The Veiled Stair is located due west of the Jade Forest in Pandaria, linking together the Valley of the Four Winds and Kun-Lai Summit. The Stair is accessed via the Path of a Hundred Steps, the entrance located near the Grassy Cline in the northeastern region of the Valley of Four Winds. The Path of a Hundred Steps climbs quickly into the mountains, ending at the only major settlement in the region, the Tavern in the Mists. The Tavern is the headquarters of a pandaren black market, and Wrathion can be found within, though whether he is part of the underground network or merely escaping the known world remains a mystery. As the Stair climbs ever higher into the mountains, a fork to the left takes players to the raid, the Terrace of Endless Spring. Continuing to the (perceived) top of the Stair reveals a large cavern opening, the Ancient Passage, where a friendly pandaren ferryman will take players to Binan Village within Kun-Lai Summit. Venturing into the cave on foot will also allow willing adventurers to access the Secret Aerie via the right-hand passage, home of the People of the Sky. The Aerie itself marks the true northern point of the Stair. Geography The Veiled Stair sits high in the mountains,[58, 50][60.5, 57.5] and much of the area is grey stone or rocky peaks topped with grass. The eastern area closest to the Valley of the Four Winds, right above the Path of a Hundred Steps, is covered with grass and sparse trees, offering food and shelter for the native goats. Aside from the Ancient Passage, another cave system is found in the east, the Forgotten Legacy. This dark network is filled with saurok, as is the Ancient Passage. The only water is also found within the Ancient Passage, flowing from Kun-Lai Summit, through the cave, and cascading over a steep waterfall. Travel Both Alliance and Horde players access the Veiled Stair from the Path of a Hundred Steps. The steps begin just outside the Grassy Cline in the Valley of the Four Winds, and there is a flight master at this location that offers speedy access.
Maybe you want to read about World of Warcraft Lore History and Geography of Teldrassil.
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Note: For characters 110 and above, by default Teldrassil will be inaccessible and viewable only from a distance (unless they go back in time via Zidormi). For characters below 110, Teldrassil appears as it did before the War of the Thorns. Teldrassil is an island and great tree off Kalimdor's northern coast. It was the home of the reclusive night elves and a stunning testament to the power of their magic and connection with nature. The night elves 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, but on a smaller scale. They called this tree Teldrassil ("crown of the earth") and built their city of Darnassus in its branches. The island takes the name of the "tree" as well, and a twilit forest covered 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 enterprise was not blessed by all of the Aspects, unlike its predecessor. Regardless, the behemoth of a tree dwarfs Nordrassil, large enough that a decent amount of land emerged atop its gargantuan limbs. Trees, flora, and fauna were spread across the magical tree. History After the cataclysmic events that followed the invasion of the Burning Legion, Malfurion went missing. Archdruid Fandral Staghelm took over the leadership of the night elven druids, convincing the Circle of the Ancients in Darkshore that it was time for the night elven people to rebuild the World Tree and regain their cherished immortality. However, his plan failed due to the fact that Nozdormu, the source of the night elves immortality, did not bless the tree. The Circle of the Ancients and powerful druids combined their powers to grow an immense tree in the Veiled Sea. They called the tree Teldrassil, meaning "crown of the earth" in Darnassian. 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, satyrs and fouler beasts have appeared in Teldrassil, occupying all the attention of the vigilant Sentinels and the wise druids to ensure the safety of their new home. The source of this corruption remained a mystery for some time, until the conflict of the Emerald Nightmare spilled into the waking world. Malfurion, upon returning to Darnassus, discovered that a remnant of a great evil he had sealed away had attached itself to Teldrassil. This corrupted the tree and drove it mad, spreading its evil to everything around it. The archdruid managed to remove this parasite, and eventually restored the tree to what it once was. Alexstrasza, impressed that the tree could prosper alone without her influence or her kin's, blessed it belatedly. The tree flourishes even more under the gift from the Life-Binder, even if still being unable to return the night elves' immortality. In Cataclysm This section concerns content exclusive to Cataclysm. The Gnarlpine furbolg became corrupted due to