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Igiarmpr 427 edits since September 29, 2008

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User:Igiarmpr/Azshara's Rise

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This article or section includes speculation, observations or opinions possibly supported by lore or by Blizzard officials. It should not be taken as representing official lore.
The Southseas

My version of the Great Sea Expansion would be titled Azshara's Rise since Azshara and the naga play a mayor role in every kind of sea, but the naga aren't the only menace.

Besides the Islands of the GReat Sea I also integrated the regions of Northeron and Grim Batol in my idea.

I haven't included any new races in thus addon.

Other Great Sea Expansion Ideas can be found here.

Contents

Zones

The Southseas
Gilneas and Kul Tiras

To make travel between the different zones more comfortable you will have to take the ship from Port A to Port B at least once, but later-on you simply will have to talk to a "Travelagent" who will directly teleport you from A to B (like flying but instant, maybe with a short "boat cinematic").

The zones and their respective levelrange in my version of the AddOn would be the following:

  • Gilneas - 78 to 81
  • Tel Abim - 78 to 82
  • Kul Tiras - 80 to 83
  • Northeron - 81 to 84
  • Grim Batol - 82 to 85
  • Kezan - 81 to 87
  • Zandalar - 85 to 88
  • The Broken Isles - 86 to 90
  • The Maelstrom - 88 to 90

Gilneas

Gilneas is the penisula underneath Silverpine forest. To acces Gilneas as member of the Alliance you simply have to pass the reopend Greymane Wall, for the Horde there is a pass through the mountains south of Shadowfang Keep.

Ten years ago, Gilneas was a cold, rainy place and it likely has not changed much. Ocean surrounds the peninsula on three sides, making sea storms common. High cliffs on the shores protect Gilneas from sailors’ curious eyes.

There is would be a major Forsaken settlement in the north and a minor orcish Habour on the south-eastern island of Zul'Dare and a few Human towns spread all over the penisula. The enemys consist in murloc and naga, worgen, trolls, but also human rebells, who revolted against the isolation of the penisula.


A two instance complex on Zul'Dare, composed of Zin'Dare Beach (79-81), inhabited by mainly naga and Zul'Dare (80-82), a troll temple.

Tel Abim

Tel Abim is a desertic island, with some Oasis like in the Barrens. Here is where you meet the Stormreaver Clan in the first place. You get there via zeppeling route from Orgrimmar, or if you are member of the Alliance with a ship from Theramore.

In the island's center there is an instance, the Tel'Abim vale.

The enemys can be compared to those found in Tanaris.

Norteron is the region above the Plaguelands

Northeron

In orthern Lordaeron an new zone will be opened, Northeron, north of the Eastern Plaguelands the region used to be home to the Wildhammer dwarves.

Northeron was known for its mysterious ironwood tree forests, the torrential storms from its frozen mountains, ominous and foreboding peaks,W2BnetMan 46, 51-52 and jagged ice cliffs

Northeron wasn't affected of the scourge as badly as the plaguelands. The Wildhammer Raiders claim back the land, but so do the Blood elves and the Forsaken of Lordamere's Horde.

Kul Tiras

Tol Barad, the instance of Kul Tiras

The unsettled areas are covered with rolling hills and sparse evergreen woods.

The island is accesible with a ship from Theramore to Boralus for the Alliance, Horde player will get there via ship from Loeardaron Habour, a new settlement in the north of Tirisfal, to Drisburg, a town destroyed by the Scourge. Beside these two settlement there will be a minor Argent Dawn Outpost. Kul Tiras is inhabited by members of the scourge, murloc, naga and humans. The nearby isles of Crestfall and Tol Barad also form part of the zone.

Crestfall is half-naga, half-human controlled. The naga on Crestfall are no longer affiliated to Azshara and are neutral to members of the Horde. The human on the island are neutral to members of the Alliance. Creatfall is manly an Open-PvP zone.
Tol Barad (83-86) is a prison instance like the Stockades or the Violet Hold. The prisoners include enemy mages, lesser and greater demons, warlocks and undead war criminals.

Grim Batol

Grim Batol

The zone of Grim Batol is similar to the Hinterlands and the Wetlands. To get there you have either to come south from the Badlands or north from Grim Batol in the Wetlands. There is a dwarven and an orcish settlement. Enemys are Dark Iron Dwarves, Blackrock Orcs, Troggs, Gnolls and a few red and black dragons.

