Kalimdor as it appears in the game World of Warcraft

Kalimdor is a large western landmass in the world of Azeroth, in the fictional Warcraft Universe that is the setting of the Warcraft franchise of computer games by Blizzard Entertainment, and spinoffs of it in form of a board game, action figures, and several pocket books. Kalimdor is typically divided into two logical regions, Northern Kalimdor and Southern Kalimdor.

Currently there are three major playable races within Kalimdor:


History

Template:Spoiler Long ago, Azeroth consisted only of a single, massive continent surrounded by a seemingly endless ocean. This landmass was called Kalimdor, meaning "The Land of Eternal Starlight", named by the nocturnal humanoid race the Kaldorei "The Children of the Stars" (also known as Night Elves) that inhabited it. At the rough geographical center of the landmass stood the Well of Eternity, crafted by the Titans, the creators of Azeroth. Night Elves were lured to the Well of Eternity by its potent magical energies and eventually settled along its shores. Eventually, elves of noble birth, called the Highborne, including Kaldorei Queen Azshara, began to study the powers of the Well. Over time, they delved too deeply into the arts of magic and triggered a huge invasion of demons from the plane that interconnects the worlds in the universe, the Twisting Nether. After an epic battle between the demonic Burning Legion and the Night Elves, the Night Elves, against all odds, defeated the Burning Legion, but the portal at the bottom of the Well buckled upon itself, triggering a cataclysmic explosion. The massive crater was filled by the sea creating what became known as the Maelstrom and leveling whatever remained standing after the explosion. Many inhabitants of Azeroth perished, but the survivors managed to drift ashore. Since Night Elves were not aware of the other "survivor" continents, they kept the name "Kalimdor" for their new homeland.

Geography

Kalimdor's geography is incredibly diverse, ranging from the temperate forests of Ashenvale, through the arid savanna of the Barrens, all the way to the lush tropical rainforest of the Un'Goro crater. Kalimdor is typically divided into two sections, Northern Kalimdor and Southern Kalimdor.

Northern Kalimdor

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Nothern Kalimdor in World of Warcraft.

A massive tree off the north western coast of Kalimdor that is home to the Night Elves and their capital city, Darnassus. After the defeat of Archimonde at the battle of Mount Hyjal, the Night Elves began to fear the future having lost their cherished immortality. Many Night Elves choose not to wait for the original World Tree, Nordrassil, to heal itself and hope their immortality returned and stood behind a project spearheaded by Frandral Staghelm to plant a new World Tree. The Night Elven leader, Malfurion Stormrage warned that nature would never bless such an arrogant act. But when the great druid was lost inside the Emerald Dream, Staghelm went forward with his idea and planted the great tree Teldrassil. However, Malfurion was correct and nature did not bless the great tree and it is slowly becoming corrupted much to Staghelm's displeasure.

South of Darkshore lies Ashenvale Forest, long the ancestral homeland of the Night Elves after the Great Sundering. At the heart of the forest lies the village of Astranaar. Ashenvale is dotted with ancient Night Elf ruins as well as some of the oldest and largest trees on Azeroth. While certainly one of the more beautiful places on Azeroth, it is by no means quiet. When the Horde first came to Kalimdor, the Orcs settled in southeastern Ashenvale and began to cut down the trees for wood supplies. Today, the Orcs continue to harvest lumber here calling the area Warsong Gulch which the Night Elves have sworn to take back.

The Horde maintain one large village north of the Barrens called Splintertree Post and a small encampment on the Zoram Strand to the west.

The Horde are far from the only threats in Ashenvale. The Naga have recently returned and control the beachs of the Zoram Strand to the west. The entrance to the corrupted Felwood is to the north near the areas dominated by the Satyr called Xavian. Ancient but sturdy stone bridges allow those traveling east to enter the coastal region of Azshara. The Horde patrol the roads from Splintertree to the Barrens to the south. Also of note is a large, mysterious portal to the northeast which occasionally rumbles with the cries of a corrupted green dragon.

Darkshore is north of Ashenvale on Kalimdor's northeastern coast. The small fishing village of Auberdine serves as the Alliance's main port town from the Eastern Kingdoms in northern Kalimdor with boats to and from Menethil Harbor and Teldrassil. The days here are cloudy with cold rain and is not what some consider very hospitable despite the great deal of traffic the ports sees nowadays. Darkshore has two ancient Highborne ruins with Bashal'Aran to the north and Ameth'Aran south of Auberdine. The western mountain range is a natural barrier to the Felwood but they do not stop the corruption that is beginning to leak into Darkshore. The once peaceful Furbolgs are being tainted by the Satyr and many other animals and plants are sucumbing to death and disease which the druids struggle to contain.

