5 Eastern Kingdoms getaways for vacationing roleplayers

All the world's a stage, and all the men and women merely players. In World of Warcraft, that player is you! Each week, Anne Stickney brings you All the World's a Stage with helpful hints, tips and tricks on the art of roleplay in WoW.
The Eastern Kingdoms is rife with conflict, whether it's the battles in Gilneas, the uprising of the trolls in Zul'Aman and Zul'Gurub, or the plague-ridden shores of what used to be Southshore. Much like Kalimdor, the shattered lands are riddled with the continued brawling between Alliance and Horde. But you can still find a few spots here and there to get away from it all -- the dwarves of Dun Morogh have the right idea about it, like the one pictured above. Sometimes, you want to forget about the battles and just take a day off and go sledding.
Kalimdor may be riddled with conflict, but there are still some beautiful places for characters to get away and take a vacation, as we saw last week. Quiet locations in the Eastern Kingdoms may be a little harder to find, but there are still quite a few places where a character can take a welcome breather from the endless struggles of war.
The Eastern Kingdoms is rife with conflict, whether it's the battles in Gilneas, the uprising of the trolls in Zul'Aman and Zul'Gurub, or the plague-ridden shores of what used to be Southshore. Much like Kalimdor, the shattered lands are riddled with the continued brawling between Alliance and Horde. But you can still find a few spots here and there to get away from it all -- the dwarves of Dun Morogh have the right idea about it, like the one pictured above. Sometimes, you want to forget about the battles and just take a day off and go sledding.
Kalimdor may be riddled with conflict, but there are still some beautiful places for characters to get away and take a vacation, as we saw last week. Quiet locations in the Eastern Kingdoms may be a little harder to find, but there are still quite a few places where a character can take a welcome breather from the endless struggles of war.

Gilneas may be in the middle of a back-and-forth struggle between the Gilnean citizens and the Forsaken, but there's still beauty to be found in the gloomy hills. The flower-strewn arbor shown above may not be the best vacation spot in the world, but it's deserted and suitable for guild
gatherings and events -- or heck, even a wedding, for that matter! The nearby hills are strewn with worgen, but since Gilneas is a leveling zone for new characters, they're all low level and don't really pose any immediate danger. There are plenty of benches for seating, and the path is strewn with flowers, an odd little moment of beauty in an otherwise bleak zone.The arbor is located in Gilneas at coordinates 83,57, atop an otherwise deserted hill just northeast of Tempest's Reach. There are no NPCs of either faction nearby, so both Horde and Alliance characters can feel free to gather here without worry. If your character isn't able to fly, there are no worries about that either -- the area is easily reached on foot or on mount. Again, there are low-level worgen patrolling the area below the arbor, so characters that are extremely low level might want an escort, but it shouldn't pose a problem to level 85 roleplayers at all.

4. Hardy Dun Morogh retreat
The gloom of Gilneas got your character down? Well there's always the cozy little camp in Dun Morogh pictured above. Nestled high in the snowy hills of the area, this tiny getaway offers a
tent, a campfire, and a ... giant clockwork spider robot? Well, yes, but the robot doesn't go anywhere, and characters who are engineers might like the idea of being able to poke around in a piece of real gnomish engineering just to see what makes it tick! There are no NPCs or hostile mobs in the surrounding area, making this a great spot to have a snowball fight or simply settle around the campfire and tell a few tales.This campsite is located at coordinates 34,61, north of Anvilmar and high in the mountains. Speaking of high in the mountains, while it may not be impossible to do some creative climbing to get up here, the easiest way is to simply fly on up, or if you're a low-level player, ask a friend for a summon or a ride. There are no NPCs of either faction here, so both Alliance and Horde players can feel free to visit without risk. If your character is looking for a wintry getaway, this camp is absolutely perfect! But hey, it's not all that Dun Morogh has to offer ...

3. Dun Morogh coastal fishing
Maybe fishing is more your character's speed! I know, the last thing you think of when you think of Dun Morogh is fishing, but there's a nice little hidden hideway on Dun Morogh's coast. You'll have to share with a few retired goblins, but otherwise, there's nothing here but a dock and the
clear blue sea. Bloodsail Admirals, beware -- the goblins here are flagged with Booty Bay, so if you're not friendly with the Steamwheedle Cartel, you may not want to pay this place a visit. Since these guys are Booty Bay and not Bilgewater, Alliance and Horde both can spend some quality time here if they wish to.It may not look like it in the picture above, but this place is actually in Dun Morogh proper, albeit on the coast. Located at coordinates 17,75 on the Dun Morogh map, this fishing getaway has a dock, the NPC goblins, and an empty house as well, just in case your character doesn't feel quite up to completely roughing it in the great outdoors. Low-level players can get here by swimming around the coast, but it's a fairly long swim; it's far easier to get to with a flying mount. If your character doesn't mind spending some time with a retired goblin and swapping some stories about the one that got away, this may be the perfect location.

