User:Thricej37
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This article is fan fiction The contents herein are entirely player made and in no way represent official World of Warcraft lore or history. The characters and events listed are of an independent nature and are applied for roleplaying purposes only. |
World of Warcraft: The Dream Corrupted
Worgen
The Fall of Xun
The Worgen had a powerful and prosperous civilization on their far distant homeworld of Xun. That came to an end on the fateful day the Burning Legion invaded, shattering the relative peace that had pervaded for several decades. The Worgen, being fierce and cunning fighters, did their best to hold off the might of the demonic invaders. Their eventual defeat was, ironically, caused by neither the Worgen nor the Legion, but actions taken on a world far across the Twisting Nether, the world of Azeroth. Both the Human Archmage Arugal and the Night Elf Sentinel Velinde Starsong had begun summoning Worgen to Azeroth to fight their own enemies there. The sudden loss of a significant portion of their fighting force spelled doom for the remaining defenders on Xun, and the Worgen were defeated.
Madness Descends
A sizeable number of Worgen had been summoned across the Twisting Nether to Azeroth, but those that arrived were not the same as the proud, fierce warriors they had been. Being torn from their homeworld and pulled through the vast chaotic darkness of the Twisting Nether against their will drove the vast majority of the Worgen mad, turning them feral. Their summoners soon lost control, and the now mindless Worgen turned on them. Without direction, the beastial Worgen roamed aimlessly, attacking any who crossed their path. In turn they were actively hunted by any who now had the misfortune of sharing land with the maddened Worgen.
The Wakening
As time passed, a few Worgen found their sanity returning to them. A small band, gathered by a brilliant and calculating leader, Krian, fled the shadowed forests of Duskwood to found a new home hidden away from a world that saw them as mindless killing machines. In secret they built a new settlement and also began abducting other Worgen who seemed redeemable. Slowly but surely, their race began to rise out of the depths of their madness. The Worgen called their "rebirth" the Wakening, as if their race was returning from a terrible nightmare that had decimated them.
New Home, New Allies
The Worgen settlement grew as more Worgen were reclaimed from their mindless state, and soon smaller Worgen settlements were established around what would become their capital. The new city, called Spyre, was essentially a massive tower reaching to the sky, similar to their old architecture on the lost homeworld of Xun, and a welcome change from the crude huts their still feral brethren were living in. They established their new home in Nightmurk Hills, the shadowy region north of the Swamp of Sorrows, far removed from the rest of Azeroth. As the new Worgen civilization sprung up, their leaders knew that they could not remain hidden forever, and they would soon be forced to reveal their existence to the world. Harboring a seething resentment to both the Humans and Night Elves for driving them mad and tearing them from their homeworld, the Worgen came before the Horde and pledged their aid in exchange for acceptance and protection. Initially doubtful, knowing of the still mindless Worgen of Silverpine, the Horde was nevertheless quickly won over by this powerful, cunning, and determined race. The Horde has quickly learned that the Worgen are fanatically loyal allies, and now the once-again mighty Worgen have taken their place amongst the Horde.
Available Classes:
Druid
Worgen had their own druids on their homeworld and they were revered as dangerous and skilled opponents in battle. It was a natural step for the Worgen to seek the aid of Tauren druids in reclaiming this lost part of their culture. While the Night Elves were initially apalled at allowing Worgen into the sacred Moonglade (the Worgen were not exactly thrilled to see the Night Elves either), the Tauren druids stood firm and insisted the Worgen be allowed, or the Tauren would leave. Despite the insistance of a few Night Elves, such and Fandral Staghelm, that the Cenarion Circle would be better off without the Tauren, with the rapidly growing corruption in the Emerald Dream the Circle could simply not afford to lose their Tauren allies. So the Worgen were allowed, grudgingly, into Moonglade.
Mage
Worgen magic users had long been adept at using primal fire and ice magic on their homeworld. Though the raw arcane magical energy of Azeroth is new to them, the Worgen saw the potential it offered both as a new power and to enhance their own fire and ice magic. Though the Blood Elves were dubious about the Worgen's potential, even the most skilled mages of Silvermoon were impressed with how dedicated the Worgen were to their teachings and many were suprised at how quickly the Worgen were able to integrate arcane magic into their own abilities.
