World of Warcraft (WoW)

Hycran’s Azeroth-BNB: A Guide to Accommodations in Kalimdor and the Eastern Kingdoms

With TBC approaching, many adventurers will be spending the vast majority of their time combatting vicious demons and fel entities in the Outland. As a public service** and in a bid to increase tourism (everyone needs a bit of help in this economy), I've gone out of my way to provide a fulsome* and utterly impervious to criticism list of the various inns, shacks, tents and encampments across Azeroth that a Horde adventurer might hunker down in.

*Authors note: I can think of a few minor places I've left off the list just because I didn't feel they were RP worth mentioning, no bully.

And with that that, lets explore:

Kalimdor

Azshara – Valormok

  • Amenities and Activities: D
  • Ambiance: C
  • Lodging (Cot): D
  • Accessibility: B

Avoid this place like the plague. Even the most ardent backpackers would not be able to enjoy the mysteries of Azshara for long before constant naga incursions and the biting wind of the bay of storms put a damper in any camping plans. The nearby Azuregos provides a thrilling challenge, if you’re able to engage him directly and not have a friendly tete-a-tete with his ghost. Otherwise, it has a single cot to rest on if you’re desperate.

Moonglade – Nighthaven

  • Amenities and Activities: B
  • Ambiance: S
  • Lodging (Elven Architecture): A
  • Accessibility: D

Despite the inconvenience of making your way to Nighthaven for anyone other than Druids (be kind to the local furbolg!), it is always worth the trip. A peaceful ambiance that simply cannot be beat, a main inn with 3 beautiful and immaculately appointed beds and the herbalists hut with a beautiful bed and bear skin rug perfect for any hunter’s pet make lodging a dream (although not suited for large parties). Nighthaven, despite not being a formal inn, still has food and drink vendors and reasonably close by flight points that make Nighthaven a place suitable to adventurers of all stripes.

Felwood – Bloodvenom Post

  • Amenities and Activities: F
  • Ambiance: D
  • Lodging: F
  • Accessibility: F

Other than a singular hut, a foreboding cliffside and poison waterfall, Bloodvenom Post does not offer travellers much of anything except a dreary invitation to view the degradation of nature. A Strange ritual happens frequently where locals come by to sniff flowers, if you’re into that kind of thing. Not for the faint of heart.

Felwood – Emerald Sanctuary

  • Amenities and Activities: D
  • Ambiance: C
  • Lodging (Night Elf Hut): C
  • Accessibility: C

As you head north from the beauty of the Ashenvale into the relentless plight of the Felwood, you will shortly come across the Emerald Sanctuary. This small camp run by the Cenarion Circle offers nothing in the way of vendors or trainers, but it does offer a small respite from the travails of the Felwood and even has an extremely well appointed Night Elf Hut with a beautiful bed. Whether or not Eridian Bluewind will take kindly to you sleeping in it is another matter…

Winterspring – Everlook

  • Amenities and Activities: B
  • Ambiance: A
  • Lodging (Goblin Meeting Place): C
  • Accessibility: B

Everlook is a thriving town amidst the biting cold of Winterspring’s frozen tundra. Despite the snow, Everlook offers adventurers all manner of service, the best big game hunting around, ice fishing, nearby hot springs, and more. While privacy is lacking (as in all goblin meeting place style accommodations), particularly with local AD representatives standing at attention, the cots are plentiful, the boar on deck, and the fires warm. A highly recommended stop for any traveler, just make sure you stick to the roads, unless you want the local shardtooth to pick their teeth with your bones.

Ashenvale – Zoram Strand Outpost

  • Amenities and Activities: D
  • Ambiance: C
  • Lodging (Hut): F
  • Accessibility: C

The Zoram Strand Outpost is not meant to be a 5 star vacation destination so it may be a bit unfair to rate it, but rate it we shall. Lodgings consist of little more than a hut to lay down in and some vendors to barter with, but while it may be a bit grey, the strand is peaceful for the long walks on the beach crowd and is bordered by the beautiful forests of Ashenvale. Fishermen and gamesmen will not be disappointed, and spelunkers may enjoy exploring the nearby Black Fathoms Deep dungeon.