If, on the other hand, your character would rather do some fishing on their own, there's a great spot nestled in the hills above Elwynn Forest. This is actually a pretty well-known location, accessible with a bit of a hike in the days before we could use flying mounts; it's gotten
considerably easier to get to these days, however. For Alliance players, this place is literally a quick flight east of Stormwind, making it a good spot for a vacation that feels miles away from the world but is in reality pretty close to the action. It's a bit more of a hike for Horde players, but since it's not in Stormwind proper, you won't find yourself suddenly flagged for PvP. There's even another camp a little farther down the river that's a little more secluded with a few more trees around, too!This quiet little pond is located at coordinates 53,15 in Elwynn Forest. For Alliance players, simply fly east from the island with the portals to the Cataclysm zones; for Horde players, you'll likely want to fly to the Burning Steppes and then head southwest from there. There are no NPCs in the direct vicinity, although Horde players will want to make sure they don't travel too far to the west, unless they want to run into Stormwind territory. While you can hike your way up to this area from the Burning Steppes, it's much easier to simply fly. Low-level characters will need to take a summons or a ride up to this restful little retreat, but it's well worth the trip!

I know, right now you think I am absolutely crazy, suggesting a character would enjoy a vacation in a high-level troll instance like Zul'Gurub. Except this version of Zul'Gurub is 100% troll-free. Say what? That's right -- not a troll to be found here, just a bunch of pretty amazing scenery, a vast spread of troll ruins and villages, complete with a temple at the center that looks nothing like Hakkar's temple in the heroic Zul'Gurub we're running through. So what gives? Well ... this is the Zul'Gurub you'll find if you simply fly over the wall, rather than zoning in. It's what Zul'Gurub looked like before it was even a raid, way back in vanilla. It's a complete zone, but it's missing all those nasty mobs that would make quick work of a low-level character.
You already know Zul'Gurub is located in the northeast corner of Stranglethorn Vale, but what you may not have known is that flying over that wall means you're in a different ZG altogether. It is more reminiscent of the old raid layout than the new 5-man layout, but there are still plenty of differences, like the troll village above, which never existed in the raid, instead replaced by a few camps and a lot of trash mobs. The center of the place is vastly different from what it looked like in either the raid or the 5-man, and a lot of the areas have temples that were never there in the "real" versions of the zone.
In short, there are a ton of places to explore here, and none of them are populated with mobs, so it's ideal for characters that would like to get away but do some exploring while they're at it. Low-level characters will either need a ride over the wall or a summons inside, but once there, they can feel free to wander to their heart's content without worrying about anything lurking nearby. And hey, who wouldn't want to say that they spent their vacation trolling around in what used to be the heart of troll civilization? That's not just a vacation -- that's an adventure!
Filed under: All the World's a Stage (Roleplaying)