Priest
Worgen priests were to be both feared and respected on their homeworld. The dark priests moved through the battlefield like wraiths, draining the life from their enemies and healing their wounded allies. With their sanity returned, the Worgen have quickly sought to regain these powerful defenders of their homeland.
Rogue
The Order of Endless Night was a respected and feared organization of assassins on the Worgen homeworld. Sometimes entire battles would be decided by the cunning and ruthless actions of a mere handful of members. As the Worgen rebuilt their society on Azeroth, several saw the great need for the Order to be reborn, and so it was established in the deepest chambers of Spyre. There the Order recruits new members to head out into the world and protect their new home, by any means neccessary.
Warlock
Worgen have long been skilled at manipulating shadow magic, and the fel energies weilded by the warlocks of Azeroth came naturally to the skilled Worgen shadow mages. The Worgen warlocks have also taken a twisted pleasure in summoning demons to do their bidding, especially to fight other demons. With their sanity restored, the Worgen remember only too well the Burning Legion ravaging their homeworld and seek to one day even the score. Turning the Legion's own minions against them is very satisfying to Worgen warlocks.
Warrior
Most Worgen are not comfortable in bulky metal armor, preferring lightweight leather or cloth that allows them easier movement, especially in their loping run when a heavy suit of metal can be greatly restrictive. Those that do learn to use metal armor effectively are greatly respected fighters and a force to be reckoned with on the battlefield. The Nightsworn elite guard of the Worgen homeworld defended their brethren with a skill and ferocity that made all but the most fanatical opponents pale in fear, and the newly formed Nightsworn on Azeroth looks to do the same.
Racials:
Fearsome Howl
The Worgen emits a bone-chilling howl that causes an opponent to run in fear for 1 second giving the Worgen a brief, but often crucial, advantage. 2 minute cooldown.
Razor Claws
Worgen have long, sharp claws that can be deadly weapons in combat. Unarmed (or disarmed) Worgen do 10% more damage then other races.
Feral Bite
Critical strikes against a badly wounded Worgen (below 15% health) give the Worgen a chance to go into a feral rage and bite the opponent. Damage is similar to a standard weapon hit, essentially a "free hit" for the Worgen. Chance increases as health decreases to a maximum of 25%.
Charred Hide
The Worgen homeworld of Xun was a hot and often brutal place to live. As a result Worgen have +10 to Fire Resistance.
Reputation:
While the Horde was initially skeptical of the Worgen, they have very quickly proven themselves to be fierce, dedicated, and loyal allies. Worgen are the only Horde race to start Friendly (0/6000) with all other Horde factions.
Mount:
The Nightmurk Hills are crawling with giant spiders which the Worgen learned to tame. The spiders were hunted by the Murloc tribes along the coast, and the swift and sturdy beasts have proven to be loyal mounts of the low price of a steady diet of Murloc meat.
Normal Mounts: Green, Brown, Grey, Yellow
Epic Mounts: Swift Crimson, Swift Charcoal, Swift Obsidian, Swift Venemous (Brightly colored patterns)
Starting Area:
Veiled Glade
Deep in a secluded corner of the Nightmurk Hills, not far from their new capital at Spyre, the Worgen have established a sort of "recovery ward" for captured feral Worgen who they work to bring back from the depths of their madness. Here Worgen are essentially returned to their former selves (and minds) and begin to re-integrate themselves into Worgen society.
Furbolg
Growing Corruption
During the dark days of the Third War when the Burning Legion swept across the land the noble Furbolgs of northern Kalimdor watched with growing concern as the very land around them began to fall prey to the corruption of rampant fel energy. Seeking a cure for their beloved forests, many Furbolgs ventured deep into the tainted woods, desperate to find any way to stop the spreading blight and restore the land to its former beauty. To their horror, the corruption simply moved from the land to find a new home within the Furbolgs themselves. Helpless to stop the shadows spreading across the land, the Furbolgs now had to watch as their own brethren were warped and twisted before their eyes. The corrupted Furbolgs became little more then frenzied beasts, attacking any who they happened upon, even former kin. As fewer and fewer uncorrupted tribe remained, the only option that seemed to remain was to abandon their homes and flee.