The Grim Batol know in todays WoW is an instance complex of 4 instances and raid, similar to the Blackrock. The first instance would be the Gates of Grim Batol (79-82), the Gates of Grim Batol are guarded by corrupted dragons of the red dragonflight, to reach the following instances, you have to clear the Gates once and accomplish a quest. Then comes the Forge (80-83), very similar to the Blackrock Depths, this instance is filled with Troggs and very few remaining orcs an theier dragon slaves. Later comes the Titan's Mine, wich is an instance where the Dark Iron Dwarves started excavating on the outside of Grim Batol and with theier digging they woke the essence of earth. And eventually the Grim Batol Towers (89-90), the black dragonflight has taken control over the higer levels of the once proud fortress. The rais is the highest part of the fortress, it's Deathwing's Lair, after Alexstrasza was freed, he took control over the fortress and corrupted the remaining dragons. Inside his Lair, wich starts like his son's lair but later turns into a cave similar to Onyxia's.

Kezan

Kezan

The Isle of Kezan is probably the largest zone of the expansion set. The zone also includes Plunder Isle, the Bloodsail Buccaneers' main base.

Kezan is a tropical island, and the associated flora and fauna appear in the wilderness between cities. Palm trees are everywhere, and in the wild places tasty fruits and flowers can be found. Many tropical animals, including tigers and lots of bugs can also be found. Kezan has several natural bays, and the goblins have constructed at least small port towns in most of them. To the south, the elevation rises. Southern Kezan is volcanic, and several volcanoes constantly ooze lava into the ocean. Lava tubes and other geological tunnels and caves riddle the island.

The island will of course be inhabite by the Venture Trading Company. Otherwise there are the same animals as in Stranglethorn and in Tanaris, plus a few Jungle Trolls and Fire Elementals around the Volcano.

Kezan can be subdivided in three zones, separeted by rivers:

  • Bilgewater(~81-84): The northern zone, long shores, a little desertic on a few places. Its main settlement beeing Bilgewater Port, wich can be reached from Steamwheedle Port.
  • Edjwoods(~85-87): The south-eastern zone, having Edj as main town. Edj is independent and rivals with the Plunder Isles Bloodsail Buccaneers.
  • Mount Kajaro(~83-88): The western region, it's a very dangerous and barren zone. The local elemental destroy everthing they cross, but they aren't the only menace, Satyr and drachkin also will fight any aventurer who goesw to Mount Kajaro.

The Plunder Isle is the Bloodsail Buccaneers main base and is available for questing, you will have to choose between Edj and Bloodsail Hold for questing, reputation from the Classic version will not interfere though.

The Undermine, the goblin capital is the Dalaran of the Soutseas. Its entrance is on the southernmost edge of the island. As in Dalaran, the city is divided, the Veterans are veterans of the second war an favour the Horde, the Kul Tiras Trading Company, had strong ties with Kul Tiras and favours Alliance. You can enter the opposite factions zone without being kicked out.

Zandalar

Zandalar is tropical and lush. Mount Mugamba is by far the highest peak on the island, rising from its center.

The island used to be a sanctuary to every troll nation, but times have changed, every tribe wants the island for itsself. The Horde helps the Darkspeer Tribe in conquering the island, as for the Alliance, the nightelves and the dwarven Explorers' League have shown interest in the historic aspect of the island.

It can be reached from Sen'jin or from Menethil Habour.

The Broken Isles

The Broken Isles

The Broken Isles are the location of the tomb of Sargeras.

The Broken Isles can be reached for Alliance Players from Stormwind Habour or from Auberdine, the nigthelves have shown a lot of interest in this archipel, since it is filled with ancient Kaldorei ruins, one of them rebuild and inhabited by the nightelves. The Horde has its home on Balor, where the Stormreaver Clan under Drak'Thul has its base.

Sargeras' Tomb is another instance complex composed by 3 instances. The first instance are the Suramar Ruins (86-88), a nightelven ruin just like Dire Maul, but instead of ogres you'll have to fight Orcs. Then comes the Eternal Prison (87-89), where the spirits of the Highborne still wander around enslaved by demons. And eventually the Tomb of Sargeras (90), the former Temple of the Moon, guarded by the Burning Legion.

The Maelstrom

The Maelstrom is the final zone of the expansion, it is mainly home to the naga, but the Makrura are very present there too.