Nestled in between the Moonglade and Darkshore is the Felwood. Corrupted long ago by the Burning Legion's first invasion of Azeroth, it became even more dangerous with the presence of the Skull of Gul'dan. Though Illidan halted any further corruption by absorbing the powers of the powerful Orc warlock's skull, the damage was done and the Felwood is a source of great evil in Kalimdor. Animals here are tainted and hostile, trees drip poisons and toxins bubble in ponds and streams. And to make matters worse, the Burning Blade, a cult of Orcs that still worship the demons, walk the region. Even the mighty Ancients are susceptible to the Fel energies that exist in Felwood. Though dangerous, many venture through the Felwood as it is one of the few ways to access the sacred Moonglade and Winterspring beyond. The way in is guarded by the Timbermaw Furbolgs who fight against the corruption that is ever present.

The Moonglade is the sacred home of the Druids of Kalimdor. The entire region is ringed by steep mountains and there are only a few entrances. Druids from both the Night Elves and the Tauren learn early in their training to teleport to the city of Nighthaven to further their connection to nature. Nighthaven, which sits along the northern shore of Lake Elune'ara, is guarded by the Cenarion Circle. Hostilities are not permitted here and the rare visitor is expected to abide accordingly. The other way in to the Moonglade is through the Timbermaw Hold to the south which connects Nighthaven to the Felwood.

Winterspring is a land of perpetual winter and one of the more dangerous and remote regions on Kalimdor. There is only one land path that leads to Winterspring and that is through Timbermaw Hold from the Felwood. The snow-covered mountains are home to Owlbeasts, Yetis, and a group of Blue Dragons. Winterspring is also the place where the Night Elves train the powerful Frostsabers as riding mounts. Curiously, the Goblins maintain a presence here in the city of Everlook and cater to both the Alliance and the Horde. Like most towns belonging to the Steamwheedle Cartel, fighting is not allowed and the Goblin Bruisers use lethal measures to make sure of it (after all, fighting is bad for business.) Winterspring has the only path to the holy mountain, Mount Hyjal. Assuming one could get past the demons that guard it's entrance gates.

Azshara is north of Durotar and east of Ashenvale Forest. The region, named after the first Night Elven queen who caused the disastrous Sundering (see above) over 10,000 years ago, consists of twin peninsulas that encircle the Bay of Storms. The region is quite high and mountainous, so any land bordering the sea other than the Bay of Storms is usually a perilously long drop. Azshara is believed to be cursed and both Tauren and Night Elven druids stationed at the Ashenvale border feel a deep spiritual unrest within the land. Indeed, many of the ancient Kaldorei ruins that dot the area often play host to Highborne ghosts, demons, or worse. Recently, a great Blue Dragon named Azuregos has claimed part of the southern peninsula as his own intent on protecting the secrets of the ruins from prying adventurers who would only cause trouble to the world with such horribly powerful artifacts. However, for all its faults the region is very beautiful as it is shrouded in a permanent autumn. Hippogryphs are a common sight as are Mountain Giants - but sightseers should be wary as they are as dangerous as they are inspiring. Also, lovers of fishing may want to try the waters in the Bay of Storms as it is host to many kinds of elusive and coveted fish...if you do not mind the Naga that occasionally appear on it's shores.

Covering a sprawling amount of eastern Kalimdor, the Barrens are a central hub of Horde activity on the continent. The area is connected to both Orgrimmar and Thunder Bluff respectively, two of the three most significant cities in the Horde. Additionally, it is adjacent to the contested areas of Ashenvale, the Stonetalon Mountains, Thousand Needles, and Dustwallow Marsh. Travel through most of the regions of Kalimdor will probably require passage through the Barrens. Three encampments appear in the Barrens; the largest is the aptly named Crossroads. Situated to the north, the Crossroads function as a gateway between Durotar to the east, Ashenvale to the north, and the Stonetalon Mountains to the west. Being primarily a Horde controlled region, the Alliance will find that they are not very welcome here and would be wise to avoid direct contact with settlements. The port town of Rachet to the east is a neutral town controlled by the goblin Steamwheedle Cartel. The resident goblins welcome both Horde and Alliance members and is the hub of goblin trade in the north connecting via ship to Booty Bay. Camp Taurajo is essentially a stopping point between the Crossroads and the Tauren's homeland Mulgore.