Ashenvale – Splintertree Post

  • Amenities and Activities: C
  • Ambiance: B
  • Lodging (Common Room – Hut): A
  • Accessibility: A

In comparison to the meagre offerings at the Zoram Strand, Splintertree post is a lot better situated with more amenities and comfier sleeping arrangements. The common room style lodging doesn’t offer much in the way of privacy, but the outpost is safely nestled within high hills and strong barricades which gives the visitor a sense of security. Beside the common room Inn is a small hut with two cots and a cozy eating setup, and those visitors who want to keep watch for alliance incursions can find two sturdy rugs in each guard tower to rest on.

Importantly, Splintertree is a short ride from the Valormok flightpath and a can be a short mount ride from the backside of Orgrimmar, making spur of the moment trips easy to accommodate. Visits to the local moonwell and lumber mill can be fun but sadly there isn’t much to do in the area other than enjoy nature (which for many is good enough!).

Ashenvale – Warsong Lumber Camp

  • Amenities and Activities: D
  • Ambiance: B
  • Lodging: D
  • Accessibility: C

This is a bit of a special mention as the area is clearly not designed to be visited casually. The camp is heavily fortified with its heart, Kargathia Keep, calling back to the keeps of ye olden day. The entire camp is a love letter to days gone by, when horde and alliance managed their resources a bit more fastidiously and vertically than they currently do. There are no vendors but there is a working forge and anvil for smiths who have need of them. Fun for a quick trip, just watch out for the demons on Felfire hill, they aren’t terribly accommodating.

Stonetalon Mountains / Sun Rock Retreat

  • Amenities and Activities: C
  • Ambiance: A
  • Lodging (Tauren Longhouse): A
  • Accessibility: C

Despite its remote location, Sun Rock Retreat provides a worthy place for an adventurer to lay down their sword. The retreat has a small, peaceful pond and a large tent for social gatherings (including a Tauren sized pipe, don’t forget your fadeleaf and plaguebloom!), as well as a fair mix of vendors. The longhouse is very quiet and private, with its back deck opening to the cliff side for maximum privacy and with a brazier near the upper suite beds to keep the draft out. While activities in the area may be lacking, this is a lovely place for a day trip for any nature lover.

Stonetalon Mountains – Malaka’Jin

  • Amenities and Activities: D
  • Ambiance: C
  • Lodging: D
  • Accessibility: B

Hidden in the foothills as one enters the Stonetalon’s from the Barrens, Malaka’Jin is a small troll encampment that provides a nice resting place for those who wish to grab a bite as they continue their trip through the mountains. Malaka’Jin is sparsely appointed with a simple campfire, butcher, and two small huts to catch a quick cat nap should the mood suit you. A local witch doctor is situated in a cave within Malaka’Jin and may or may not be experimenting on prisoners of war.

Although Malaka’Jin is very cleverly hidden within the topography, it is best to proceed along to the Sun Rock Retreat should you need anything more than a quick distraction. Also, there are technically, hypothetically, possibly war crimes being committed here, so the squeamish may want to steer clear.

The Barrens – Crossroads

  • Amenities and Activities: B
  • Ambiance: B
  • Lodging (Common Room): A
  • Accessibility: S

The heart of the Horde experience does not disappoint as a destination. A popular saying in Orcish will ring true once you step foot past the imposing walls that fortify this pivotal encampment: All roads lead to the Crossroads. Extremely easy to get to and sporting a common room with inset wall bedding with privacy beads and a bevy of other beds, a weary traveler would no doubt forgive the commotion outside and find solace, if only for a few moments. In addition to the common room inn, there are number of well-loved rugs, both indoors and outdoors, that can serve as a place for a quick cat nap after a long day of butchering the local flora and fauna.

