Horde capitals. What types of cities exist in WOW

The world of World of WarCraft, compared to any other PRG game, still remains huge. And in my opinion it will remain so, IMHO.. for a very, very long time. Blizzard is doing everything to make sure that the players like the game (it’s not for nothing that, according to some data, about 8 million people play WoW every day! People all over the world... and this... if you gather everyone in one place, you’ll need to allocate a whole huge city for them, the size of just maybe not our capital!).

A huge virtual world, a huge number of people on a huge number of servers... What does all this globality consist of? So. In this note, I will tell you in three words =) a little about the world of WarCraft itself in terms of its geography, its size and territories (locations).

Today (see the date of the post) in the game there are four huge and not critical (why it is not critical will be understood only by those who did not immediately purchase the version of the game ‘The Lich King’, but did it gradually) territories (continents) dependent on each other.

Eastern Kingdoms And Kalimandor united by common beautiful nameAzeroth. Starting locations for all factions, races and classes without exception. Until recently, classic WoW consisted of just these two continents. With some corrections and additions, it has survived to this day.

With each new version(update, addition) new territories are added. With the exit Burning Crusade a continent appeared - Outland. With the release of the add-on Lich KingNorthrend. With the release of Cataclysm, something new will appear. No one knows what will happen next, but an inner voice tells me that something will happen, although most likely not as global as the BC, LK and Cataclysm updates.

But let's return from the future to the present.

Each island is divided into several territories, which in turn are each divided into several more zones (for example, such and such a village, such and such a lake, such and such fields, etc.). In addition to the various geographical, natural, historical, mythical and plot subtleties of each location, the main division for players is the levels of monsters that have found (or are also trying to find) shelter there.

Those. It is quite reasonable for a player who has barely reached 30 to not enter a location with level 50-55. All that awaits him in this case is a bunch of aggressive monsters that constantly attack him, against which he has no chance in battle. And it’s worth considering that the level of aggression of monsters towards you is higher, the lower your character’s level.

World of WarCraft cities. Each faction has its own cities + there are two neutral cities in the game. According to the plot of the game, these cities are sanctuaries and fighting on their territory is technically prohibited.

Shattrath(English) Shattrath city) - the capital of Outland, you can get to it only from lvl 58 by passing through a dark portal and reaching the center of the continent by any other route (of course, you can do it earlier using a teleport created by any magician). A great place to tie a homecoming stone to any of the city's taverns. In the center of the city there are teleports to all the main cities of each faction + to the island of KelDanas, where the maximum number of daily quests is concentrated, and many other equally interesting things, so I recommend tying the stone here as quickly as possible. Some do this from the very beginning of the game with a new character in order to move around the cities of their faction easier and faster.

Dalaran(English) Dalaran) is the capital of Northrend. Fighting is also prohibited. The originality of the city is that the city hangs on a piece of land above... the ground... And you can get there in several ways. 1 - using a quest available at lvl 75 in the taverns of Shattrath, as a result of which the magician (NPC) teleports you to the city itself. 2 - with the help of the player’s magician with his ability to create teleports. 3 – on your own two feet... just not on your legs but on... wings, but of course only if you have them.

The teleport installed under the city of Dalaran itself, to the surprise of many, also works. But! Only after you complete the magician's quest, who will tell you in more detail about this TP.

Alliance Cities:

Stormwind(translations – Stormwind, Stormwind) – main city Alliance, the capital of people.
Ironforge(translations – Ironforge, Ironforge) - the capital of the Dwarves, a haven for the Dwarves.
Darnassus (Darnassus, Darnassus) is the capital of the Night Elves.
Exodar (Exodar) is the capital of the Draenei.

Cities of the Horde:

Orgrimmar (Orgrimmar) is the main city of the Horde, the capital of the Orcs and Trolls.
Thunder Bluff (Thunder Bluff, Funder Bluff) is the capital of the Tauren.
Undercity (Undercity, UnderCity) is the capital of the Undead.
Silvermoon (Silvermoon City) is the capital of the Blood Elves.

In any of the above cities, each player will be able to find almost everything he might need for the game itself =)

The differences are mainly plot, class and racial. Those. Some teachers, some class skills can only be found in a certain city, others only in another, while others can be found here and there. In any case, the game will force you to visit everywhere a little, and stay somewhere much longer...

