Dun Morogh was the starter area for dwarves and gnomes alike, offering them a bit of history of themselves, as well as a serene environment to get accustomed to these race’s mechanics and how they’re represented nowadays. Now we take a step on to the continuing zones; Loch Modan and the Wetlands. Both sharing similar history in regards to the War of the Three Hammers and the Second War, but now housing different foes from each other, both a nuisance for the occupants of the lands.

Loch Modan ‘‘The Land’’ and Loch Modan ‘‘The Lake’’
Located in the east of Dun Morogh and taking its name from the massive lake right in the middle of the area, Loch Modan is the near opposite of what the previous zone was. Lush green earth all around, pine and birch trees dotting the hills not being enough to hide the Khaz Modan mountains, and a grand structure that is known as the Stonewrought Dam holding the lake in place. This is the place where you can take a slow breath in without freezing your lungs off.
Though don’t let this nice scenery fool you, for it has the same war-torn past as any other dwarven zone. In the past when the Second War was ongoing, it was under attack by the orcish forces of the Horde, just like most other zones south of Loch Modan. The defense efforts were a success, and dwarves drove out the invading orc forces, however you can see the aftermath of it quite well with broken war machinery still hanging around, reminding any that come across it how even the most beautiful of places could have pain engraved upon them.
Another type of hostiles here are the ogres, and their resting place the Mo’grosh Stronghold. This stronghold is not much of a castle however, but the ruins of a troll settlement of a time, harboring series of caves inside the northeastern parts of Loch Modan and housing inside several different types of ogres from darkmaulers to earthbenders, all serving the Twilight’s Hammer. They continue to defile the lands since their arrival, and a threat to the beautiful look of the whole area.
Around the zone are archaeological dig sites, dug by the curious dwarves in search of their own history. But most, if not all are abandoned now because of what came out of it. That’s right, the most awful troggs came gushing out of these sites and has been a headache to both dwarves for ravaging Dun Morogh, and gnomes for invading their city Gnomeregan and forcing them to abandon it. They now not only keep harassing the eastern snowy lands, but also the residents here, by building primitive camps and settling inside the caves surrounding the area.

A Brief Word on Uldaman – Prison for Troggs and a Comfy Bed for Others
What also lies underneath these sites, is the subterranean Uldaman, where troggs were put in stasis after their creation, and the reason dwarves got nosy digging around the area, for their Earthen ancestors also left traces here. It’s a massive underground vault, ancient as all, created by the Titan Keepers. Its entrance is actually from the Badlands area, but a lot of the structure is underneath the Khaz Modan mountains, which explains that the dwarves didn’t use the main gate for getting inside this old vault. Though it’s now heavily occupied by the troggs and Dark Iron dwarves, leaving no “safe” entrance for the willing treasure hunters.
Its main reason for creation was by the titan keeper Ironaya, to be a stasis chamber for the troggs, which were the first creations by the titan keepers. They were deemed a failure as they were too aggressive for their liking, but the keepers couldn’t bear to throw them in the trash, hence their imprisonment. Their later, and more advanced versions would be the Earthen, later to be transformed by the Curse of Flesh and known as the dwarves. Some of the troggs however, managed to escape and roamed around the world.

Wetlands – A Small Foothold Surrounded By Threats
Wetlands is the continuation of Loch Modan, starting from just underneath the Stonewrought Dam, but it’s not as eye-catching as the former zone for many. Covered with small ponds, and rivers and lakes that slither their way through the land, it is a cold and wet swampy area, which connects to the ocean by its west side.
Conflict has not evaded this place either. It was originally part of the early dwarven kingdom, but was then later occupied by the Wildhammer clan after the War of the Three Hammers. They built their own dwarven city of Grim Batol here, to the eastern part of the zone. After this first change of hands, it has also seen the presence of the Dark Iron clan, coordinating an invasion of the city, but they were driven back after the death of their leader, Sorceress Modgud. This next one however, would see Grim Batol fall, as in the Second War the city finally fell by the hands of the invading orcs of the Dragonmaw Clan. They too however would not last long in this bastion of a place, as when the red dragonflight, who were captive by the orcs were freed from their binds, ravaged the place and burned many orcs in the process. It is now guarded by the red dragons, and the remaining orcs fled to the southern mountains. This part of the story is also told in great detail in the novel Day of the Dragon, which I would highly recommend anyone to check out.
After this convoluted mess of events, and even though the dwarves fleeing to Ironforge after the lands got devastated by the orcs of Horde and the Scourge in the Second and Third Wars, the Alliance established a small base here, near towards the western end of the zone, called the Menethil Harbor. This is the last remaining decent place in the Wetlands, and the rest of the zone is still riddled with wild beings roaming around.

Personal Thoughts on Loch Modan, the Wetlands
While I do drool over the snowy aesthetics of Dun Morogh, this also extends to the fresh green lands of Loch Modan, which provided me with a safe enough feeling to take in what I have gone through in the zone before. It’s one of the places where you can feel what has happened prior to your arrival, but is only a prelude to what you can see with the savage and torn apart look of the Wetlands. And this captures the dwarves so well. The whole of Khaz Modan, having been discovered and made a home by the flesh-cursed race, driven to many conflicts by both inside and outside forces, enduring in the process but also losing some, is the proof of their existence, and what they embody as a race.