For the most part, the Barrens is a dry desert as the high mountains prevent much moisture from entering. It was not always so as many deep grooves suggest that a raging river once ran through the Barrens long ago. While one can find giraffes, wild zhevras, and the occasional lost kodo, three species dominate the Barrens. The first are the bipedual raptors which have lately become quite a nuisance for the Horde. The second species is the Centaur who maintain several small villages in the central Barrens. Having been expelled from Mulgore by the Horde, the Centaur now have a nasty habit of attacking trade caravans that travel the Gold Road that runs north to south through Crossroads. The third, and most numerious, are the Quillboar. The Quillboar, who settle in areas where giant thorns grow from the ground, can mostly be found in the southern areas and are a constant threat.

Despite the hot, dry land, there is a radical change happening in the Barrens. Recently, three oasis have appeared and the land immediately around them is lush with green grasses and tall palm trees. The Tauren are very interested in probing the secrets of the oasis which are bringing new life to the land. Most of the Centaur villages are nearby so exploring them is often hazardous.

To the north of Mulgore lies the Stonetalon Mountains. Traveling west from the Barrens, one passes through Camp Aparaje and then north down the Webwinder Path. The path grants access to the north and a Horde base named Sunrock Retreat. From there, you can travel north to Mirkfallon Lake or west towards the Charred Vale. North of Mirkfallon is a series of Kal'dorei ruins on Stonetalon Peak. This area is alive with animals and a forest of trees guarded by the Children of Cenarius. The northeast, which was once a great forested area, is now under the control of Venture Co., a goblin group who is plundering the area for resources. There is barely a tree standing now in the Windshear Crag but giant spiders are still a danger to the unwary. The Talondeep Path leads adventurers through the mountains to Ashenvale Forest.

Named after the Great Warchief Thrall's father, Durotan, Durotar is the new homeland of the Orcs after the Horde ran off the majority of the Quillboar. The Orcs have built the city of Orgrimmar against the mountains of the north and the trolls have established a new home in Sen'Jin Village along the southern shoreline. Durotar is situated along Kalimdor's western shores but despite the ocean and the eastern Southfury River that separates it from the Barrens, Durotar is still a red desert reminscent of the Orc's original homeworld of Draenor. Very little grows here save the occasional herb or weed but wild boars are quite common which is good for the Orcs since their favorite meal is roasted boar meat. Goblin zepplins allow travel from Durotar to the Undercity on the Eastern Continent. Durotar is the starting area for the Horde in the game at the Valley of Trials.

There is a small human presence in Durotar. Tiragarde Keep holds the last of Admiral Daelin Proudmoore's fleet. The marines here do not have the full support of the Alliance and with the Admiral's death, are holding station awaiting further orders.

The green plains of Mulgore represent one of the most peaceful and lush areas of the game. Tucked into a valley below the Stonetalon mountains, Mulgore is surrounded on all sides by high mountains. The only way into Mulgore is through a passageway to the east. Mulgore is the ancestrial homeland of the Tauren before the centaur tribes forced the Tauren out and making them wander the land for centuries. With the help of the Orcs, Cairne Bloodhoof defeated the centaur and brought his nomadic tribes home and built the city of Thunder Bluff on the mesa. Mulgore is the starting area for the Tauren and hosts the Darkmoon Faire when it visits Kalimdor.

Accessible through the Charred Vale to the north and Feralas to the south, Desolace is a dead land of dust and petrified trees. Experts speculate that Desolace was once a thriving forest land with fresh water streams but after the Sundering, the land withered and died. The Alliance maintains a base in the north called Nijel's Point. This is the only place in Desolace where grass will still grow. There is no doubt that the Moon Well here is the source of the incongruity.

In the center of Desolace lies the Kodo Graveyard, an area sacred to the Tauren. For some unknown reason, all Kodos come here when they feel it is there time to die. Watching over them is the Horde base, Ghostwalker Post. The Satyr hold a small area to the northeast called Sargeron and the Burning Blade reside in Thunder Axe Fortress. Two tribes of centaur call Desolace home, the Gelkis and the Magram. The tribes do not get along, a fact that the Horde and the Alliance try to use to their mutual advantage. The Naga swim along the western shoreline and the submerged Kel'Dorei ruins all the way out to Ranzajar Isle in the north. The caves of Maraudon lie west of the Kodo Graveyard but adventurers must get past the centaurs if they wish to explore it's depths. The only other holding of note is the troll controlled Shadowprey Village to the south.