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A wide variety of vendors can keep the wheels turning while the Crossroads central location makes your next adventure never too far away. Nearby oases, mountains, towns, environmental catastrophes, castles, dungeons and wide open plains ensure that the barrens lives up to its legendary status as a travel vacation for all members of the horde. As an honorable mention, outside the confines of the Crossroads, travelers can find a number of cozy huts strewn across the landscape, although one would be well advised to have a partner stand watch so as to avoid any quillboar ambushes.

The Barrens – Ratchet

  • Amenities and Activities: B
  • Ambiance: B
  • Lodging (Inn): S
  • Accessibility: B

Tucked away in the eastern Barrens is Ratchet, a small but vital goblin town. While it is the only goblin town without an auction house, it still provides banking and other key mercantile services. Its boat to booty bay is a point of extreme convenience and while not a destination town per se, the weary traveler would no doubt be able to spend a pleasant afternoon here. Those more adventurous might find themselves visiting Northwatch Hold or finding themselves trading fisticuffs on Fray Island.

its Inn is full to the brim of places to sleep, whether it be floor mats, small beds, or a stately king bed hidden in the corner. What the inn lacks in the way of privacy, other places in town more than make up for. A lovely single bed can be found above Jazzik’s General Goods and Ironzar’s Imported Weaponry and a private cabin with its own bed and forge can be found just outside of town. 6 free cots can also be found near the local wizard coven, although with 5 of them present, sharing may be an issue. All in all, the local traveler is spoiled for choice in Ratchet.

The Barrens – Camp Taurajo

  • Amenities and Activities: C
  • Ambiance: B
  • Lodging (Tauren Longhouse): A
  • Accessibility: B

South of the Crossroads lies Camp Taurajo, a small camp which largely helps facilitate travel to the southern Barrens and which serves as a staging ground for Tauren's setting foot past the verdant plains of Mulgore. However, don’t let its minor status fool you. Taurajo provides some of the best lodging in Azeroth. In addition to its beautiful longhouse with its gorgeous backdoor view of immaculate Tauren well machinery, there is an unoccupied private cabin in town which trades the relative inconvenience of a floor mat for a comfortable and secure sleep, further assisted by the large protective barriers outside.

Camp Taurajo is not heavily populated but it does offer a number of trainers and vendors for junior adventurers, so don't be afraid to stop by and pay your friendly taurens a visit if youre in the neighborhood.

The Barrens – Mor’Shan Rampart / Mor’Shan Base Camp

  • Amenities and Activities: D
  • Ambiance: B
  • Lodging (Towers – Hut – Guard Post): B
  • Accessibility: B

Situated on the border between Ashenvale and the Barrens, the Mor’shan Rampart and Base Camp are often seen as a place not where travelers come to visit, but rather a place where adventurers pause to steel themselves against the trials that lay ahead. The Rampart itself is essentially bereft of any services and is simply two watch fortified watch towers with well worn but comfortable rugs within the pinnacle of the tower. One gets the sense that there are fewer places safer in the Barrens to sleep.

Of course, sleeping in the towers is not necessary as back in the Base Camp, a local swine farm provides cots and food in a comfortable atmosphere while a tower just south of the Base Camp provides additional cots and places to pause and reflect on what lies ahead. There is a palpable tension here as Mor’shan represents the first line of defense against the ancient elves who both inhabit Ashenvale and those who foray into the Warsong Gulch to vie for dominance over flags (which is important for reasons). If you come to visit, come with sword firmly attached to hip.

The Barrens – Honor’s Stand

  • Amenities and Activities: F
  • Ambiance: C
  • Lodging (Tower): D
  • Accessibility: C

Like the Mor’Shan Rampart, Honor’s Stand is a fortified position lying on the border between the Barrens and the Stonetalon Mountains. Other than a tower with some rugs, there just isn’t much to see or do here, best to move on.