Frequently used places like banks exist in every city (even in sanctuaries). There are auctions in each city of its own faction, plus 3 more inter-faction ones, where trade between the Alliance and the Horde is possible. Such AUs can be found in neutral towns - Kabestan (Tanaris Desert), Krugovzor (Winter Springs) and Pirate Bay.

There should be no problems at all with mailboxes and other small things. If you are confused about where to find what, any city guard will tell you and show you on the map what interests you. Just walk up to it and right-click on it.

I wish you a successful game and don’t get confused in a new unfamiliar city. Especially if this is a city of a faction that is not friendly to you =)

/ What types of cities exist in WOW?

What types of cities exist in WOW?

06/06/2014

Cities in WOW are divided into two types: factional and neutral. Neutral cities include:
- Shattrath is the capital of Outland, access to it opens after reaching level 58. To get there, the player needs to go through a dark portal.
- Dalaran is the capital of Northrend, access opens after reaching level 75. To get there, you need to complete a quest, after which the player will be transported to the city.

The main difference between neutral cities is that battles are prohibited on their territory.

Alliance cities in WOW:
- Stormwind (Stormwind) is the main city of the faction, the capital of the human race, the last bastion of people in Azeroth.
- Ironforge (Ironforge) - this city, erected in the center of a huge rock, is the capital of the race of dwarves and gnomes.
- Darnassus (Darnassus) is the beautiful capital of the night elves, a unique monument to their culture, located along the shores of a large lake. The city stands on branches huge tree Teldrassil, with the Temple of the Moon shining above.
- Exodar is the main city of the draenei.

Horde cities in WOW:
- Orgrimmar is the main city of the faction, built in a large canyon, being the capital for the race of trolls and orcs and the most powerful military capital in the world.
- Thunder Bluff (Funder Bluff) - the capital of the tauren is located on rocks connected by rope bridges.
- Silvermoon City is the capital of the blood elves.
- Undercity (Undercity) - the capital of the undead race, is located deep under the ruins of Lordaeron.

Material from World of Warcraft Roleplay Wiki

Emblem of the Grand Alliance

Alliance(English Alliance) is one of the two main military-political factions of the mortal races of Azeroth, along with the Horde. The current Alliance is the rightful successor to the Alliance of Lordaeron, although its structure has undergone significant changes since the Second War.

Main members of the current Alliance

The main races included in the Alliance include the following:

People of Stormwind

Destroyed in the Second War and rebuilt, Stormwind became one of the last strongholds of the power of the human race.

  • The leader is King Varian Wrynn.
  • The capital is Stormwind.
  • The Kingdom of Stormwind's influence extends to the Lakelands in Redridge Mountains, Mirkwood in Duskwood, and Watchtower Hill in Westfall.
  • They use horses for transport.

Ironforge Dwarves

  • Leader(s) - Council of Three Hammers: Muradin Bronzebeard, Moira Thaurissan, Falstad Wildhammer.
  • The capital is Ironforge in Dun Morogh.

Dwarves of Gnomeregan

  • Leader - Chief Mechanic Gelbin Mekkatorque.
  • The capital is the New City of Mechanics.

Night elfs

  • The leaders are High Priestess Tyrande Whisperwind and High Archdruid Malfurion Stormrage.
  • The capital is Darnassus on the new World Tree Teldrassil in northern Kalimdor.
  • The main outposts are Nighthaven in Moonglade, Feathermoon Citadel in Feralas, Auberdine (the main port) in Darkshore.

Draenei

The Burning Crusade to World of Warcraft.

  • Leader - Prophet Velen.
  • The capital is Exodar on the Azuremyst Isles. For a long time, the capital was Shattrath in the Terrokar forest, in the world of Draenor (now Outland).
  • The draenei maintain some of the outposts in Outland, such as the Temple of Telhamath and Telredor.

Worgen

The source of information in this section is the supplement Cataclysm to World of Warcraft.

  • The leader is King Genn Greymane.
  • The capital is Howling Oak in Darnassus.