Ursal the Mauler's use of fel moss. In Battle for Azeroth This section concerns content exclusive to Battle for Azeroth. During the War of the Thorns, in an attempt to strike a devastating blow to the Alliance, Sylvanas Windrunner and the Horde pushed through Ashenvale to lay siege to Teldrassil from the shores of Darkshore. After hearing word of Malfurion Stormrage's survival, she chose to cover Teldrassil in flame instead of capturing it, killing all those trapped civilians within that could not escape in time to the water or through portals to Stormwind City. After the burning, Teldrassil is largely uninhabited and Darnassus is destroyed. Geography For characters below 110, 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 the smaller cities of Aldrassil and Dolanaar dot the remaining forest. All forms of terrain exist here, including streams, full-sized lakes, and a few hills that might be considered mountains. The entire zone of Teldrassil is in fact one huge tree, grown on an island off the coast of Kalimdor. As such, there are no ore deposits to speak of here and the night elves are not known as crafty blacksmiths or miners. However, because the tree is so full of life, herbs are numerous. Although Teldrassil is only the size of a mid-sized island in width, its sheer height rivals any other island. It has been described as an "island continent". Another reference in the book and other sources simply call it an island. Teldrassil contains no dungeons, raid dungeons, micro dungeons, or battlegrounds. It is the starting area for the night elves and contains a very sheltered 1-5 leveling area, Shadowglen. The night elf capital city of Darnassus can also be found in this zone, though the travel hub is actually located at Rut'theran Village (accessible by portal from Darnassus). Effects of the Cataclysm This section concerns content exclusive to Cataclysm. Teldrassil escaped the Cataclysm virtually unscathed, with the major exception of the shattering of Rut'theran Village. It has now been split from the mainland and exists as its own island. The boat routes from the destroyed port town of Auberdine in Darkshore have also been relocated here, so now there are three docks (one unused) on the island. Effects of the War of the Thorns This section concerns content exclusive to Battle for Azeroth. For characters who have achieved at least level 110, Teldrassil will be engulfed in flames. It has been completely removed from the game world, and thus inaccessible by flying, swimming, or any other means, such as [Eagle Eye]. A marker for the Remains of Darnassus will appear on the map, but only as a reference. Zidormi can be found near the main north to south road in Darkshore, however, and is able to take players back in time to before the tree was attacked if they wish to visit. Travel Getting there Head to north Darkshore. Go to the Ruins of Mathystra. Use an Elixir of Water Walking (or similar class ability) and have a fast land mount. Ride out towards Teldrassil and look for a good place to start your ride. The fatigue zone has an irregular shape. Generally a north or northwest course across the fatigue zone will work. Ride towards the island, which you should be able to see. You have 60 seconds to complete the crossing. You will see Rut'theran Village when you arrive there. Notable characters Note: all these characters are only available for players when the zone is in the state. Teldrassil is home to several night elves of status. From the top of the tree Aldrassil, Tenaron Stormgrip sends promising young elves out into the outside world. In Dolanaar, Tallonkai Swiftroot leads the effort to fight back the corrupted furbolgs and satyr of the Great Tree, while in his small tent near Lake Al'Ameth, Denalan seeks to understand the nature of the strange affliction, seeping into Teldrassil. Quests The first quests are simple, like in every other starting zone. One of the most important quests for new night elf adventurers in Teldrassil is the Crown of the Earth quest chain. In this chain, night elves are sent to gather water from moonwells scattered all over the island. Each time they return with the moonwell water, they learn a little more of the night elf history. Other important quests include the Timberling quest chain, in which adventurers must help investigate a corruption of the timberlings of Teldrassil, and the Furbolg chain, which deals with the corruption of the local furbolg population. Pvp Teldrassil sees very little PvP action due to the fact that Horde players have to cross through Rut'Theran Village and Darnassus. The only way for Horde players to get to Teldrassil itself is via ship from Auberdine (also Night-Elf controlled) on mainland Kalimdor. Most other starting areas are directly accessible by the opposing faction without such hazards.
Maybe you want to read about World of Warcraft Lore History and Geography of Azuremyst Isle.
