Game Capitals
These are capital cities that function as major social and economical hubs for players, and must contain a bank, flight path, mailbox, inn, and a melange of class and profession trainers, an auction house, or a faction leader. Whilst in a capital city, the player need not necessarily be in an inn to be in a state of rest.
Darnassus
Location: Teldrassil, Kalimdor
Races: Night Elf, Worgen
Darnassus is the greatest city of the night elves, housing the leaders of both the druids and the faithful of Elune. It is carefully guarded by Sentinels, ancient protectors, and ancients of war. The city is formidable in spite of the peaceful natures of the night elves. In addition to the night elves, many guests and diplomats from elsewhere reside here, such as groups from the Explorers' Guild and the Knights of the Silver Hand, as well as a few representatives of the Horde negotiating peace treaties. There is only one High elf allowed within it`s borders. The population here is almost entirely elven, and most of the night elves are tolerant of others. However, there is political strife between the druids and priests. The atmosphere inside the city is a quiet and somewhat a melancholic one. It does not have the feeling of confinement that one would feel in Stormwind or Ironforge, where the buildings are grouped close together. Darnassus is open to the sky, and the graceful bridges spanning the lake around which it is built set the buildings wide apart. The prime reason why the city's population is so low is that it is isolated: Teldrassil is a small island away from the main mass of Azeroth, and the only way to gain access from another continent is to fly or sail to Rut'theran Village, a small settlement at the base of Teldrassil, and from there step into the glowing portal to the city proper. This is a good thing, though. It is the elves' capital, and should therefore be serene and quiet, holding the mystic and melancholic elements of the night elves.
Exodar
Location: Azuremyst Isle, Kalimdor
Races: Draenei
The Exodar is divided into four main areas, a large central hall with three major wings. All the wings are connected with smaller hallways as seen on the map. Seat of the Naaru (central hall) The Crystal Hall (northern wing) The Vault of Lights (western wing) Traders' Tier (southern wing)
The draenei and other Alliance players can access the city by using either a spiral ramp that leads to the heart of the Exodar from the main entrance, or another ramp down from the harbor-side entrance that leads into the Vault of Lights. The main entrance ramp has one extra sub-level where an inn is located. Also, the cooking trainer and supply vendors are located nearby at this small platform. The harbor side ramp is occasionally used by Horde players that attempt to raid the Exodar.
Ironforge
Location: Dun Morogh, Eastern Kingdoms
Races: Dwarf, Gnome
Ironforge is the capital city of the dwarves, a member of the Alliance. It is the ancestral home of the Bronzebeard dwarves. King Magni Bronzebeard rules his kingdom of Khaz Modan from his throne room within the city, and the High Tinker Gelbin Mekkatorque, leader of the gnomes, has temporarily had to settle down in Tinker Town after the recent fall of the gnome city Gnomeregan.
The city is perhaps the most intricate of the Alliance cities, boasting many small passageways, shops built into the rock walls, great halls and cavernous rooms. The feel of the city is a bustling, rowdy, and somewhat industrial one, however, it is predominantly safe-feeling and cozy; fires roar in the hearths of the inns and shops, the sounds of smithing go on as fires roar in the blacksmithing forges, and much dwarven laughing and frivolity is to be heard. Also, unlike Stormwind and Darnassus, the city is actually a massive cavern carved into the earth by the dwarves; the ceiling and floor are both hard stone. This gives the place a sanctuary-like feel.
Mainly because of the Deeprun Tram, linking Ironforge and Stormwind City, and the district of Tinker Town, Ironforge is one of the most racially diverse cities in the Alliance world. Dwarves predominate, of course, but you will find plenty of gnomes even outside of Tinker Town, and probably as many humans. This is true for player characters as well as non-player characters, since Ironforge is in the heart of the Alliance world. You will find almost no night elves, however, as they have long since set themselves apart from the other races.
The collective frivolity of the place, the bustling and gruff manner of the dwarves, and the fantastic architecture, makes Ironforge a wonder just to visit — whether or not you have business to attend to there. Ironforge also holds the main Alliance Brewfest.
Orgrimmar
Location: Durotar, Kalimdor
Races: Orc, Troll, Goblin
Orgrimmar is located in the far north of Durotar, at the foothills of the mountain range that separates Durotar from Azshara. Several valleys have been dug out from the mountain and provide a way of naturally dissecting the city into various zones, including the Valley of Spirits, Valley of Strength, Valley of Wisdom, and the Valley of Honor. Several specialty shops are found in the Drag, a pathway that leads from the Valley of Strength to the Valley of Honor. Those searching for potions or training in the darker arts of the rogue or warlock find a tunnel leading down to the Cleft of Shadow from the Drag.This section concerns content exclusive to Cataclysm.
Orgrimmar received a heavy redesign in the Cataclysm. The tauren, trolls, and goblins each have their own sections of the city now, complete with architecture that reflects their culture. They are respectively the Valley of Wisdom, Valley of Spirits, and the newly added Goblin Slums. Each of these areas has their own bank, auction house, and trainers. Architecture in the remaining sections of Orgrimmar, minus the seedy Cleft of Shadow, reflect a Northrend feel, with blackened metal and giant structures. A number of buildings have been completely moved, like the main auction house in the Valley of Strength. Garrosh has built Grommash Hold, the main seat of power, within this Valley, offering a giant symbol of imposing power to those visiting.
There are other changes of note. A rear entry now leads to Azshara, accessed by passing through the Valley of Honor. The Valley of Honor is now also a second trade district for those wishing to avoid the hustle and bustle of the Valley of Strength and also houses most of the profession trainers. The Drag is now open-air, and there are more entry points into the Cleft of Shadow from other Valleys. Perhaps the most notable change is that the zeppelin towers that once stood outside the gates of Orgrimmar have been demolished and brought inside, rebuilt upon the Orgrimmar Skyway; the wyvern master has also been moved here, and the Western Earthshrine, offering portals to all the newly discovered zones in the Cataclysm as well as Tol Barad, rests across the divide.
