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D&D World of Warcraft: Your Ultimate Guide to Azeroth

Dungeons & Dragons: World of Warcraft is a massive new expansion that brings Azeroth to your tabletop. Here's everything you need to know about zones, dungeons, and Chromie Time.

D&D World of Warcraft: Your Ultimate Guide to Azeroth

What if you could explore Azeroth without ever logging into World of Warcraft? That's exactly what Dungeons & Dragons: World of Warcraft offers. Announced back in July, this is the first Universes Beyond release for D&D, and it's absolutely massive—packed with enough lore, dungeons, and professions to keep you busy for years.

Wizards of the Coast didn't just slap together a quick story module. Instead, they've built an entire world for you to play in. The book covers all of Azeroth up to The War Within, with each zone given a rough level range. As Game Designer Joey Haeck explains, "WoW has a starting zone for Orcs in Durotar, so it makes sense for that to be a level 1-4 zone in D&D." Endgame zones like Northrend are designed for high-level characters. But remember, this is D&D—you can ignore those suggestions and build your campaign your way. Haeck says, "as usual, with D&D, the power is in your hands."

One thing to note: the expansion focuses solely on Azeroth. You won't find Argus, the Shadowlands, or Draenor here. That means campaigns in Outland (which is just a blown-up Draenor) might require some creativity. But since Shadowlands and Warlords of Draenor are two of the most maligned WoW expansions, many players won't miss them.

Beyond geography, Wizards worked in all the major conflicts that shaped WoW's story. Principal Game Designer James Wyatt listed examples like the Alliance vs. Horde campaign, the invasion of the Burning Crusade, and the Scourge. The Dungeon Master's guide suggests picking three of these conflicts to shape your campaign, which then populates the world with appropriate monsters, hooks, and locations. And to make out-of-order campaigns make sense, they added a brilliant nod to the game: Chromie Time. Wyatt shared, "The campaign I'm playing in right now (which Joey Haeck is DMing) began with us in Silvermoon City having just helped repel Xal'atath's invasion, but then Chromie sent us back in time to the Classic era, where we might or might not change the course of history!"

Dungeons and raids are a huge part of WoW, and they're here too—but with a D&D twist. Instead of barreling through trash and nuking bosses, these dungeons encourage slow, non-linear exploration. You might talk your way out of fights or use stealth to sneak past pirates in the Deadmines. Haeck describes tackling the Scarlet Monastery: "A sneaky party would have legends told about them, about how the Scarlet Crusade's leadership vanished without a trace one day." In Dire Maul, you can either kill Tendris Warpwood like in WoW or take a quest from an Ogre to install a new king. Raids like Onyxia's Lair are just high-level dungeons with epic boss fights—no need to gather 40 people.

The dungeons revealed so far include Deadmines, Blackfathom Deeps, Dire Maul, Scarlet Monastery, Azjol-Nerub, Shadowfang Keep, and Onyxia's Lair. And of course, dragons play a huge role in both D&D and WoW.

With so much content, D&D: World of Warcraft feels like a game unto itself. Whether you're a longtime WoW fan or a D&D veteran, there's something here for you. Will you be picking this up for your table? What campaign will you run first? Let us know in the comments!

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