5 creepy Kalimdor lairs for roleplaying villains
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.
One of the common themes in Warcraft is that if you're a villain, you've gotta have a hangout. Whether it's Illidan's retreat in The Black Temple, the Lich King's frozen Icecrown Citadel, or even places like The Deadmines where Vanessa VanCleef works on her diabolical schemes, every villain in Warcraft has some kind of lair to call home. Usually these lairs are either dungeons or instances that we as players must clear out in the name of good, but sometimes they can be as simple as the cave that the Gneech calls home.
If you're roleplaying a villain, no doubt you have plenty of evil schemes under your hat. But does your villain have a suitably villainous lair to call home? If you're roleplaying a villain who's trying to blend in to the scenery, perhaps you don't need a sanctuary to call your own. Maybe hiding in plain sight is working better for you. But if you're the leader of an evil organization or simply looking for someplace to roost while pondering how exactly you're going to conquer the rest of the world, perhaps one of these five Kalimdor locations will work for you.
One of the common themes in Warcraft is that if you're a villain, you've gotta have a hangout. Whether it's Illidan's retreat in The Black Temple, the Lich King's frozen Icecrown Citadel, or even places like The Deadmines where Vanessa VanCleef works on her diabolical schemes, every villain in Warcraft has some kind of lair to call home. Usually these lairs are either dungeons or instances that we as players must clear out in the name of good, but sometimes they can be as simple as the cave that the Gneech calls home.
If you're roleplaying a villain, no doubt you have plenty of evil schemes under your hat. But does your villain have a suitably villainous lair to call home? If you're roleplaying a villain who's trying to blend in to the scenery, perhaps you don't need a sanctuary to call your own. Maybe hiding in plain sight is working better for you. But if you're the leader of an evil organization or simply looking for someplace to roost while pondering how exactly you're going to conquer the rest of the world, perhaps one of these five Kalimdor locations will work for you.

Hidden in the southeastern border of Desolace is this bizarre hangout for a variety of Burning Blade cultists. The tower pictured above is completely empty and ripe for the taking -- a
perfect hideout for any villain looking for a place to call home. Though the tower itself is empty, the area immediately surrounding it does have several level 34-to-40 mobs, all associated with the Burning Blade. For a level 85 roleplayer, this won't really be an issue; heck, you could even call the mobs your minions if you so wished. But lower-level players may want to stay away from this zone unless they've got a few bodyguards along.Located at coordinates 79,80 in Desolace, it was once thought that this area may have been intended for a warlock steed quest, given the presence of Burning Blade Nightmares in the stables that look suspiciously like the level 20 version of the warlock mount. But there were never any quests implemented, leaving this area's ultimate purpose a mystery -- and a perfect place for your villain to step in and rule. This area is accessible by land mount as well as by air -- simply follow the path to the southeast of Shok'thokar to find your way into this creepy little clearing.

Who expects a villain's lair in the heart of the druid community? Nobody, that's who -- which is why the twisting caverns of the Stormrage Barrow Dens make for a perfect and unexpected lair
for a villain, druid or no. Ever since the fall of Fandral Staghelm in patch 4.2, it's clear that even druids can be corrupted, after all. Though the main den in this area is populated by mobs, the side dens are not; they simply have a couple of guards posted outside. It's easy enough to write the guards off as working for your villain character, or even as being bribed. Inside, there's a collection of twisting caverns perfect for bouts of evil plotting.Located at coordinates 69,54 in Moonglade, the Stormrage Barrow Dens are easily accessible by mount. Moonglade itself is another story; if you aren't a druid, you're going to have to quest all the way through Felwood to gain access to this druid sanctuary via the Timbermaw tunnels in the northeast corner of Felwood. Or if you happen to have a warlock friend or someone who has a two-seater mount, you can simply ask for a lift to the location and pick up the flight path in the zone so you can get to it later. If you're a low-level character, make sure you don't tread near the center den, as it's populated with several hostile level 70 mobs that might decide you make a better snack than evil overlord.