Desolace – Shadowprey Village

  • Amenities and Activities: B
  • Ambiance: A
  • Lodging (Troll Cabin): S
  • Accessibility: C

When fishermen die, they do not go to the Shadowlands or the Other Side, they go to Shadowprey Village. A beautiful fishing village which offers all manner of fishery and cooking services, which is also nearby to the formidable and ancient Maraudon dungeon. While it may be a little out of the way, travelers will find an inn with a multitude of cots inside the main inn structure as well as on top in the roof top area. The upper bunks provide a stunning view of the sunset and, with the warm breeze blowing off the ocean, provide a level of serenity that cannot be matched (privacy be damned).

Desolace – Ghost Walker Post

  • Amenities and Activities: D
  • Ambiance: C
  • Lodging (Hut): C
  • Accessibility: C

Although paling in comparison to the nearby Shadowprey Village and clearly not meant as a vacation destination, Ghost Walker Post does offer a small room for travelers to rest in and a food and drink vendor to keep the journey on an even keel. I wouldn’t put it on your travel itinerary unless the kids need a break from the constant jostling of the kodo.

Durotar – Orgrimmar

  • Amenities and Activities: A
  • Ambiance: A
  • Lodging (Misc. cots and homes): C
  • Accessibility: A

The thrumming heart of the Horde. Orgrimmar has everything an adventurer could want when it comes to amenities and services, not only due to the various vendors and trainers around, but also due to the capital city housing the vast majority of the Horde’s noble warriors and crafters at any one time. The drumbeats and vibrancy of Orgrimmar makes any weary adventurer beg to step through a shining mage portal and to return into familiar circumstances.

Not only is Orgrimmar replete with goods and services, but its central location also provides easy access to a number of notable cities and towns within Kalimdor, as well as quick access to zeppelins and boats after a quick flight. Orgrimmar’s location also provides quick access to a number of areas where intrepid adventurers may come into contact with ancient dragons who are not particularly amenable to being poked with

Orgrimmar however has one nearly-fatal weakness for the weary traveler: It’s inn is not an inn. One can only imagine after coming face to face with an old god (and its various tentacles and slimy parts) or after feeling the hoary chill of an undead lich’s dragon familiar that an adventurer would want to find a comfortable place to relax and rest, but Innkeeper Gryshka’s inn is barely more than a rug and a smoke shop. Even if it could be called an "Inn", the room is so full of patrons (and Gamon) that there is literally not even enough room for a petite undead mage to lay down, let alone a beefy Tauren warrior.

Thankfully, Orgrimmar does have a number of cots and rugs that can be used in a pinch. That being said, many of them are clearly not unoccupied so one would do well to make friends with the locals. Ultimately, new and seasoned veterans alike should explore Orgrimmar’s various nooks and crannies for a comfortable place to hang up your gear; you’re going to be here for a while.

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Durotar – Razor Hill

  • Amenities and Activities: C
  • Ambiance: C
  • Lodging (Common Room): A
  • Accessibility: C

Razor Hill is the first major stop for many burgeoning adventurers. The common room lodging offers wall inset bedding along with its complement of cots and beds in order to accommodate large groups of travelers, while its many armorers, shops, and trainers ensure that everything a junior warrior needs is as their fingertips. Unfortunately there is very little in the way of things to see or do, but it will no doubt be a place that will bring back pleasant memories for those who find themselves visiting for the second time.

Durotar – Sen’jin Village

  • Amenities and Activities: D
  • Ambiance: C
  • Lodging (Troll Cabin and Hut): D
  • Accessibility: C

Senjin Village serves largely as a refuge for the troll people outside of Orgrimmar and as a staging ground to visit the Echo Islands. While the islands are beautiful this time of year, there is unfortunately not much to do or see in Senjin Village unless you’re in the market for a new raptor. There is no official bedding in the village, but travelers may find themselves resting well enough on the floor of the towns main cabin or in a small adjacent hut.