From the Warcraft III: Reign of Chaos manual:

As the aftershocks from the Well of Eternity's implosion rattled the bones of the world, the seas rushed in to fill the gaping wound left in the earth. Nearly eighty percent of Kalimdor's landmass had been blasted apart, leaving only a handful of separate continents surrounding the new, raging sea. At the center of the new sea, where the Well of Eternity once stood, was a tumultuous storm of tidal fury and chaotic energies. This terrible scar, known as the Maelstrom, would never cease its furious spinning. It would remain a constant reminder of the terrible catastrophe... and the Utopian era that had been lost forever.

The whole zone is composed of small islands and noumerous archpiels all domined by either the Naga or the Makaru. The Maelstrom can be divided in several zones:

The Maelstrom
  • The Rift: This zone is the location of Nazjatar, the naga capital and home of Azshara.
  • Scintal Reef: Tey are miles-long coral reef sweeps around the southwestern perimeter of the Maelstrom, Mak'aru was build in this zone. To the surface many very tiny isles are visible.
  • Drowned Reaches: Located on the southeastern edge of the Boiling Terrace, the Drowned Reaches is a great ships’ graveyard. It is the only zone where the Alliance and the Horde could establish bases.
  • Pillar Deep: Located toward the northeast, Pillar Deep is a terraced area with many thermal vents releasing steam and gas bubbles.

And other unaccesible zones as: The Boiling Terrace.

The Gishan Caverns are an instance complex of very numerous short instances with 1 or 2 bosses only, they are underwater caves in wich live dangerous monsters, one World Boss can be found too, swining around.

The city of Nazjatar is another instance complex of 2 instances and a raid. The Warriors Gardens (90) and the Elemental Quarter are the instances. The raid is the Zin-Azshari Palace having as final boss the Queen of the naga, Azshara.

There is another raid in the Maelstrom, the Eternal Depths in the deepest parts of the Maelstrom the naga made the same error as the Dark Iron dwarves in Thaurrisan, they conjured Neptulon the Tidehunter, as Ragnaros Neptulon is an Elemental Lord making him one of Azeroths most powerful creatures(I think of this raid as High-End, like Naxx60 or the Sunwellplateau).

Factions

Image:Neutral 15.gifNeutral

  • Circle's Quest: The Cenarion Circle now center theier efforts in the Maelstrom and the Great Sea, always trying to restaure the lost balance.
  • Blackwater Raiders: The Blackwater Raiders are known from Booty Bay, on Kezan you have to choose between them or the Bloodsail Hold (Comparable to the Scryer/Aldor conflict).
  • Bloodsail Hold: The Bloodsail Buccaneers' base is on Plunder Isle, the are the Blackwater Raider's arch-enemys (note that previous reputation with the Buccaneers or Booty Bay have no influence).
  • Trade Coalition: The Trade Coalition is Undermine's neutral faction (similar to the Shat'tar or the Kirin Tor). They present almost everywhere in the Great Sea (excepted on Zandalar and in the Maelstrom).
  • Bilgewater Cartel: The first faction you'll meet on Kezan, theier homeport is Bilgewater Port, they are an Undermine Faction.
The eastern Marine

Image:Alliance 15.gifAlliance

  • The eastern Marine: The first Alliance Faction (Similar to Honor Hold or Valiance Expedition), created of the remainings of Gilneas', Kul Tiras' and Theramore's marine Forces. They are present in Gilneas, Tel Abim, Kul Tiras and partially the Maelstrom.
  • Wildhammer Raiders: The Wildhammer dwarves have assembled theyer bravest warriors to form the "Raiders", theier mission is the reconquest of lost territories like Grim Batol and Northeron.
  • The Riflemen: The fishermen on Crestfall have gathered forces and have created a milice, claiming back the island from the Zethresh'ir and the Horde.
  • Watchers: The former jailors of Illidan, who followd Maiev on the Great Sea's islands and eventually stayed there, present on Zandalar, the Broken Isles and in the Maelstrom.
  • Kul Tiras Trading Company: In the past this guild of goblin merchants had strong ties with Kul Tiras and Gilneas, sticking to this tradition the Kul Tiras Trading Company is Undermines faction favouring members of the Alliance.
The Stormreaver clan banner

Image:Horde 15.gifHorde

  • Lordamere's Horde:A pact signed between representants from Undercity, Silvermoon and Orgrimmar on a boat on the Lordamere Lake in charge of Lordaeron (Gilneas and Northeron) and Kul Tiras.
  • Kargath Expeditionary Force:The expedition sent to Kargath now expands to Grim Batol.
  • Zethresh'ir: The Naga of Crestfall under Zethresh's command no longer affiliated to Azshara, now work together with the Horde to win the control over Crestfall.
  • Stormreaver Clan: The newly recreated clan assembled it's former members willing to follow Drak'Thul and tol forget about Gul'Dan and the clan's dark past. They can be found on Tel Abim and the Broken Isles.
  • The Veterans: In the second war the goblins formed part of the Horde, some goblins of Undermin from these times still have friendships towards the Horde. The Veterans are the Undermine's Horde favouring faction.