Hidden Refuge
The Barkskin tribe living on Mount Hyjal was one of the most secluded of the Furbolgs and were furthest removed from the spreading corruption plaguing their race. They fought fiercely alongside their Night Elf allies in the Battle of Mount Hyjal against the full might of the Burning Legion lead by Lord Archimonde himself. Though the Legion was ultimately defeated, Mount Hyjal had been devastated by the fighting and the corruption remained. The other races of Azeroth soon had their own new problems to face and the Barkskin were essentially abandoned to their fate. Seeing no other choice, the Barkskin fled deep into the massive caverns beneath Mount Hyjal. There, hidden away from the world, the Barkskin managed to establish a new home. They built two great settlements named after the legendary bears Ursol and Ursoc. The settlements were constructed on opposite sides of a great underground river and connected with an intricate series of bridges. There, in their new home, the Barkskin tribe flourished, hidden, protected, forgotten.
Troubling Visions
As time passed and the Barkskin Furbolgs prospered in their hidden sanctuary, the elder druids and shamans began to have disturbing visions. They saw a great threat slowly creeping over the land, a threat that would find them even hidden beneath the earth. The elders of the Barkskin council began discussing what they should do. Deeply tied to nature, they were pained by the destruction this shadowy, unknown threat promised to visit upon their world. Many Barkskin, while safe in their new home, greatly missed their beloved forests and the light of the world above. Whispered talk soon became open discussions of sending brave adventurers back to Mount Hyjal to find what was transpiring and learn more about the mysterious threat they sensed rapidly approaching. Some worried about the lingering corruption afflicting their brethren above, but all were coming to fear this new, unknown danger. Resolving not to simply hide and hope for the best, the Barkskin tribe prepared to reclaim their former home and do their part in defense of Azeroth.
Return to the Surface
After many years the Barkskin tribe returned to Mount Hyjal and began learning all they could about the great changes that had taken place across the world. Emissaries sought out their former Night Elf allies. After much discussion on both sides, the Barkskin Furbolgs sought to join the Alliance. Concerned about the shadowy danger they sensed lurking over the horizon, and also feeling quite alone as nearly all of their former brethren had been completely corrupted, the Barkskin greatly wanted allies to stand alongside as the emerged from their isolation. The Alliance, recognizing great potential the noble Barkskins offered, welcomed the Furbolgs into their ranks. Now, Furbolg adventurers spread across the world, seeking to aid their people and new allies, and always remaining vigilant to any threat to Azeroth or any cure for their the rest of their afflicted race.
Available Classes:
Druid
Deeply connected with nature, the Furbolgs have long practiced many aspects of druidism. While the original Furbolg druids had their own order and were not affiliated with the Cenarion Circle, the remaining Barkskin druids have been brought into the Circle by their Night Elf allies. Hoping to find a cure for their corrupted brethren, the Barkskin druids are eager to learn all they can and many have taken up residence in the tranquil forests of Moonglade.
Hunter
Furbolgs have long felt a close kinship with the animals who share their forest homes. Furbolg hunters are among the most skilled of Azeroth and many are known to have exceptionally close bonds with their animal companions. Never at home in the confined space of their underground sanctuary, the Barkskin hunters have jumped at the chance to return to the surface world and adventure once again deep into the vast wilderness of Azeroth.
Priest
Furbolg priests have long been greatly respected members of Barkskin society. Though they draw their healing energies from nature and not the Holy Light as most other priests, they are nevertheless highly skilled and a very welcome sight when they come upon another adventurer deep in the forest. Recently, Barkskin priests have also begun exploring the darker side of their abilities, preparing for when they must not only heal their allies but fight alongside them, a day they feel is coming very soon.
Rogue
Greatly adept at moving quietly through the wilds, a Furbolg rogue in action is a sight to behold. Though their great size would seem to make any attempt at stealth ridiculous, if not impossible, generations of Furbolg scouts and guardians moving deftly through the wilderness have learned how to walk through the thickest forest without leaving a trace and to camoflage their bulky forms to disappear from sight. Indeed, the sight of a suprisingly small number of snarling Furbolgs leaping out of nowhere has frightened off more then one invader.
