Read more about Shadowlands ➜ https://worldofwarcraft.mgn.gg
The Shadowlands (see below for other names and denotations) are the realm of Death, an infinite plane where the souls of deceased mortals go to be reborn, serve, find peace, do battle, or endure endless torment. The Shadowlands exist on the edge of reality, separated from the physical universe by a barrier known as the Veil, and consist of an infinite number of diverse afterlives sustained by the flow of anima from the recently dead. Mortal souls who cross the Veil between life and death arrive at the Eternal City of Oribos and are judged by the Arbiter, who then assigns them to the afterlife that suits them most, the largest and most significant of which are ruled by a pantheon of Eternal Ones and powerful orders known as covenants, each with its own unique role in maintaining the ecosystem of the afterlife.
Until recently, the nature of the Shadowlands was obscure, with the living knowing the realm only as a cold and nightmarish place of labyrinthine spiritual planes. While many believe that souls of the dead languish in the Shadowlands forever, others hope their souls will go on to a brighter place.Kyrian Watchers known as spirit healers decide when it’s time for a mortal soul to pass into the Shadowlands. When a soul crosses the Veil between life and death, it is shepherded by the kyrian to the Crucible atop Oribos so that they can be judged by the impassive Arbiter.
All of the soul’s contents—deeds, misdeeds, thoughts, accomplishments, and failures—are laid bare before the Arbiter, who then judges in a mere instant and sends the soul through one of the gateways in her chamber to one of the infinite realms of the Shadowlands, the largest of which are ruled over by powerful covenants—powerful orders who have existed since the Shadowlands were shaped long ago, and who bear sacred duties to help maintain the afterlife’s ecosystem. Each of the primary afterlives is overseen by one of the immensely powerful Eternal Ones who together make up the Pantheon of Death.[8] Each soul brings with it a vital force known as anima, the product of all of the soul’s experiences and actions in life. Anima is the lifeblood of the Shadowlands, making trees grow and rivers flow and is the source that’s drawn upon to conduct the magic of death. Great souls—both good and evil—have a lot of anima, while those who have lived humbler lives have less.
Four of the realms—Ardenweald, Bastion, Maldraxxus, and Revendreth—are especially vital to the functioning of the Shadowlands. However, there could be infinite afterlives, some small and tailored to a single person while others are vast and full of either splendor or torment. All interpretations of the afterlife held by mortal cultures are possible somewhere within the Shadowlands.All of the realms of Death were created from the First Ones’ realm of Zereth Mortis, tucked away in the fabric of the Shadowlands itself.
The Full Story of Kezan
The cunning Goblins have traditionally remained neutral in the conflict between the Alliance and the Horde. Brilliant engineers, they have transformed their home of Kezan into a technological paradise. While some Goblins did join the Orcs during the Second War, most care more about the political struggles between their own corrupt yet affluent Trade Princes. However, the elements themselves are rising up in anger, and their world forever changing may force the Goblins to finally choose a side.
You start out at your headquarters for the Kajaro Trading Company in Kezan, where you’ve been working on getting yourself promoted to Trade Princess (or Trade Prince if you’re a boy). Your executive assistant, Sassy Hardwrench, tells you there’s been some trouble at the Kaja’mine, which is a problem, because mining the ingredient for Kaja’Cola is what’s making you your fortune. To help make sure production starts up again soon, you deliver Sassy’s Incentive to Foreman Dampwick. ( Taking Care of Business)
You pick up Izzy, Ace, and Gobber and return them to KTC Headquarters, where Megs Dreadshredder tells you the good news. Coach Crosscheck needs your help to defeat the Steamwheedle Sharks. You’re going to be a footbomb star! It’ll work wonders for your image, so you accept. ( Report for Tryouts)
Deathwing seems to have done something to Mount Kajaro. Kezan has begun to shake, and Coach Crosscheck thinks he might just take the first ship he can get off the island. He suggests you let Sassy Hardwrench know all about winning the footbomb title, and about the dragon and Mount Kajaro.
Trade Prince Gallywix tells you how hurt he is that you didn’t invite him to your party, especially as you’re his protege. It’s a very nice party, it’s a shame Pirate Party Crashers had to happen to it. But you’re also very lucky, because he has a fantastic deal for you. As you may have noticed, Mount Kajaro is exploding and it’s destroying Kezan.
https://www.wowhead.com/guides/story-goblin-starting-area-lore
source