Other Alliance allies

  • Theramore Island and its holdings in Kalimdor, led by Lady Jaina Proudmoore.
  • The Kingdom of Kul'Tiras near the shores of the Eastern Kingdoms.
  • Refugees from Stromgarde, which fell during the Third War.
  • The Wildhammer clan, led by Thane Falstad Wildhammer, and their holdings in the Hinterlands and the Twilight Highlands.
  • The League of Explorers, led by Brann Bronzebeard.
  • The Silver Convenant is an organization of the high elves of Northrend under the leadership of Vereesa Windrunner.
  • The Sons of Lothar are the survivors of the Alliance expedition to Draenor. They control the Fortress of Honor in Hellfire Peninsula, the Bastion of Alleria in Terrorkar, and the Wildhammer Citadel in Shadowmoon Valley.
  • The Kurenai are a clan of Broken draenei from Nagrand in Outland.
  • The Children of Cenarion are the constant allies of the night elves of Kalimdor.

Domestic military organizations

  • League of Arathor, seeking to reclaim the Arathi Valley.
  • Stormpike Guardians leading excavations and military operations against the Frostwolf Orcs in Alterac Valley.
  • Silver-winged Sentinels protecting Ashenvale from the attacks of the Warsong clan orcs.
  • Valor Expedition against the Scourge in Northrend.
  • The 7th Legion is an elite unit of the Alliance that has participated on the front lines in most military conflicts in recent years.

Alliance Partners

  • Furbolgs of the Quiet tribe have a good relationship with the night elves and supported by the draenei of Exodar.
  • The ice saber tamers in Winter Streams sell their trained animals exclusively to proven Alliance members.

Story

Alliance of Lordaeron

The First Alliance was founded as a response to the Horde's invasion and the destruction of the Kingdom of Stormwind. The initiators of the creation of a military alliance of all human kingdoms were the refugees of Stormwind, who had already suffered from the orcs, or rather their leaders - Anduin Lothar and Khadgar. Using his authority and Arathi lineage, Sir Lothar convinced the rulers of the six remaining kingdoms - Lordaeron, Stromgarde, Kul'Tiras, Dalaran, Gilneas and Alterac - to gather in the Capital of Lordaeron. The representative of the Stormwind refugees was Anduin Lothar himself.

After several days of negotiations, the Alliance was formed. The official head was the king of Lordaeron, Terenas II Menethil, and the military leader was Anduin Lothar. In addition to the worldly kingdoms, the Church of the Sacred Light also initially joined the Alliance, which provided the army with a newly created detachment of “battle priests”, or paladins - the Order of the Silver Hand. Somewhat later, the Alliance included representatives of the high elf kingdom Quel'Thalas and the dwarves of Ironforge, and during the hostilities in the Inland - the clan of the Wildhammer dwarves. Also during the war, the ruler of Alterac, Aiden Perenolde, betrayed the Alliance and freely allowed the Horde army through his territory directly to the walls of the capital of Lordaeron, which the High Command regarded as betrayal.

A crisis

After the victorious conclusion of the Second War, the Alliance of Lordaeron began to disintegrate. All the kingdoms are bogged down in a dispute over the future of Alterac. Subsequently, Alterac did not go to anyone and remained ruined, and Stromgrad and Gilneas, not seeing the point in the further existence of the block, left it. Quel'Thalas did the same, accusing people of insufficiently effective actions during the Second War, as a result of which most of the elven forests were devastated and many elves fell (although if not for the help of the Alliance, the kingdom would have been completely destroyed).

After these events, only Stormwind remained loyal to Lordaeron - in gratitude for their help in repelling the advance of the Horde and in restoring the kingdom; Kul'Tiras is an old ally and trading partner of Lordaeron; the city of mages Dalaran and the dwarves of Ironforge.

The third war and its consequences

The invasion of the Scourge and the Legion's invasion had dire consequences for members of the Alliance, current and former. The kingdoms of Lordaeron and Stromgarde fell to the onslaught of the Scourge and its Plague, which turned most of the inhabitants into undead. Dalaran and Quel'Thalas were destroyed. A criminal group called the Syndicate was founded on Alterac territory.

Refugees from the northern human kingdoms, led by Jaina Proudmoore, fled to Kalimdor, where they fought against the Legion, including the Battle of Mount Hyjal.

On the territory of the destroyed Lordaeron, there were “liberation detachments” of people who waged war against the Scourge. Such were the detachment of Marshal Garithos and the military-religious Scarlet Order. The first was known for xenophobia, because of which the blood elves of Kael'Thas left the Alliance, and the second became famous for its fanaticism and desire to destroy not only the undead, but also “all potential carriers of the plague” - that is, all the living.

Current situation. Two Alliances

After the Third War, the Alliance was renewed, but conditionally it was divided into two parts.