The last and most deadly location in Desolace is the Mannoroc Coven. The Burning Blade have summoned many demons to this area and the land around it is now cursed. If you pass this way, and manage to avoid the demons, there is a pass through the mountains to the forest of Feralas.

Mount Hyjal is the tallest mountain on Azeroth smack dab in the center of northern Kalimdor and one of the holiest sites for the Night Elves in the entire world. It is home to Nordrassil, the World Tree and where the demon Archimonde met his end. Beneath the great tree's roots is the Well of Eternity, the source of all magic on the planet, and created by the Betrayer, Illidan after the Great Sundering. The only way into this region is through the Moonglade. Nordrassil still stands, damaged by the fiery demise of Archimonde, and has yet to bloom, plunging the surrounding area into a constant winter state.

Mount Hyjal has not yet been made a playable area in World of Warcraft so knowledge of it's geography is limited. It has not been announced when players will be able to access the region.


Southern Kalimdor

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Southern Kalimdor in World of Warcraft.

This marsh, located on Kalimdor's eastern side contains the island city of Theramore settled by refugees who followed Jaina Proudmoore across the Great Sea from Lordearon. The city was damaged in a battle with Thrall's Orcs who were defending their homeland against attack by a faction led by Jania's father, Lord Admiral Daelin Proudmoore. Jania sided with Thrall in the battle as she was unable to convince her father that the Orcs were no longer the blood thirsty barbarians they once were. Out of gratitude, Thrall spared Theramore and it's people and signed a mutual non-offense pact with the young sorceress. Theramore is the Alliance port for southern Kalimdor with boats frequently hailing from Menethil Harbor in the east with trade goods.

The rest of Dustwallow Marsh is nothing but stinging swampland. Giant spiders, immense crocodiles, and raptors populate the region and more then one trade caravan or low flying zepplin has disppeared into the muck. The southern regions are called "The Wyrmbog" where the Black Dragons hold sway. Their brood queen, Onyxia, has her lair here and only the brave (or the foolish) dare venture close.

Located in southwestern Kalimdor, Feralas is a lush forest home to a variety of different species of animals. Scattered across this verdant green are the ancient ruins of many Elven cities with Eldre'Thalas (a.k.a. Dire Maul) being the most prestigious. In the center of Feralas, the Tauren have established Camp Mojache over the Wildwing Lake. Near the eastern border, right next to Thousand Needles, is the small Night Elf outpost of Thalanaar. West of the mainland is Sardor Isle and on it's northern shore stands Feathermoon Stronghold led by the Night Elf general Shandris Feathermoon, leader of the Sentinels. The Night Elves keep a watchful eye on the Isle of Dread to the south of Sardor Isle where things most unspeakable walk the earth.

It rains here almost constantly and the trees reach great heights like those found in Ashenvale Forest. Feral wolves are a common site as are the ogres if you are too close to Dire Maul. The goblins are trying to establish trade in Feralas by setting up stakes along the Forgotten Coast but are meeting with limited success.

The insect infested southern section of Kalimdor houses the remains of the once great A'qiri empire, known as Ahn'Qiraj. It is currently a vast desert with howling sandstorms. The central temple was sealed off by the Night Elves and the dragon Aspects centuries ago to prevent an infestation. Hundreds of years later, rumblings from below brought many to correctly believe that the Silithids behind the sealed gate were gaining power. The stalwart druids have set up a base named Cenarion Hold, where both Horde and Alliance can fight the Silithids and the ubiquitous Twilight's Hammer cultists.

With patch 1.9 in World of Warcraft, Silithus became one of the most active area's ingame with a grand world event. The Gates of Ahn'Qiraj were opened allowing the Silithid and other minions free. The theory behind this was to stop a war before it started by not allowing the armies of Ahn'Qiraj to grow more powerful. Behind the Gate two endgame instances can be found. The Ruins of Ahn'Qiraj are a 20 man instance and the Temple of Ahn'Qiraj is a 40 man instance where one of the Old Gods named C'thun, the source of power for the Silithid, lies in wait. Each server in the game had it's own world event which lead to the opening of the sealed gate.