Azuremyst Isle is one of the two main islands that make up the Azuremyst Isles. It is the island least affected by the crystalline shards. Remaining mostly untouched by sapient races until recently, the land has changed a great deal due to the recent crash by a draenei inter-dimensional generation ship. Powerful and ominous crystals dot the lands, and energy storms ripple through the sky. The draenei capital city, The Exodar, is built around their crashed ship in the western part of Azuremyst Isle. Evidence that parts of the crashed ship are tainting and mutating the natural flora and fauna of the island has become apparent. The draenei are working to halt and, if possible, reverse these mutations as soon as possible to restore the natural beauty and health of the island. Azuremyst Isle, one of WoW's starting zones, sees the least amount of PvP action (along with Teldrassil) due to the fact that the only way for Horde players to get to Azuremyst Isle itself is via ship from Rut'theran Village on mainland Teldrassil. Other starting zones are directly accessible by the opposing faction without such hazards. History Very little history is known of Azuremyst Isle and the surrounding islands. Not visited often by the night elves and tauren of Kalimdor due to their out-of-the-way location, the isles' indigenous creatures have been left to their own devices over the centuries. This is also the reason why the other races have not yet noticed the crashed dimensional ship that lies scattered across the islands, now used by the surviving draenei as a set of bases and outposts. Some civilization did exist on the island before the draenei arrived. On the southern Silvermyst Isle, a dock and house of night elf architecture marks the dwelling of a family of night elves who made their home here. In addition, a clan of furbolgs live in the central island. Due to being so far removed from their cousins in Kalimdor, these furbolgs have remained uncorrupted, though they have recently been driven out of their ancestral holdings. Additionally, ancient night elven ruins predating the Sundering are found scattered about both Azuremyst and Bloodmyst, all of them now inhabited by vile naga. The night elves have mostly abandoned these islands in favor of mainland Kalimdor. Geography Arcane storms strike this peaceful area outside the coast of Kalimdor. Evergreens and purple flowers cover the land. The island itself is divided into two parts by a river running north-south, the eastern and slightly smaller region dubbed Ammen Vale, as it is sheltered by hills on all sides. To the south lies Silvermyst Isle, close enough to reach by swimming without difficulty, and small enough to be considered part of the main island. Azuremyst Isle contains no dungeons, raid dungeons, micro dungeons, or battlegrounds. It is the starting area for the draenei and contains a very sheltered 1-5 leveling area, Ammen Vale. The draenei city, the Exodar, can also be found in this zone with a flight path to Bloodmyst Isle. The only access to the mainland is by boat to Auberdine. Travel Prior to the Cataclysm, the only way to reach the mainland of Kalimdor from the islands was by boat, which made Azuremyst a seldom-visited area. The boat from the dock near the Exodar sails to Rut'theran Village in Teldrassil. For Horde to get to Azuremyst Isle, fly to Rut'theran Village from Darkshore and sit on the mast of Alliance ship to avoid aggro. Flight Master locations Azure Watch Exodar Boat locations Valaar's Berth (to Rut'theran Village, Teldrassil) Notable characters Azuremyst Isle is the new home of several notable people, and not all of them draenei. At the Crash Site in Ammen Vale, Vindicator Aldar and Technician Zhanaa work tirelessly to keep in contact with the rest of the scattered draenei across the island. At Azure Watch, Exarch Menelaous watches over the people of the village. Admiral Odesyus, recently forced to land on the southern coast of the island, does his best to root out the traitors in his crew and help his new-found allies, the draenei. And High Chief Stillpine seeks aid from the newly arrived draenei to take back Stillpine Hold. Quests The quests of Azuremyst Isle range from the early level 1-5 quests of Ammen Vale to the level 5-10 quests of the main isle. Many players have found the quests of the draenei starting area to be extremely enjoyable and interesting, compared to the pre-Burning Crusade quests. Quests of note include the The Prophecy of Akida quest chain quest chain, in which draenei learn the language of the furbolgs and get to travel in interesting ways between furbolg totems - including flying, swimming, and running in a transformed panther shape; a quest chain involving Admiral Odesyus as he hunts down the traitor in his crew; and quests given by the furbolgs of Stillpine Hold. Many of the 1-5 quests are draenei-only, but the 6+ quests are available to any race.
Maybe you want to read about World of Warcraft Lore History and Geography of Kezan.