Durotar – Valley of Trials

  • Amenities and Activities: F
  • Ambiance: D
  • Lodging: F
  • Accessibility: D

The place where many horde warriors cut their teeth unfortunately has little of interest to pique the average traveler. There is nowhere to sleep, next to nothing to do, and the valley is extremely far out of the way for any remotely experienced traveler. Not recommended.

Mulgore – Red Cloud Mesa

  • Amenities and Activities: D
  • Ambiance: B
  • Lodging: D
  • Accessibility: D

In comparison to the Valley of Trials where many of the finest Troll and Orc warriors first pick up a cudgel, Red Cloud Mesa hosts the finest Tauren Druids, Hunters, Shaman and Warriors around. Unfortunately, Red Cloud Mesa, not unlike the Valley of Trial, is extremely spartan as it relates to lodging and amenities, offering only some rugs and a small private hut to rest in. Perhaps its saving grace is the gentle ease of the locals and the peaceful clicking of the local tallstriders, in addition to the lovely ride to and from the mesa. Those looking for a shopping extravaganza will no doubt leave empty handed.

Mulgore – Bloodhoof Village

  • Amenities and Activities: B
  • Ambiance: A
  • Lodging (Tauren Longhouse): B
  • Accessibility: B

While not a bustling metropolis like its nearby neighbor Thunder Bluff, Bloodhoof Village is a perfect day trip destination for those looking to kick back and relax in a tranquil setting. The town itself is bordered by the lovely Stonebull Lake which is perfect for swimming, fishing, and just enjoying as one does.

As the town is adjacent to the area where young adventurers cut their teeth, the goods and services are not of an advanced nature, but there are more than enough vendors and trainers to get people through the day. Other than the adjacent lake and beautiful valley setting, there is little to do in the area, but that, in truth, is the appeal!

Like many Tauren towns, the longhouse provides a comfortable place to sleep, but also opens up to a beautiful view of the lake. Two canoes nearby also let you travel in style. There are also a number of small huts that can be occupied in a pinch for those who want to sleep outdoors.

Bloodhoof has a number of unique beautiful and unique architectural items, including massive totems, a class training teepee with giant kodo heads on the side, a fight club for nearby warriors, beautiful spinning waterwheels and a crafting hut with all manner of vendor and trainer. There is even a local bread vendor selling the finest bread Mulgore has to offer. All in all, you simply cannot go wrong.

Mulgore – Thunder Bluff

  • Amenities and Activities: A
  • Ambiance: S
  • Lodging (Tauren Longhouse): A
  • Accessibility: A

It only takes one visit to Thunder Bluff for the average horde player to curse under their breath that they wish the rallying cry of the dragonslayer could be heard as far as the verdant plains of Mulgore. If you possess a love of sweeping vistas and a lack of a fear of heights, you literally can do no better than Thunder Bluff for a day trip or for a longer stay. Like Orgrimmar, there are all manner of trainers, both rudimentary and advanced, an auction house, pvp queueing area, weapon trainers, and even a cozy fishing hole for those looking to try their hands at new implements of war, or fishing poles, whichever suits.

Despite its size, Thunder Bluff only has one Tauren longhouse for accommodations. Unfortunately, the longhouse actually serves as a joinder point for bridges between the main rise and the hunter rise, so it is not nearly as quiet as a weary warrior might desire. That being said, the other two buildings that join bridges to the Spirit and Elder rises both have rugs that can be slept on, and one even has a giant pipe (please remember plaguebloom is still not recommended to be consumed in such pipes). Lastly, the spirit rise has a number of unoccupied huts, and behind the Elder rise there are two beautifully appointed huts that have the best view of the valley by far.

Thunder Bluff serves as an excellent staging ground for those who wish to pit themselves against the fearsome denizens of Ahn’Qiraj or those who wish to challenge the conniving brood mother Onyxia. It also remains a short (and cheap) flight away from a number of important cities and towns, such as Feralas or Orgrimmar. But ultimately, whether perusing its various shops and vendors or taking in the lovely tribal architecture and views, Thunder Bluff, perhaps more than any other town, is better than the sum of its parts.