Enemys found in the Expansion

  • Gilneas:
Gilneas has a similar phauna to Silverpine forrest and the Hillsbrad foothills, Worgs, Bears, Lions, and Spiders. It also has a Naga and Murloc problem. From the north have come the worgen and intern troubles led to the creation of the Gilneas Liberation Forces, a group of rebells opposed to the long lasting isolation. Some dragons of the black dragonflight can be found too, Daval Prestor sent some "troops" to Gilneas to support Genn Greymane, but his support turned out to be more trouble than they already had. A small Amani outpost can be found as well. In the years of the scourge a few humans have raillied together and have, after the opening of the Greymane Wall, joined the Scarlet Crusade.
  • Tel Abim:
Tel Abim is a desertic island, with a few oasis here and there. The wildlife is comparable to Tanaris' and the Barrens'. Basiliscs, scorpids, wind serpents, hyenas, giraffes, raptors, plainstriders, thunder lizards and turtels are the most common species. Pirates, Desert trolls and Jungle trolls in the oasises fight against each other and the members of Horde and Alliance for the island's control.
  • Kul Tiras:
Kul Tiras is a desolace place, after the Scourges raid the land lais to waste, the few remaining humans fight over every inch though. Animals are quit rare, most of them beeing turtels and crocolisks. The naga are everywhere the ghost of sailors haunt the beaches. Even though the Lichking has been beaten a powerfull lich keeps himself and his minion alive.
  • Northeron:
Northeron is a forest being the home of bears, wolves, lynxes, gryphons and many more species. The Dark Iron Clan has built a settlement as well.
  • Grim Batol:
Grim Batol is comparable to the Wetlands, Orcs, red, blue and black dragons as well as gnolls, crocolisks live all over the place. The are very high cliffs, similar to the Hinterlands'.
  • Kezan:
Many tropical animals (panthers, tigers, gorillas, etc) and lots of bugs (silithid) can also be found. Southern Kezan is volcanic therefore there are fire-elementals in this part of the island. The island will of course be inhabite by the Venture Trading Company. Also a few Jungle Trolls.
The Plunder Isle can be compared to Westfall.
  • Zandalar:
  • The Broken Isles:
  • The Maelstrom:

Instances

PvE Instances

  • Zul'Dare:
  • Zin'Dare Beach (79-81): Zin'Dare Beach used to be part of the troll temple, but the naga invaded the beach and turned the temple into a sanctuary devoted to theier beloved Queen Azshara.
  • Zul'Dare (80-82): A group of survivors of the Zul'Aman battle (the raid) try to bring back to life theier warlord Zul'jin, but the magic used isn't only Voodo, some demons have infiltrated the trolls and now maipulate the Amani.

click here to see the Zul'Dare instance's bosses


  • Tel'Abim Vale:
  • Tel'Abim Vale (80-83): On Tel'Abim there can be found a deep valley, similar to the Un'Goro Crater, it can be accsesed by a path wich guides you through the instanceportal. Inside the valley there is no route you must follow, there are many dangerous creatures.

click here to see the Tel'Abim Vale instance's bosses


  • Grim Batol:
Grim Batol
  • The Gates of Grim Batol (79-82):In Grim Batol the orcs kept Alexstrasza imprisoned using her children as mounts, after she was freed some of her children stayed in the mountain fortress and guarded its entrance.
  • The Forge (80-83):Only very few orcs could hide to Alexstrasza's fury, most of them in the deepest part of the fortress, the forge and the orcs had even more trouble coming from the depths, Troggs made theier way through and now fight the orcs in Grim Batols Forge.
  • Titan's Mine (82-85): The Dark Iron dwarves wanted revenge for theier defeat at Grim Batol, that is why some of them started digging a tunnel to attack the Wildhammer by surprise, but what they found something they would never expect, a gigantic cave now called the Titan's Mine, where the Essence of Earth, one of Therazane daughter's lives.
  • Grim Batol Towers (89-90): The towers are the Black Rock Spire of Grim Batol, Deathwing's Lair beeing atop of it, the Towers are filled with dragons of the black Dragonflight.
  • Deathwing's Lair (90Raid): This raid is one of the thougest of the expansion Set, fighting the mighty Deathwing and his Chromatic Dragonflight