The isle of Kezan is the tropical island homeland of the goblins. It was once inhabited by the trolls. The Undermine is located beneath the island. Goblins are in charge on the Isle of Kezan, making the whole place a swarming cesspool of corruption, chaos, scheming, and invention. Several cities exist on Kezan, including the nefarious Undermine, the de facto capital of the goblins’ trade empire. Kezan is a tropical island, and palm trees and other greenery appear in profusion. Kezan’s many ports bustle day and night as merchant ships approach and depart, carrying a wide variety of goods to places of all sorts. Kezan is a valuable way station between the eastern and western lands, and almost all travelers stop here, whether traveling by ship or gryphon or more esoteric means. The island is the heart of the goblins’ mercantile efforts, pumping trade throughout Azeroth. Kezan is the largest and southernmost of the South Seas islands, and despite the goblin presence, it is also the safest. Unlike the surrounding islands, Kezan’s inhabitants won’t try to kill strangers on sight; rather, they first attempt to take a people's money and all their worldly possessions before leaving them to die on the rain-soaked cobblestone streets. Kezan’s ports are valuable neutral areas for both the Alliance and the Horde. If not for the goblins, trade would grind to a standstill, and there likely wouldn't be adventurer shops in places like Stranglethorn Vale. Goblins control just about everything on Kezan. Non-goblins always leave the island with less gold than they had when they came. Kezan is the initial start zone for the goblins in World of Warcraft: Cataclysm. The goblin player begins as a mid-level executive on Kezan, possessing great riches and power. Deathwing causes Mount Kajaro to erupt, forcing the evacuation of Kezan. Fleeing across the Great Sea, the goblins become shipwrecked on the Lost Isles after getting caught in an Alliance-Horde crossfire. History Kezan was originally home to the goblins and a group of jungle trolls. The goblins were enslaved by the jungle trolls and forced to mine minerals. After discovering kaja'mite, the goblins gained a massive increase in intelligence and were able to fight off the jungle trolls and claim Kezan for themselves. Afterward, the goblins declared Undermine as their capital city. Since that time, they’ve ranged out and allowed people of all races to buy silly merchandise at exorbitant prices. They allied themselves to the Horde in the Second War because the orcs paid and/or intimidated them, but in the Third War they were a neutral force, making money off every side. People and culture Goblins are short and green, and they don't laugh; they cackle. They wear leather clothing, often cut into aprons to protect themselves from the caustic fluids they handle. Their entire culture is focused on mercantile enterprises, and they work hard to expand their markets in any way possible. Most goblins seem friendly but insane. Goblins can be cutthroat merchants, and this ruthlessness is more prevalent on Kezan than anywhere else probably because the goblins are competing against their own kind. While goblins answer to no king or other such titular head, a collection of trade princes rules their merchant empire, called the Trade Coalition. Officially, five trade princes exist, though one or two may be lurking about in the shadows. The goblins don't elect their trade princes, nor are the positions hereditary; the trade princes killed, blackmailed, and schemed their way to the top. Together, these five goblins make the mercantile machine run, organizing the extensive and complex Trade Fleets. The Trade Coalition is huge, far-reaching, and massively complicated. In addition, numerous other, smaller goblin companies, created and run by entrepreneurs called moguls, operate throughout Azeroth. Perhaps the most famous of these smaller businesses is the Venture Company, founded and ruled by Mogul Razdunk. Goblins engage in any activity that earns them a profit. They traffic in legitimate dealings, including food, spices, and textiles, as well as more esoteric and questionable wares, such as magic items and arms dealing. Goblins have no respect for nature and engage in deforestation and mining on vast scales. The Venture Company is particularly notorious for such activities. In addition, goblins run morally corrupt businesses such as smuggling and slave trading. While the Trade Coalition condones all such activities, goblin smugglers and slavers prefer to maintain low profiles for obvious reasons. Goblins are mad but brilliant. Their technology is just as ingenious, if usually more volatile, than gnomish inventions. Goblins are also the best alchemists around, with the possible exception of the Forsaken. Goblin tinkers and alchemists are found throughout Kezan. As chaotic as it is, goblin society does have some order to it. Goblin barons serve as magistrates to run the trade princes' lands and holdings, and goblin captains command vessels for the Trade Fleets or for private merchants. Every city on the island is a bit like Ratchet on a larger scale. Geography Kezan is a tropical island, and the associated flora and fauna appear in the wilderness between cities. Palm trees are everywhere, and in the wild places tasty fruits and flowers can be found. Many tropical animals, including tigers and lots of bugs, can also be found. Kezan has several natural bays, and the goblins have constructed at least small port towns in most of them. To the south, the elevation rises. Southern Kezan is volcanic, and several volcanoes constantly ooze lava into the ocean. Lava tubes and other geological tunnels and caves riddle the island. Thanks to Kezan’s prominence as a mercantile hub, it’s been divided into dozens of districts by the trade princes, who view every inch of land as an opportunity waiting to be converted into gold and silver. Kezan’s tropical palms are bisected with miles of roadway, and even the beaches are beginning to be paved over by goblin ambitions. Now, nature is reclaiming the island of Kezan – massive Mount Kajaro has erupted with the Cataclysm, flooding the island with searing lava and sending tidal recoil sweeping through Kezan’s harbors. Notable characters Lore-wise, the Trade Princes reside here, as does Mogul Razdunk, the founder and ruler of the Venture Trading Company, and Director Riddlevox, the leader of the goblin Tinkers' Union. Players will encounter Trade Prince Gallywix, who is leader of the cartel uses the destruction of Kezan as an opportunity to profit off his own people. The main quest giver on the island is Sassy Hardwrench, who will send players on a variety of quests, including "reminding" a few debtors of their responsibilities and also eventually setting the KTC Headquarters ablaze. Quests Quests within Kezan have a uniquely goblin feel to them. Players will employ the use of a Hot Rod for much of the time they are questing, which comes in handy when zipping from one area to the next. The goblins will also attempt to throw a lavish party - despite the appearance of Deathwing - but it is interrupted by pirates. This chain involves gathering materials for a proper party outfit, entertaining the guests, and driving away the attackers.