The oddly reddish hue of both the sky and the ground in Bloodmyst Isle already gives the place a pretty creepy look -- why not make it the home of your villain as well? Bloodmyst Isle is part of
the draenei starting zone, and as such, there are very, very few people wandering around in it these days. Because this is Alliance territory (and a zoned territory, at that), it may be a little harder to reach for Horde players, especially the low-level variety. But level 85 Horde players can simply hop a boat in Rut'theran Village over to Azuremyst Isle and head north to Bloodmyst with little to worry about -- just be sure to stay clear of the Exodar and its guards while you're traveling.This little set of ruins is located at coordinates 73,34 in Bloodmyst Isle, over on Wyrmscar Island to the northeast. There is one non-hostile NPC wandering around that has a quest for Alliance players and absolutely nothing for Horde players; other than that, the little outcropping is pretty deserted. Elven ruins make a great place for villainous activity. They've got kind of a creepy look to them already, and the blood-red sky just offers an even more diabolical feel. Though there are whelps and other mobs on Wyrmscar, they're all pretty low-level, and none of them skirt close enough to the ruins to worry about.

Once upon a time in vanilla, the black dragons were all anyone was worried about -- particularly those that seemed to be swarming in Dustwallow Marsh. For Horde players, the NPC Emberstrife
wasn't just an elite black dragon; he was also the start of the Test of Skulls, part of the chain required to get into Onyxia's Lair. These days, he serves no purpose whatsoever and simply hangs out in this otherwise empty cavern. It's not only empty, but spacious -- and though villains may want to avoid tangling with Emberstrife himself, there's no reason they can't claim part of the cavern system as their own evil den.Located at coordinates 55,87 in Dustwallow Marsh, this den is in the Wyrmbog, just south of the entrance to Onyxia's Lair. Low-level characters might not like this location, as the entrance is surrounded by a heck of a lot of dragonkin of varying levels. For level 85 villains, the dragonkin poses little threat, and neither does Emberstrife, for that matter. If your villain is somehow working in cahoots with the Black Dragonflight, this place is right up your alley -- and if not, well, hey ... What better place to disguise your devious activities than from the middle of a dragon-infested area that most adventurers would probably rather avoid?

Hey, if you're going to have your character go all-out insanely evil, why not give them a lair of suitable size and scope for their reign of terror? The Ruins of Ahn'Qiraj were once a 20-man raid instance back in vanilla; they've since been reduced to a 10-man raid. However, we aren't really talking about the raid here -- we're talking about the zone itself. Much like Zul'Gurub, if you
simply fly over the wall to Ahn'Qiraj from the front or from neighboring Uldum, you'll find an entire instance completely devoid of any kind of hostile mob or boss.Instead, you've got the deserted ruins of the Qiraji Empire to use as your villain's personal playground. And since the husk of C'thun is right next door, this place is absolutely perfect for any Twilight-corrupted or Old-God-addled villains seeking global domination ... or the end of the world altogether. If you're looking for space, AQ has it in spades. Since this place is so massive, you could easily fit an entire supervillain organization, along with any minions you happen to nab along the way, within the walls and still have room to spare.
This area is its own zone. It's located to the south of Silithus, or the west of Uldum, whichever is most convenient for you to fly from. Did I mention flying? You're going to have to fly to get here, regardless of which location you fly from. Lower-level characters can wander around this fortress without worry of hostile mobs, but they will need a summon or a ride to get inside. With its crumbling walls and utterly foreign architecture, the alien landscape of the Ruins of Ahn'Qiraj offers a truly unique hideout for any diabolical schemer.
Filed under: All the World's a Stage (Roleplaying)






Reader Comments (Page 1 of 1)
kmarcy1729 Dec 31st 2011 7:05PM
As far as getting to Moonglade, the upcoming Lunar Festival includes ports from major cities.
cloudhopper013 Dec 31st 2011 7:07PM
Please, for the love of god, do not EVER stop making these articles. I adore stuff like this. Please embark on a perpetual quest to find more themes as an excuse to post more cool hideaways.
libfeathers Dec 31st 2011 7:13PM
Nice article, but what is the Gneech? A gnome version of the Greench?