Silvermoon City
Location: Eversong Woods , Eastern Kingdoms
Races: Blood Elf
Silvermoon City (aka Silvermoon) is the capital of the blood elves, located in the northeastern part of the Eversong Woods within the kingdom of Quel'Thalas, at the northernmost tip of the Eastern Kingdoms. The breathtaking capital city of the blood elves may rival the dwarven capital of Ironforge as the world's oldest, still standing, capital. Recently rebuilt from the devastating blow dealt by the evil Prince Arthas, the city houses the largest population of blood elves left on Azeroth.
Silvermoon today is only the eastern half of the original city; the western half was almost completely destroyed by the Scourge during the Third War. Falconwing Square, the second blood elf town, is the only part of western Silvermoon remaining in blood elf control. The Dead Scar (the path taken by Arthas Menethil and his undead army on the quest to resurrect Kel'Thuzad, which carves through all of Eversong Woods) separates the rebuilt Silvermoon from the ruins of the western half. Interestingly, the Ruins of Silvermoon house no undead, instead they contain Wretched and malfunctioning Arcane Guardians. As it stands, what remains of Silvermoon City is still bigger than other Horde cities.
Stormwind City
Location: Elwynn Forest, Eastern Kingdoms
Races: Human
Stormwind City (a.k.a. New Stormwind or simply Stormwind) is located north of Elwynn Forest on Azeroth's northwest coast, and is the capital city of the kingdom known as Stormwind and the largest human city of Azeroth. However the city-state also controls or influences other territories, which include Elwynn Forest, Northshire Valley, the Redridge Mountains, Westfall, and Duskwood. The city is named for the occasional sudden squalls created by a ley line pattern in the mountains around the glorious city,and is one of the last great human cities. The city itself has been rebuilt at least once, and is a marvel of human design and engineering. Its guards keep the peace within the city's walls.
Stormwind firmly backs the Alliance, and its knights, priests, paladins, and mages served in the three wars against the Horde. Primarily a human settlement, a fair number of high elves, Ironforge dwarves, and even a few night elves and gnomes dwell here as well. Stormwind City is the home of the Academy of Arcane Sciences, the only remaining school of wizardry in the east, and the Cathedral of Light, the philosophical capital for those who follow the Holy Light. These edifices draw healers, priests, paladins, and mages to the city, all of whom bolster Stormwind’s military. King Varian Wrynn rules from Stormwind Keep. Rumor has it that Wrynn employs a secret society, the Stormwind Assassins, who are spies and saboteurs wielding royal carte blanche. "Unaffected by the ravages of the Scourge in the north, Stormwind still faces its own threats, both from without and within."
Recent events have led to the return of King Varian Wrynn to his homeland and his rightful throne. In his absence, his son Anduin Wrynn was temporarily crowned king. Due to his young age, Highlord Bolvar Fordragon was made regent until Varian returned home or Anduin came of age. Along with Bolvar's aid, the mysterious Lady Katrana Prestor helped the child king rule the city.
Thunder Bluff
Location: Mulgore, Kalimdor
Races: Tauren
The centaur were driving the tauren out of their homeland around the time of the Third War. When Thrall and his Horde arrived on the continent, an alliance was forged between the Horde and the tauren. Following the defeat of Archimonde and the end of the war, Thrall helped the tauren rout the centaur and reclaim their land. Shortly thereafter the tauren founded the city of Thunder Bluff and began the process of settling into their old surroundings and repairing the ecological damage the centaur had wrought. Thunder Bluff grows and expands at a tremendous rate.
Thunder Bluff was settled fairly recently by the tauren, who successfully drove out the marauding Centaur from their lands. Thunder Bluff is the first city of its kind; for centuries, the tauren wandered the plains as nomads, unable to claim a permanent home. All Horde visitors are welcome here, and the expertise of the tauren in professions ranging from leatherworking to shamanism, druidism to hunting are all practiced and taught here. Unfortunately, the central location of the Thunder Bluff also makes it easily accessible to members of the Alliance. Thus, it is often one of the easier Horde capitals for Alliance players to raid, with Cairne being killed long before Horde reinforcements even become an issue.
In order to gain access to Thunder Bluff, visitors must either ride wyverns to the top one of the four towering mesas, use the zeppelin from Orgrimmar or be lifted via rope and wood elevators, an invention unique to the tauren.
Undercity
Location: Tirisfal Glades, Eastern Kingdoms
Races: Undead
The Undercity was so named many years before the Forsaken claimed it as their own. Far beneath the palace of Lordaeron, the Undercity held the ancient crypts and catacombs of Lordaeron's royalty, as well as the city's dungeons and sewers. Although the Undercity was only intended for prisoners and the dead, the poorest of the Lordearon people lived within. When the Alliance captured Orgrim Doomhammer, they sent him to the Undercity; sometime later he managed to escape and wandered for many years afterwards.
Lordaeron's capital city stood for centuries, a monument to humanity's might. In the Third War, Prince Arthas slew his father, King Terenas, in Lordaeron’s throne room and ransacked the city. He planned to use Lordaeron as his capital on this continent and ordered his minions to expand the catacombs beneath the city. Then the Lich King summoned Arthas to Northrend and the work was left uncompleted.
During Arthas' exodus, Sylvanas Windrunner broke free of the Lich King’s control and took many banshees and other undead with her. With Varimathras' assistance she defeated the dreadlords that controlled the city and set her newly dubbed Forsaken to finish Arthas' job in the dungeons. The Forsaken carved the Undercity and now rule the surrounding countryside.