Reader Comments (Page 1 of 2)
loic.michels Dec 24th 2011 6:09PM
There's a troll-only RP guild on Defias Brotherhood EU that uses Zul'gurub as RP place: the Second Gurubashi Empire. It's an awesome place to RP: A whole city for your own guild.
But unfortunatly, without the NPC's, it seems a little empty in there, and you'll have to have strong imagination to imagine trolls everywhere living their daily lives.
Scunosi Dec 24th 2011 10:19PM
I'll agree that some passive mobs would've been nice since I'd assume as a large Troll city it had quite the population. In it's revamped state that I think it's a case of "fell into ruin->ruins being squatted in by new converts" who probably wouldn't be that friendly so it's no big.
I have however found an NPC in ZG though. I was flying over it and got dismounted (not sure if that still happens but it did then) and landed by the central altar. At the very top was a rare mob, only about level 40-something I think but still there. Unfortunately it was hostile and I killed it just to see what it was, but it's something I guess.
LynMars Dec 24th 2011 6:17PM
There's also a cute little Dwarven Farming town in the hills above Menethil Harbor, coming over from Dun Morogh. My roommie uses it as "this is where my Dwarven paladin is from". There are a few quiet NPCs, some friendly sheep, and lots of little houses in the hillsides.
I used to sneak up to the Elwynn pond via Burning Steppes before Cata, and it's a popular place for RP parties and quiet RP both on my server.
diljabar Dec 24th 2011 6:21PM
I also recommend the Faerie Circle in western Tirisfal Glades (84-85 Tirisfal Stags, occasionally aggressive), the little port town off the eastern coast of Arathi Highlands, south of Revantusk Village (some low-level dwarf npcs but no threat), a small Troll ruin in the mountains between Arathi Highlands and the Hinterlands, Ruins of Scarlet Enclave (though empty and depressing), and the dwarf farm behind Ironforge above the Wetlands, with the sign that says "This Way", "That Way", and "The Other Way", though there are guards at that one.
cloudhopper013 Dec 24th 2011 7:26PM
Unless things have changed in the last few patches, Gilneas is completely deserted until you do Silverpine, but when you do, there's no going back, and you're permanently stuck in a different phase from the rest of the Horde players with the exception of the inside of the Cathedral and the prison walls (the one with low level worgies running about). Way back when I was trying to get a storyline going in my old RP guild that took place in Gilneas/Silverpine, this was a huge issue.
It's even more frustrating when you realize that it would make MORE sense for it to reset to the original phase when the Silverpine questing is good and done (you'll realize what I mean if you've done the quests and read the text). Not to mention, many of the areas are completely untouched by the phasing, and the phasing isn't even terrain phasing, but the whole zone is still locked out.
Oh god, does it piss me off as a Horde RPer.
Once again, if this has all changed, notify me this instant so I can be less angry at things.
vertigobliss86 Dec 24th 2011 7:28PM
The order is 5, 4, 3, 2, 5?
Sarco@DS Dec 24th 2011 7:40PM
That was my first thought too... I had to scan the article again and try to figure out if this was a list... or a countdown. Haha
DragonFireKai Dec 24th 2011 7:31PM
Am I the only one who noticed that it went 5, 4, 3, 2, 5?
DragonFireKai Dec 24th 2011 7:32PM
Apparently not.
Sappermentti Dec 24th 2011 7:47PM
on the south-west side of Lordamere Lake there's a small house just by the lake, it was once involved with a quest that began in SMGY that required you to kill the residents of the house. So as cataclysm rolled out, the couple who inhabited the spot were gone for good.
The place features a nice lakeside view, lots of snapjaws (neutral) for food and a cozy fire inside of the fireplace.
Sappermentti Dec 25th 2011 2:54PM
wtb edit button, i meant
south-east*
blastermyer Dec 24th 2011 8:15PM
In vanilla, Wow, i tried to swim all the way around the Eastern Kingdoms. I remember that if you swam east and then northwards from the Thandol Span, you would come upon a small home, stables and some sheep. I just checked it and there is now a Dwarf walking around there.
On the west coast between Menethal Harbor and Ironforge, there was a huge dock that was uninhabited. I just flew there and it has changed in that a hut and some friendly Goblins have been added.
Hal Dec 24th 2011 9:25PM
What, no love for Fuselight-by-the-sea?
Ata Dec 24th 2011 10:48PM
Wasn't no. 4 once the spot where you could occasionally uber briefly see new characters logging in before they blipped to the starting areas? I seem to remember something like that. I know it's been changed, since, but I think that's where it was.
Drat. Now I have to go water-running around the continents again.
Al Dec 25th 2011 8:05AM
That's the one.
Dea ex Machina Dec 25th 2011 12:13AM
There's a big dwarven farm on the southeastern coast of Arathi Highlands which is pretty neat. LOTS of detail; fields, stable, livestock, farmhouse. Two dwarf farmers are wandering around the otherwise deserted area. They're alliance friendly, so horde players will either have to kill them or avoid them, which shouldn't be too hard as it's a big farm and they aren't very high level. Alliance players could incorporate them into RP as proprietors or farmhands or curmudgeonly uncles or something.
Martin Dec 25th 2011 12:16AM
These are pretty awful. Horde get all the cool stuff.
madfigs Dec 25th 2011 7:35PM
I dunno if it's been fixed, but there used to be a spot in ZG that would dismount you when flying over it - got a nasty surprise one day there!
jazz.panther Dec 27th 2011 3:25PM
I used to love going to the Isle of Dread before they decided to sink it. It was perfectly secluded!
Or, how about the remote overlook in Winterspring above Frostwhisper Gorge where we got to face-off with Dr. Weavil?
Still, my favorite retreat is the Karazhan Crypts. Unfortunately you have to figure out creative ways to get in, but it's so undeniably cool and creepy down there.
The Wanderer Dec 28th 2011 1:00PM
Not so much a vacation spot, but apropos of the Dun Morogh locations, there's also an empty camp and a big blue flag at the peak of the mountain containing Ironforge... looks well suited for the triumphant mountain-climber, or perhaps an especially ambitious hermit.