Zandalar Tribe (faction)

The Zandalar tribe came to Yojamba Isle in the effort to recruit help against the resurrected Blood God and his Atal'ai priests in Zul'Gurub and the Temple of Atal'Hakkar. With the Gurubashi trolls destroyed and the Blood God no longer an issue, most Zandalar trolls have returned back to their home land Zandalar, leaving Yojamba Isle empty. Exalted reputation with this faction will become a Feat of Strength.

History
From: Zandalar Tribe at the Official site:

Tens of thousands of years ago, two great troll empires appeared: the Amani and the Gurubashi. The Amani were forest trolls and the Gurubashi were jungle trolls; Amani and Gurubashi were the names of the two largest and most powerful troll tribes, which is why the empires received their names. These early empires eventually clashed with the nascent night elves. Drawing arcane magic from the Well of Eternity, the night elves shocked the trolls by handing them a rapid and resounding defeat. The night elves pushed the trolls out of some of their lands and were then able to establish the night elf empire.

One tribe of trolls in these ancient days was the Zandalar tribe — the progenitor tribe from which all other trolls arose. Most Zandalari were scholarly and valued knowledge; however, a significant portion desired conquest instead. These disaffected trolls eventually left the Zandalari to found other tribes. The remaining Zandalari, then, were all of the scholarly and mystical bent. As time went on, other trolls came to regard them as an overarching priest caste for all trolls. The Zandalari preserved troll history, and they worked to further the goals of troll society as a whole.

Though they had the respect and admiration of all other trolls, the Zandalari did not attempt to exert any power over them. They averaged (and still average) 8 feet in height: significantly larger than all other trolls save the savage Drakkari of the far north. Despite their greater size and knowledge and the respect they commanded, the Zandalari did not wield sovereignty over the other trolls, nor did they seek such authority.

When the Sundering came, the wise Zandalari trolls wove swift magics to protect their realm. The land around their territory shuddered; waves crashed in and trees and soil sank beneath the waves. Through it all, the Zandalari’s land remained largely intact. After the Sundering, the Zandalari discovered that their territory was now an island. Seeing no reason to leave it, they set about rebuilding their settlements and continuing their studies.

Eventually the Zandalari noticed that their Gurubashi brethren on the mainland were growing rapidly in power and territory, attributing their victories to the influence of the god Hakkar. At first, the Zandalari were glad for the fellow trolls. However, as Zul’Gurub continued to expand, the Zandalari’s pleased surprise turned to disquiet. They consulted myths and delved into historical accounts. What they learned horrified them.

Hakkar was also known as the “Soulflayer”, a name he had richly earned. He filled his adherents with murderous rage and reveled in their dark emotions. The carnage that invariably followed Hakkar suited him perfectly, for having consumed blood he had developed a taste for it. Worse, he became more powerful as he consumed the blood shed in his name, and his tie to the world that was feeding him grew stronger.

Every Zandalari who could fight immediately set out for Stranglethorn Vale and brought the terrible tidings to the jungle trolls. The Gurubashi empire was already in a state of civil unrest due to the numerous sacrifices that Hakkar was demanding. With the Zandalar tribe’s news, the jungle trolls banded together with the Zandalar tribe and rose up in open revolt against the bloodthirsty Soulflayer.

Quests

 * Quest:A Collection of Heads (500 rep)
 * Quest:A Bijou for Zanza (350 rep, 2x, one in the mail 24h later)
 * Quest:The Heart of Hakkar (500 rep)
 * Class specific Zandalar armor sets (350 rep, one quest at Friendly, Honored and Revered)
 * Receiving and upgrading Zul'Gurub Amulet (100 rep one quest at each reputation stand from Friendly. Upgrading the amulet from the Honored version to the Revered version awards 250 rep, as does upgrading the amulet from the Revered to the Exalted version.)

Rewards
There are also unique head and leg enchants which requires a reputation.

See Zul'Gurub Enchants.

Upon reaching a reputation, you can receive a neck slot item (as well as some gold and rep), e.g. the Maelstrom's Tendril from Falthir the Sightless. You can upgrade these items as your reputation improves.

There is also a class specific Zul'Gurub Trinket by defeating the 4 Edge of Madness mini bosses and collecting each of their quest items. Which of the 4 bosses that spawns is not random and instead based on a complicated Spawn Calendar. Because of this it will take a minimum of 1 month for all 4 bosses to spawn.