Philster043 Dec 31st 2011 7:29PM
Emberstrife was one of the cooler quests of the old WoW. It's too bad that these epic quest chains stopped meaning much - they really were interesting to do. Now the quests are all mostly linear. It's like World of Warcraft is becoming a JRPG, and now to enjoy sidequests and just wandering aimlessly we have to play Skyrim instead. But that's off-topic I suppose.
Matthew Dec 31st 2011 7:38PM
Azeroth is so rich. Thank you for sharing!
I am a fan of the Isle of Quel Danas, esp the southern area. Yes there are mobs, but they are RP'd as future converts :-)
VezRoth Dec 31st 2011 8:11PM
Oh dear lord! I didn't remember that video. That was... amazing. I'm really impressed, I know it was from BC, the but that felt so much more visceral than some of the recent patch movies. I don't think I ever paid any attention because when Black Temple came out I was still slogging through parts of Vanilla. Spending hours trying to get a group together for a single instance run... ah... those days gone by.
Eliandor Dec 31st 2011 8:37PM
The Desolace den is somewhat used by Cenarion quests in Desolace tied to the centaur factions there. While nothing takes place in the den itself you do pass through when going to the altar above it.
NetherLands Dec 31st 2011 9:53PM
Nice article.
Ad 4):
- the Timbermaw don't start as Hostile anymore, even low level toons can walk unmolested through their tunnels. As the roads of Winterspring don't contain any Hostile mobs anymore, eitehr, it's perfectly feasible even for 'walkers' to get to Everspring now (of course, pre-Shattering it was possible as well but a lot more painful);
- Alliance characters get the Moonglade FP pretty soon by the 'automatic FP's' system Blizz implemented (+/- lvl 20), same with Felwood.
Wether either change is bad or worse is another debate.
PaulC Jan 1st 2012 7:48AM
" the Timbermaw don't start as Hostile anymore,"
awww.
that makes me sad. Not "I had to do it, so should everyone else!" but more of a "but I SO looked forward to it!"
I loved the "shoot, gotta get through the tunnel, need to get neutral" turning into "hey, if I spend an hour or two here I can get exalted"
All of my alts are loved in that tunnel, and it just kinda makes me sad that the new players wont get that same experience that I did, and that I so enjoyed.
:(
Zeroum Jan 1st 2012 1:22AM
Perhaps the most surprising place I've found while doing The Loremaster pre-cataclysm is Shadow Hold, a huge underground complex in Felwood. It felt like going kilometers down Kalimdor.
Another huge one is Talon Den, Stonetalon Mountains. Perhaps for Alliance players its a recurring place, but it was a totally new experience for me, even after knowing pretty much the whole world.
Ozzard Jan 1st 2012 3:02AM
Shadow Hold was just huge - a very atmospheric place for the Warlock mount quests.
Awesome Dec 31st 2011 10:37PM
stuff like this makes me love to RP. Places I can go back to. It always felt dumb to retire for the day (log out) in the middle of a road, or right outside an inn. I love having a roof over my head when my toons log out. Places like these are awesome. Maybe you can do something about where heroes can gather, too.
brian Dec 31st 2011 11:54PM
I like kara as my evil hideout :) and I love to hear about these places that serve no other purpose than to be cool or serve a tribute, anyone remember that spirit mender that you could see while alive by an altar in the barrens? I heard that was a tribute to someone who died in blizzard while wow was being developed.
Paciphae Jan 1st 2012 12:32AM
I humbly submit the enormous, entirely empty Greymane mansion in Gilneas. It's huge, it's got atmosphere, and there's no humanoid life anywhere near it.
Smoe Jan 1st 2012 1:53AM
Here are a few submissions:
Kolramas- empty undead flying fortress in Zul'Drak fit with plague materials for your necromantic or demonic (fusing demons together like an abomination) needs. Questers will be phased so it's private.