Tanaris is a sandy desert found on Kalimdor's southern tip. The region harbors one of the largest Goblin trade cities, Gadgetzan, near the entrance to the Thousand Needles to the north. Gadgetzan is the hub of trade for the Goblins and if a vendor there does not have what you want, they can easily obtain it. The troll city of Zul'Farrak is to the northwest with the Steamwheedle Port to the northeast. Strangely enough, there have yet to be any reports of boats docking at the port so it's presence is somewhat perplexing. If you travel east, you will encounter two things: the first are a fanatical gang of pirates and their base of operations at Lost Rigger Cove. The second is the Caverns of Time, the home of the Aspect of Time, the bronze dragon Nozdurmu.

A large mountain range runs along the western and southern borders of Tanaris. The Trolls have much of the northwestern area under their control but further south, you encounter the Noxious Lair. Here, the armies of Ahn'Quiraj are breaking through the sand. (This area, along with the Gaping Chasm in the southeast, contained countless Silithid warriors during the world event in patch 1.9.) If you look hard enough, you might discover the only path that leads safely down into the Un'goro Crater.

A group of unexplored ruins dot the southern regions of Tanaris. Exploration is impossible as the Dunemaul Ogres live here. Why they so zealously guard these ruins is a matter of speculation. Of even greater speculation is a set of giantic doors in the southern mountains. The dwarves call this area Uldum and is thought to have housed the Titans as they shaped the world. No one has been able to gain entrance but from a distance, you can see a hole in the great doors that suggests something made it's way OUT of Uldum. It is not only the dwarves who have great curiosity about this place.

Water is of great value in Tanaris. The Goblins and the eastern pirates battle for control of the water towers along the coastline. The Goblins will happily pay great sums to adventurers who battle the pirates and return their water skins. Without water, travelers are assured of death, the sandstorms grinding their bones to dust.

Once a great river feeding into a giant lake, The Thousand Needles is now a grand canyon leading to a large, dry lakebed called the Shimmering Flats. The great salt lake used to lead to the ocean but after the Sundering, the mountains rose and eventually, it's waters evaporated leaving it flat and smooth. Access to the canyon floor from the Barrens to the north is by an elevator named the Great Lift. Upon the rises in the canyon is the largest Tauren camp in the area, Freewind Post, with two smaller camps further north, Whitereach Post and Camp E'Thok and to the south with Ironstone Camp.

In the old lake bed, the Silithids have surfaced driving off a recent dwarven exploration team who discovered a cave upon the site. The Goblins and Gnomes take advantage of the wide, flat expanse to race test vehicles at the Mirage Raceway. The region is covered in metal parts from some of the less successful creations with one horrendous accident near the northern end of the track called Weazel's Crater. You can still find water at the remains of a Tauren camp in the south, Tohanda Ruins, but it is extremely salty and the basilisks there keep most people away.

Centaurs roam the northern section of the canyon near the Barrens and are a constant threat to the Tauren camps. The wind howling through the seemingly unsteady rock formations make even the most hardened traveler nervous that the rocking stone will come crashing down upon them.

The Un'Goro Crater was formed many years ago when a meteor slammed into the region between the deserts of Tanaris and Silithus. The great rock is deep beneath the surface of what is now called Fire Plume Ridge in the center of the region. Fire Elementals bask in the heat of the area making Fire Plume Ridge mildly volcanic. There are are two ways into the Crater. The first is a hidden path from southwestern Tanaris. The second is to jump or climb down, neither of which come highly recommended. The only other way out is a mountain path in the northwest of the Crater that leads to Silithis.

Generally speaking, Un'Goro Crater is the land time forgot. Dinosaurs as tall as guard towers run freely and there are species of plants in Un'Goro that cannot be found anywhere else on Azeroth. The Cenarion Circle has taken a great interest in the soil here finding it to have magical properties on plants outside the Crater. Differing from it's desert neighbors, Un'Goro is a veneable rain forest with percipitation lasting days at a time. There are fresh water Marshlands to the east and hot springs to the west. Raging dinosaurs hunt in the south near the Slithering Scar and to the north, the deep Lakkari Tar Pits bubble with the fossilized remains of creatures that wandered too deeply inside. Curious crystal formations of varying color can be found here and there. The region is certainly an untamed land ripe in resources. But the constant threat of the dinosaurs keep even Venture Co. away from this place.

There was an expiditionary group sent to Un'Goro but the violent attacks of the dinosaurs have sent them northward to what is now called the Marshal's Refuge. They plan to continue their work despite the setbacks.


References

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