Maybe you want to read about World of Warcraft Lore History and Geography of Lost Isles.
The Lost Isles is a zone featured in World of Warcraft: Cataclysm. The chain of islands is located south of Azshara and north of Durotar. The goblins of the Bilgewater Cartel have shipwrecked on the Lost Isles after fleeing the devastation of Kezan. Description The preconception that any goblin would sell their best friend for a fistful of gold is not entirely unfounded: many of them probably would and some actually do. The truth is that quite a few goblins combine a shrewd business sense with a certain level of... moral flexibility. For example, after the Cataclysm reawakened a volcano on their home island one of the goblins' trade princes realized that there was good money to be made in offering panicked goblins a ticket to safety on his ship, taking their life savings - and then selling them into slavery. A clever plan, until it (and the ship) fell apart in a naval crossfire between an Alliance fleet and a lone Horde ship. The shipwreck's survivors washed ashore on the Lost Isles off the coast of Kalimdor, where they discovered that the island's dense jungles harbor many mysteries and more than a few unpleasant surprises. The wildlife of the Lost Isles seem somewhat prehistoric; never-seen species of raptors, dinosaurs, and dodo-like creatures inhabit these long-forgotten lands. The Isles are covered with exotic forests, bamboo, and a new species of palm trees. Geography The majority of the Lost Isles is heavily overgrown, with giant ferns and trees evident everywhere. There are a number of deadly plants one must be wary of, especially in the Vicious Vale. The beaches are largely sandy and pristine, though the Alliance forces have inhabited a number of them in their attempt to thwart the Horde, including the Alliance Beachhead and the Tranquil Coast. The largest island also showcases the tallest peaks, including a supposedly dormant volcano that serves as the home of the pygmy "god", Volcanoth. The largest island also showcases some pristine waterfalls, including Sky Falls. There are a number of deep caves that run throughout both islands. The only humanoids indigenous to the islands are the pygmies and naga, and neither have taken kindly to their lands being intruded upon. The pygmies have resolved to sacrifice the wayward goblins to their turtle god, Volcanoth, and have also turned a number of them into zombies. The naga attack anyone on sight within their ruins. Notable characters Goblins washed ashore after the battle between the Alliance and Horde will undoubtedly recognize Trade Prince Gallywix. As chance would have it, players inadvertently rescue him as one of their first courses of action, though many of his cartel may well have fed him to the sharks if they were able. The Trade Prince is the most notable adversary on the island, and it is only with the assistance of Thrall that he is cowed into submission and joins the Horde. Thrall is the second most high profile character (some would argue the most), and goblin players help rescue him from Alliance captivity. Beyond those two, players encounter pockets of indigenous pygmies, none-too-pleased with goblins washing ashore. Who can blame them with the goblins' penchant for utterly destroying whatever lands they come in contact with? Combat 15 Volcanoth is more than happy to devour any goblins sacrificed to him, and the pygmies waste no time in transforming those they capture into zombies. As if those dangers weren't bad enough, there are a number of naga to contend with, under the command of a Faceless general. The Alliance have pushed onto the island, taking control of various beaches; though their main objective is annihilating the Horde, they are not hesitant about expanding that mindset to the goblins. Quests Most quests will pit players against Trade Prince Gallywix in one way or the other, as he is intent upon capturing and enslaving his own people. Multiple times players are sent to free their brothers and sisters, culminating in a final showdown with their despised cartel leader. When not dealing with the Trade Prince, goblins have other matters to attend to, like thwarting the pygmies in their desire to slaughter them all, or countering the machinations of the naga. Once goblins set foot upon the larger island, they realize they are not alone, as the surviving Horde from Draka's Fury are attempting to locate the Warchief, Thrall, and make their way off the island, despite the Alliance resistance. The orcish and goblin forces share a common bond, and thus quests will often find players assisting the orcs as well. Notes Players are unable to ever return to the Lost Isles if they have completed all of the quests and left the zone.
Maybe you want to read about World of Warcraft Lore History and Geography of Wandering Isle.
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May 2020
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