Feralas – Camp Mojache

  • Amenities and Activities: A
  • Ambiance: S
  • Lodging (Tauren Longhouse): A
  • Accessibility: B

A visit to Camp Mojache is a must for any intrepid horde traveler. Innumerable sonnets and poems have been written about the rugged yet serene forest which houses all manner of beasts and flora most strange and enchanting indeed. No other locale in Kalimdor provides such fresh air with so many dangers. The nearby twin colossal are a must see and the fishing is second to none. Those willing to trek off the beaten path will find all manner of dangers, including a potential visit by a nightmare dragon, the fierce ogre denizens of the Dire Maul, or an island full of vicious (but delicious) Chimera. Either stay on the road, or brace for combat, there is no in between!

The Tauren longhouse in town does not disappoint and, unlike in other areas, opens onto a beautiful view of the nearby river. While it may get a bit cooler in the winter months, the friendly innkeeper will always make sure you are well taken care of. Outside of the inn however there is little to no lodging and one will find nothing further once they set out into the forests, so make sure to be prepared before you venture forth.

All in all, there are few places that match Feralas’ beauty, mystery, danger, excitement, and intrigue. Camp Mojache itself has sufficient vendors to ensure that you are ready for the journeys ahead, and if you don’t feel like journeying too far, saddle up to the river where the fishing cannot be beat.

Dustwallow Marsh – Brackenwall Village

  • Amenities and Activities: D
  • Ambiance: D
  • Lodging: F
  • Accessibility: D
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Unfortunately for our ogre friends in Brackenwall Village, there is little reason to come by to visit. Other than one pop tent and a cave, there is nothing else by way of accommodation. Few vendors inhabit the area and even its star attraction, the dread lair of Onyxia, often is no cause to visit as it is normally faster to fly to Camp Taurajo and ride your mount than it is to stop by here. A visit to nearby Thereamore Isle may prove eventful as the Alliance are none too friendly to horde visitors, and the presence of the powerful Jaina Proudmoore may lure those seeking to make a name by felling a hero of the alliance, but other than that, well, we hope you enjoy the swamp.

Silithus – Cenarion Hold

  • Amenities and Activities: A
  • Ambiance: C
  • Lodging (Elven Architecture): C
  • Accessibility: D

Despite the inhospitable pallor and sheer terror of a zone infested by the remnants and detritus of old gods and their minions, Cenarion Hold provides the traveler almost everything they need to do battle with the dread minions of C’thun. Travelers should be thankful as the local cultists, wind lords, gigantic bug monsters and other unfriendly denizens are not to be trifled with.

Cenarion Hold is replete with vendors, craftspeople, quest-givers and a moonwell in addition to having an inn that is also full of folks eager to help in the battle to tame Silithus. While the Inn is beautiful, it only has a single bed which, while nice, is also exposed to the elements and surrounded by people. The upstairs tub allows adventurers (even Taurens, I checked) to take a quick soak but being flanked by guards generally and in the tub specifically is not for everyone.

Un’Goro Crater – Marshall’s Refuge

  • Amenities and Activities: D
  • Ambiance: D
  • Lodging: F
  • Accessibility: D

The Un’Goro Crater is a place of danger, wonder, mystery, and excitement. Unfortunately, Marshall Windsor’s refuge offers none of the wonder, mystery and excitement and does little to combat any present dangers. There are essentially no services or bedding on offer, and the crater itself is only available via long flight or long mount ride. Those riding in will find nowhere to recoup their saddle sores nor any appreciable eating arrangements. The only true draw is the allure of the crater with its monsters of prehistory, bog monsters, silithid scouts, and even the occasional T-Rex! Make sure your blade is sharp and make sure you get a good nights rest BEFORE you come.

