Uther the Lightbringer’s tomb is in the Western Plaguelands, accessible from the game’s original launch. Most players ride past it on the road to other objectives. The tomb is interactable — clicking Uther’s effigy plays a short audio clip of his voice — and contains an inscribed epitaph that references his death at Arthas’s hands.
What most players miss: the tomb has a different ambient lighting state at dawn server time. At 6 AM server time, the tomb’s interior briefly has warm lighting rather than the cold plague-grey of the Plaguelands, giving a visual impression of what the land was before the Scourge came.
World of Warcraft’s launch zones contain dozens of these atmospheric details: environmental states tied to server time, NPC schedules that reference lore events, patrol routes that correspond to historical significance. They require being in specific locations at specific times to observe, and the game provides no prompts.
Blizzard’s world design for vanilla WoW built a living world layer that most players in the era of efficient levelling and fast travel never had occasion to observe. The paladin’s tomb with its dawn lighting is one of many details that existed purely for players who arrived at the right moment.

The level of craft hidden in the background of this game is genuinely moving. They made it for someone.
Didn’t realise how much was hidden under the surface. Makes me want to replay it with fresh eyes.