The first is Stormwind, Ironforge and all the survivors remaining in the Eastern Kingdoms. They did not participate in the battle of Hyjal, so they trust the Horde less, and are constantly on the brink of war with it. Also, their forces are constantly fighting to maintain the integrity of their kingdoms against the constant attacks of invaders and attempts to liberate the lands of the fallen kingdoms.

The second part is a newer Alliance based on Kalimdor. It includes the people of Theramore - powers of Jaina Proudmoore's expedition - and the night elves. They are distinguished by greater trust in the Horde and constant attempts to soften the relationship between the factions, which is hampered by the actions of the first part of the Alliance, such as Admiral Proudmoore's invasion of Durotar.

Recent events - the war in Silithus, the opening of the Dark Portal and the entry of the draenei into the Alliance - have united the Alliance, but differences remain just as acute.

Organization

An alliance is not a single force, but a military-political bloc of various factions, founded for the purpose of mutual assistance. Theramore is considered the center of the Alliance, but Stormwind categorically disagrees with this. Their disagreements, as well as the Stormwinders' rejection of the Night Elves joining the Alliance, split the Alliance into two parts, which treat each other with hostility. And while Jaina Proudmoore and Tyrande Whisperwind are mutually coordinating actions in Kalimdor, Katrana Prestor is methodically destroying the Alliance in the Eastern Kingdoms.

The main driving force of the Alliance was and remains the people who make up the majority among the five allied races. Most members of troops and military expeditions are people.

Alliance capitals

Ironforge

During the Second War, many Dwarven fortresses fell, but the mighty city of Ironforge, located among the dark peaks of Dun Morogh, escaped this fate. The Horde invaders never managed to destroy it. Ironforge was built in the depths of the mountain and forever became a monument to the craftsmanship of the Dwarves and their ability to process rocks and stones. The spacious underground city is inhabited by skilled artisans, explorers, miners and warriors. Recent events have weakened the Alliance's strength, but despite this, the Dwarves of Ironforge, under the leadership of their king Magni Bronzebeard, tirelessly create a better future for their descendants.

Ironforge's most notable landmark is the Gnomish Underground, an interesting system of underground passages connecting Ironforge and the human city of Stormwind. In addition to the Dwarves, Ironforge is now home to the Dwarves who fled the city of Gnomeregan.

Stormwind

The city of Stormwind is the last bastion of Humans on Azeroth. Rebuilt after the Second War, Stormwind can be called a human engineering marvel. The Guardians of Stormwind protect the peace of the townspeople, and the young king Anduin Wrynn rules the city from his powerful fortress. The merchants who inhabit the Trade District conduct brisk trade throughout the continent and beyond, and a variety of warriors can be found on the streets of Old Town. Although Stormwind has escaped destruction from the Scourge army to the north, the city is still threatened by threats from without and within.

Darnassus

High above the branches of the great Teldrassil tree lies the magical city of Darnassus, the new refuge of the mysterious Night Elves. Druids, Hunters, and Warriors also live among the well-groomed groves and wooden houses. Above the treetops, like a guiding star, rises the Temple of the Moon. To the side of it is the Hall of Justice, decorated with a colonnade, where vigilant Sentinels guard the peace of their homeland. Under the leadership of the high priestess, Tyrande Whisperwind, Darnassus stands steadfast in guarding all that is sacred to the Night Elves. The city, living in harmony with nature, is located on the shores of a huge lake, over the crystal waters of which graceful bridges span. In some places, fallen leaves cover the city roads like a soft carpet.

Capitals of the Horde

Orgrimmar

Named after the legendary Orgrim Doomhammer, the city of Orgrimmar became the capital of the new homeland of the Orcs. Orgrimmar, built in a huge, winding gorge in the harsh land of Durotar, is one of the most powerful Warrior cities in the entire world. Behind the huge walls, inside the city, old and experienced Shamans patiently train a new generation of Horde leaders , and in the gladiatorial arena, Warriors hone their skills in competitions, preparing to adequately meet the challenges that await them on this dangerous land.

Thunder Bluff

The great city of Thunder Bluff sits atop mountains overlooking the green meadows of Mulgore. The Taurens were once nomads, but recently they founded a city that attracts trade caravans, traveling artisans and various craftsmen. The majestic city is also home to brave Hunters who hunt down dangerous game on the plains of Malgore and its environs. Long wooden bridges spanned the gorges, connecting the peaks of the mountains, dotted with tents, community houses, brightly painted totems and houses in which spirits were summoned. This bustling city is ruled by the powerful leader Cairne Bloodhoof, ensuring that the united Tauren tribes live in peace and security.