Tanaris – Steamwheedle Port

  • Amenities and Activities: F
  • Ambiance: C
  • Lodging: F
  • Accessibility: D

Unlike its neighbor Gadgetzan, Steamwheedle Port offers little to the average adventurer. With few shops and fewer things to do, and with a port which strangely never seems to have a boat visit it, Steamwheedle Port does not beckon to the average traveler. With no lodging to speak of and with Gadgetzan close by, it is also unlikely that one would wish to stay the night. Make sure to visit Narain Soothfancy if you’re in town though, something tells me that curious gnome has a story or two to tell…

Tanarais – Gadgetzan

  • Amenities and Activities: A
  • Ambiance: B
  • Lodging (Goblin Common): B
  • Accessibility: B

Goblin ingenuity strikes again. As soon as you walk through Gadgetzan’s front door (complete with flaming wrench and arrow sign over top), you’ll get the feeling that Gadgetzan, despite being situated seemingly in the middle of nowhere in a harsh desert, is well suited to catering to your adventuring needs. Gadgetzan seemingly has everything, from its master chef Dirge Quickcleave to its mad genius Marin Noggenfogger, a bank, an auction house, a bloodsport pit, vendors, a forge, and more! The town is simply jam packed with goodness despite its small presence.

The Goblin Commonhouse in town does provide a good deal of beds and cots, unfortunately, this area is even more busy than usual, seemingly housing Dirge’s very own slaughterhouse. For those who like sleeping amidst the hustle and bustle of alliance and horde travelers alike, and for those who don’t mind a bit of fresh blood splashed on their linens, this may be more than suitable.

Although out of the way, Gadgetzan is located close to a number of notable places and landmarks. The nearby ancient city of Zul’Farrak provides travelers with the chance to square off against the might of ancient troll civilization (make sure you bring an edge honed by a master), hordes of ogre brutes, a beach encampment run by dastardly pirates, an ancient alcove housing a timeless bronze dragon, and even a hidden island accessible only to the most formidable swimmers. With a surprising amount to see and do, Gadgetzan should not be missed.

Thousand Needles – Freewind Post

  • Amenities and Activities: D
  • Ambiance: C
  • Lodging (Hut): D
  • Accessibility: C

Like Thunder Bluff, Freewind Post within the Thousand Needles provides dizzying vistas and a truly jaw-clenching elevator ride to its summit. However, unlike Thunder Bluff, the winding caverns of the needles do not provide the scene view that many are looking for, and the post itself leaves much to be desired. The services offered are sparse and the post itself is entirely situated on one rise with little exploring to be done. The “inn” is barely that, with nowhere to sleep or rest that isn’t occupied by lumbering Tauren service providers. Thankfully, a hut outside provides a number of rugs to occupy and, unlike Thunder Bluff, a back service road can be taken to access the post for those who are not as confident in elevator operations as their peers.

Thousand Needles – Shimmering Flats / Race Track

  • Amenities and Activities: D
  • Ambiance: D
  • Lodging: D
  • Accessibility: D

While there is nowhere else truly like the shimmering flats, there is very little worth mentioning about this destination. With barely any vendors to speak of and with its lack of activities other than watching goblins and gnomes vie for racing supremacy, one can hardly be blamed for not making the trip out to the flats. Of particular concern is the fact that accessing the race track itself is a perilous quest given the aggressiveness of local fauna (they call them snapjaws for a reason!). Surprisingly, there are two unoccupied homes at the track which can provide a clean if uncomfortable stay, but it would be best for travelers to plan on merely passing through.

Thousand Needles – Whitereach Post

  • Amenities and Activities: F
  • Ambiance: D
  • Lodging: D
  • Accessibility: C

Along the path heading towards Feralas you may stumble upon Whitereach post. This is likely because you weren’t looking for it to begin with. It houses a food vendor to take your hyena guts and boar asses and does in fact have a hut and a rug to sleep on if you’re desperate. It is lightly guarded so travelers will feel safe taking a short rest, but plans should be made to move on sooner rather than later.

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