click here to see the The Grim Batol Gates instance's bosses

click here to see the Titan's Mine instance's bosses


  • Tol Barad:
  • Tol Barad (83-86): Tol Barad is a magical prison runned by the mages of Dalaran and Stormwind, imprissoned are mages, lesser and greater demons, warlocks and undead war criminals.
  • The Tomb of Sargeras:
Tomb of Sargeras as seen in WC3
  • Suramar Ruins (86-88): Suramar once was a proud nightelven city, hometown of the Stormrage brothers and Tyrande it now lays in ruins and is inhabited by the remaining orcs still loyal to Gul'dan.
  • Eternal Prison (87-89): The Eternal Prison is another part of the city in wich the spirits of the Highborne living in Suramar still are present beeing used by the demons guarding the Tomb to ensure theier energy.
  • Tomb of Sargeras (90): The Tomb of Sargeras is the place where Magna Aegwynn trapped the dark Titan's physical form.

click here to see the Tomb of Sargeras instance's bosses

  • Darkspear Grounds (86-89): The former homeland of the Darkspear Trolls was destroyed and it sunk to the very depths of the Great Sea. The cause of its destruction, the Sea Witch still lives there.
  • The Maelstrom:
  • The Gishan Caverns (86-90/90Raid): Numerous underwater caves all consisting in theier own, very short, instance, one or two bosses, sometimes you will travel there for hunting, sometimes to protect the world from the beasts. Even the naga avoid the Caverns, only the strongest Heroes travel there.

The city of Nazjatar lies deep down on the bottom of the Great Sea, to access it the players of each realm will have to go through a long quest event similar to the one previous to Ahn'Quiraj, raising the town from the depths and making it float at the Great Sea's surface, inside Nazjatar there will be an instance(expandable) and a raid:

  • The Warriors Gardens (90):The main quarter of Nazjatar, meeting point for the naga.
  • The Elemental Quarter(90):This section of the city of Nazjatar is where some of Neptulos minions reside, from here they command over the naga.
  • Zin-Azshari Palace (90Raid):Queen Azshara's palace. Maybe showdown with Xavius as well.
  • Eternal Depths (90Raid): A underwater cave, similar to the Molten Core, this raid is home to Neptulon, Ragnaros' aquatic counter-part, and his minions.
  • Caverns of Time:
Summoning Sargeras
  • The Summoning of Sargeras (84-87): The Summoning of Sargeras is the event that started the War of the Ancients, in wich the Well of Eternity exploded and blasted the supercontinent Kalimdor into its actual form. The Infinite Dragonflight wants to stop Sargeras' summoning, and you have to stop them beeing sent there by the Bronze dragonflight.

PvP Instances

  • Open-PvP:
  • Arenas:
  • Battlegrounds:
  • The Nagrand Plateaus, a battleground I designed, put in a better setting more in relation with the expansion.

Other Ideas

Rafts

Orcish rowboat
Nightelven rowboat

From Level 65, players will be able to buy rafts or small Rowboats that can carry up to 4 more players. The rafts will be usefull on the Broken Isles and the Maelstrom since these two zones are composed by many small islands. To use the boats, there will be a new riding-skill. If a player want to summon a boat he will have to stand at a shore and it will appear, afterwards he will have to mount it. In the boat/raft the player will have a special bar (like in Siege weapons) and will be able to fight from theier boats to other boats.

Possible Hero Classes

There are several heroclass ideas related to this expansion: Steamwarrior, Techslayer, sailor, pirate, buccaneer, tinker, brewmaster, potion doc, and primal.

Gillijim's Isle and Island of Doctor Lapidis, Buccaneers starting zones.


  • My favourited so far would be the Buccaneer, it is available to every race without interfearing to much in the lore and it could be an interesting class to play, i imagined it as a kind of mix between hunter, rouge and warrior.

Here you can find my Buccaneer "desgin".


  • While working on the Buccaneer, i came up with an even better idea: the Monk. A melee fighter with mid-range (20y max) spells and healign abilities.

Here is where you can find the Monk.