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|Zuldazar, capital of Zandalar|
Originally, "Zandalar" was the name given to a holy mountain range in southern Kalimdor, where the Wild Gods, or "loa", dwelled. As the trolls revered and worshipped these loa, they soon built small encampments on Zandalar's slopes, but the tallest plateaus were claimed by the most powerful troll tribe: the Zandalar tribe. Atop Zandalar's highest peaks, the Zandalari constructed a small cluster of crude shrines, that would later come to grow into a bustling temple city known as Zuldazar.
When the first Well of Eternity imploded, a hole was punched through Kalimdor. Deep fissures appeared in the continent, and the Zandalari hastily cast strong protective spells to protect their home from destruction. Even so, they could not shield the rest of the continent from widespread upheaval. The ground immediately beyond the Zandalari's shield was drawn underwater when Kalimdor broke into separate landmasses. When at last the Sundering was over, the Zandalari saw that their home had become an island.
Zuldazar, the capital city of Zandalar, is built in a series of giant ziggurats that look like a towering mountain from a distance. ruled the island from a great, golden palace. Different troll tribes distrust one another and have often fought one another, but every six years, envoys from all the troll tribes arrive in Zuldazar in order to share information and discuss matters that may affect the entire troll race.
A buddy of caught a off the coast of Zandalar a few years back. He barely made it back alive. The Spirit of Zandalar buff was given to characters when someone in Booty Bay or on Yojamba Isle turned in the heart of . This is no longer available as of the Cataclysm, as the original Zul'Gurub raid has been removed.
Zandalar has been severely crippled by the Cataclysm, causing King Rastakhan's palace to list to one side, a fissure to open in the floor of the forum, and the entire island to rapidly begin sinking beneath the waves. This also explains the desperate measures the Zandalari have taken, by issuing the call to scattered troll populations of Azeroth as well as their wish to reunite with the mogu and claim Pandaria as their own.
In the RPG
Trolls dominate Zandalar, all trolls, from jungle to ice, consider Zandalar their homeland. It is neutral territory for their kind, so trolls don't battle each other when on Zandalar. The same courtesy doesn't extend toward other races, though, and Zandalar's trolls are a wicked and voodoo-worshipping bunch who delight in slaying their enemies and devouring their remains. As such, not even goblin merchants are safe on this island, and visitors face stalking, axe- and spear-wielding danger from every green shadow.
Most of the native trolls here are jungle trolls, though ice trolls live atop Mount Mugamba's snowy peak. The trolls here are bigger, stronger and nastier than all other trolls (well almost—the Drakkari of Northrend are a bit bigger). King Rastakhan, an ancient and formidable witch doctor and keeper of troll lore, rules from Zuldazar. Trolls often have trouble working with each other, despite the conferences on Zandalar.
Zandalar is tropical and lush. Mount Mugamba is by far the highest peak on the island, rising from its center. Troll ziggurats, the domains of troll shamans, priests and witch doctors, are scattered throughout the jungle, as are troll totems and huts.
Zandalar boasts impressive wildlife as well, and is a prime hunting ground. Bright fish, hermit crabs, birds and monkeys dwell in the waters or jungle. In addition, more interesting prey attracts the discerning hunter: tigers, hydras, lions and couatl. A few makrura inhabit the area as well. Warm weather and rain are constant (except on Mugamba, where the rain turns to snow).