Undercity

Preserved deep beneath the ruins of Lordaeron, the royal crypts have been transformed into a bastion of evil and undead. At first, Prince Arthas wanted this place to become the center of the powerful Scourge. But then the Lich King called him to his aid from distant Northrend, and Arthas had to leave the promising Undercity. While he was away, the rebel Forsaken, led by Dark Lady Sylvanas Windrunner, took refuge in Undercity, which Sylvanas claimed as her own. Having settled there, the Forsaken continued the construction begun by Arthas, digging intricate labyrinths, graves and dungeons.

It's the second week of the Battle for Azeroth beta. Below the cut are first impressions.

General impression of the beta: the game looks rather raw. Key mechanics have not yet been fully finalized. For example, the Azerite armor interface is marked as temporary, that is, temporary. Sea expeditions are also not working yet. Not all profession quests are completed. Lots of bugs. For example, the quest to be released from prison upon arrival on Kul Tiras was completed only after it was reset. Zuldazar, the capital of the Zandalari, looks half empty. And in general, how strange, there is essentially one huge pyramid there, which cannot really be called a city. The cards don't work properly. In short, I don’t remember such a crude beta. The same beta of “Cataclysm” had fewer bugs six months before release. There are three and a half months left here and it is still very damp. It gives rise to bad thoughts regarding playability after release. We remember Draenor and wave our hands - we really wouldn’t like such a start.

The second not-so-pleasant point is that you can’t copy characters from live yet. You can create a level 110 blank with a reduced package of goodies. Which is exactly what I did. Twice. One character is a traditional dwarven hunter. The second one was chosen by a nightborn elf, also a hunter. I made it solely to see the starting locations, Zuldazar on Zandalar. Of course, I visited the capital of Kul Tiras as an alliance member.

If we compare these two “capitals”, then in my opinion Boralus is ahead. The Zandalari capital is essentially a large pyramid in the middle of the jungle. From this we have two not very pleasant consequences. Firstly, you have to run up and down stairs a lot. I can imagine how the Horde will burn from this. Of course, until flights become available. The second point is that from the fact that we are running around the pyramid, its walls and the surrounding jungle are mainly visible. There is no feeling that you are in the city. Yes, maybe this pyramid is not the whole city, but descending lower into the jungle, you somehow very quickly run into evil “little red” mobs. As a result: interesting species, from which you want to make wallpaper and a screenshot are few. Very little. Maybe a little later, by release, the situation will improve, but so far everything doesn’t look great. And besides, we have already seen such a Mayan-Aztec style more than once. Some screenshots of Zuldazar can be seen below.

Zuldazar

Boralus, the main city of the Alliance, looks much more interesting so far. It is comparable in size to Suramar, meaning it is a fairly large place that is comparable in size to the capitals of the Old World. I’m generally silent about Dalaran and Shattrath - they look like small neighborhoods. In addition to its size, Boralus has an interesting style. At first glance, it resembles Gilneas. Yes, this is still the same old Europe, but if Gilneas is somewhere in the region of Victorian England, XVIII-XIX centuries, then Boralus is more like the port cities of mainland Europe. Sort of like Holland in the late Middle Ages. That is, yes, close, but not so much as to confuse. However, look at the screenshots, videos and decide for yourself.

Boralus

Kul Tiras

The capital of Kul Tiras turned out to be an atmospheric place, but the city also looks unfinished. Many streets are empty, and if we remember Suramar, there was quite a lot of local population and the impression of bustling life was created. Yes, the Seven Winds market is already operating, which is close to the port, guards walk and drive along the streets, and in some places there is quite an interesting social life, but there are still many places that need to be improved. For example, the ferrymen rush along the canals very happily, cutting through textures with their heads, which in turn are unfinished; for some reason, in the human city there are statues from the ancient Elven Temple of Elune, and some stairs lead to a dead end. So there is still work to be done. We can definitely say the following: a very atmospheric and a nice place. Although it is quite dark in places.

That's all for now. I'm going to stream Beta regularly, every evening, so welcome to my Twitch channel. Of course, there will be new videos. I have already visited three instances for five people and started military campaign. According to them I am also on next week I'll post a video.