Zuldazar is the heart of Zandalari empire and Zandalari continent.
Nearly 25-30% of the zone is the magnificent city capital itself – and with three flight points in the city alone. No wonder that the main questline evolves here: for 3/7 of quest achievement you don’t even have to leave the city, leading your investigation.
As with Alliance’s Tiragarde Sound, the zone which contains the capital contains the high treason theme. We set out to investigate what the king’s advisors are up to (spoiler: they are up to no good).
While I praised Lady Ashvane as an unusual villain for WoW, a mischeivous yet completely normal human, Zuldazar’s villains are vice versa. They are as classic WoW villains as possible. And by ‘classic’ I mean: if you see any evil, power promising entity – immediately bend your knees, succumb your body and soul, and start a plotting cult.
I wouldn’t tell that it is bad in this case – it is a bit comforting to drive on the well-known rails. Moreover, the storytelling along the way is quite interesting. We get a deep insight of troll communication with their good loa – previously we met only the bad ones.
The achievement core questline embraces barely half of the zone, leading to the dungeon entrance of course and sinking the final quest beyond the last boss. I will postpone it until 120 and epic Rastakhan (local “Jaina”) questline – I wish there was one dungeon run instead of two.
One of the major questline highlights, among all the troll temples, evil cult and loa, is a hello from Pandaria: a mogu return. It’s no big news, because Zandalari were there for Thunder King story, now mogu pay their visit back. We crushed their power in Pandaria, so it’s barely a small contingent of evil mooks which aid the bad guys, not scheming on their own. Yet it was nice to see them again.
Side questlines here are plenty – with main questline we cover 50-60% of the zone. I’m having errands to diverse locations:
- We need to deal with the remnants of Alliance force thrown to our shores (would be Alliance foothold);
- We need to go excavating relics;
- We need to deal with sethraki on Vol’dun border;
- We will learn about dinos!
- And the last, but not the least, it’s Nesingwary camp. We shall see if it’s still a grindfest.
Zuldazar is a lush zone, with sandy resort shores and wild jungle. I haven’t explored it in full yet, but it seems it’s no place for smaller forms of life. Dinos are everywhere on the way. It provides this prehistorical, epic and brutal vibe, and for once you don’t look for enemies in the bushes, but look up for them not to step on you :)
Zuldazar is your summer vacation place, both in lore and in its looks.
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