ZG- enough said.
Black Temple- secluded and hard to get to. Blocked off by an invisible wall that can only be bypassed in one spot. Empty and requires flying. Perfect for planning your invasion of Shattrath
Kara Cripts -Must fly under world. Spacious enough to run as your own instance and have warriors of the light assault it. The view is one of the best in game. Perfect for plotting your sinister actions against Stormwind or the surrounding areas. Also a nice tribute to the attrocities you have committed towards your enemies.
Zul'Aman- Jump through cieling trick required. The desecrated land of the Amani warriors. You conquered this chaotic nation and stole their lands in order to annialate the elves and the undead, your mutual enemy. You can literally paratroop into Silvermoon from the void zone here if you are a mage, priest, or engineer.
Stratholme- Must fly under world. This place is no easy task to get to. Not only do you have to fly under the world but you also have to bypass the spherecal barrier surrounding the city. The place is almost completely intact with no mobs whatsoever. This is the perfect point to plan another scourge attack on the Light's Hope or those ruthless Scarlet Crusaders. For the berserk scourge who broke away from Bovar's grip or those still loyal to Ner'zhul or Arthas, this would be their land of opportunity.
Zul'Farrak- Flying or mountain climbing skills needed. What better place could you ask for to start terrorizing Gadgetzan or Thousand Needles from? It provides a vast area to start roleplaying an oversized sand imp hellbent on ruining trade caravans and plundering those little cabage monsters.
Stormgarde- easy to get to as long as you're not low level. Loyal to the Syndicate, your base in Arathi is optimal for ruining the battle for the Basin by stealing supplies from both factions in order to fuel your attack on Ravenholdt. You can use this pretext for both Alliance and Horde characters to work together and terrorize the lands.
Cave networks: There are random caves around the world that can be accessed. There are a few in the mountains above Redridge, on the coastline of AQ 20, near the upper logging camp in Stonetalon, above Mulgore, and many more. It is unlikely that you will be disturbed in these places.
Outer instances- Climb, Wall trick, and others needed. You can climb out of various instances and use some of these places. It offers pure seclusion at the cost of capacity, yet these areas can offer story twists like your characters have been imprisoned by a mage and the blue wall is the only thing standing between you and the outer world. There may be an artifact within that the characters have to find (Ex; Nightbane) in order to shatter the walls and ruin the worthless sap who caused you so much trouble. It can also be used as a visable flashback to show others why a character hates a specific zone. Others may offer twisted lands and dream worlds at your disposal to further the plot.
Noselacri Jan 1st 2012 7:49AM
I'd like to take this opportunity to remind everyone that 'tricks' is another word for 'bug' or 'exploit'. While it's not likely to get you in trouble, it is technically against the EULA.
That being said, Kara crypts is freaky deaky.
Jere Hunter Jan 1st 2012 8:27AM
Anne, great stuff again :)
Another Cave you might be interested in that kind of links with the AQ's is, there is a cave I found along the coastline of Uldum, going north along that coastline you get into AQ territory and there is a HUGE empty cave. The interesting part about this cave is it nearly directly beneath C'THUN's AQ 40 lair. I have spent some time in there and no creepy children or music, but its spacious, clean, no utilites, probably 1 owner, no littering of bones, a move in special :D
Jabadabadana Jan 1st 2012 1:51PM
If one is sticking to just Kalimdor... some smaller villain dens might be:
Perhaps parts of Dire Maul?
The little cave at the top of the volcano in Un'Goro
Part of Maraudon
The nelf temple in Azshara
Actually, Gallywix's place if someone wanted a goblin mob boss villain.
I'd have suggested darkwhisper gorge, but they subsumed it into hyjal for Cata.
hidden-dragon Jan 1st 2012 2:02PM
Thank you!!
thegneech Jan 1st 2012 6:56PM
Um ... I'm The Gneech. I don't live in a cave. What's all this about? O.o
(See also http://gneech.com etc. ... I'm not a World of Warcraft character. ¬.¬ )