Shaman
Shamanism has always been an integral part of Furbolg society. Deeply reverent of the elements, the path of a shaman comes naturally to many Furbolgs. Before the Third War Furbolg shamans were a common sight in the forests of northern Kalimdor, traveling between tribes and coming to the aid of those in need. Now, as the Barkskin return to the surface world, Furbolg shamans roam the forests again, this time traveling to the furthest reaches of the world seeking the great threat they feel bearing down upon them and always searching for a cure for their people.
Warrior
The stalwart warriors of Furbolg villages were a mighty force to be respected and feared in battle before the Third War. As most of the Furbolgs became corrupted and descended into madness, the once-great warriors lost their training and fought only as mindless, feral beasts. The order of Barkskin warriors, the Shield of Nordrassil, have retained their skill and courage and have gladly stepped up to defend their new home from the many threats that linger in Azeroth. In addition, many warriors have set out into the world to take the fight directly to those who would threaten all that remains of the once vast Furbolg civilization.
Racials:
Primal Instinct
The Furbolg calls upon their feral instincts and enters a beastial rage, during which time they get a set damage and armor increase. (1 damage and 20 armor at level 1, scales with level) Lasts 15 seconds, 5 minute cooldown.
Hibernate
Furbolgs can enter a brief period of deep rest during which time they regenerate health and mana at a rapidly increased rate, similar to consuming food and drink. Lasts 20 seconds, 3 minute cooldown.
Survival of the Fittest
Experts at surviving off the land deep in the wilderness, Furbolgs have +10 to all gathering professions.
Nature's Blessing
Furbolgs are at one with nature, and all Furbolgs have +10 to Nature Resistance.
Reputation:
Furbolgs start Friendly with all other Alliance factions (0/6000 with Stormwind, Ironforge, Gnomeregan Exiles; 500/6000 with Darnassus).
Mount:
The mighty bears of northern Kalimdor are one of the few creatures strong enough to carry an adventurous Furbolg through the wilds and the Furbolgs share a deep kinship with their ursine mounts.
Normal Mounts: Grey, Brown, White, Black
Epic Mounts: Swift Dire, Swift Grizzly, Swift Polar
Starting Area:
Slumbering Grotto
The Slumbering Grotto is a quiet, serene part of the Underglow Caverns tucked away from the problems of the world above. In this peaceful cave the Barkskin Furbolgs have set up a sort of "proving ground" for young Furbolgs seeking to venture out into the world. Here Furbolgs are tested to make sure they will be able to resist the corruption that has decimated their lost brethren.
New Zones
Nightmurk Hills (1-10)
The Nightmurk Hills are a gloomy, secluded zone located east of the Burning Steppes in the Eastern Kingdoms. Once a pristine forest relatively untouched by the mortal races, the zone has become a dark shadow of its former beauty. Though the zone was protected from the titanic blast that scorched what is today the Burning Steppes and Searing Gorge by mountains, it did not escape the after effects. Ash and soot began to drift eastward from the volcanic zones, slowly blanketing the hills and forests. Now the entire zone seems to be covered in a shroud. A constant haze of ash hangs in the air, and what little vegetation manages to grow in the feeble light is pale and lifeless. The trees are coated in a film of ash and the handful of ponds are clogged with soot. Few ventured here when the zone was green and vibrant, far fewer found a reason to visit once the ash descended. At least, until the Worgen came.
The isolated and virtually uninhabited zone was a perfect location for the Worgen to hide and begin rebuilding their race. While the landscape is dreary at best, the Worgen couldn't afford be too picky about where they made their home. Here they have flourished and built their mighty capital of Spyre. Aside from a few remaining spiders and crocolisks and a handful of determined Murlocs along the coast the Worgen didn't have much for company until recently. Driven out by the continuous efforts of Humans of Redridge Mountains to the south a few adventurous clans of Gnolls have recently settled in the Nightmurk Hills. Additionally, along the western mountains a few bands of Dark Iron Dwarves have begun popping up. The Worgen stand ready to drive these trespassers out as they fight to keep their new homeland safe.
Underglow Caverns (1-10)
The Underglow Caverns are a large, sprawling system of caves located under Mount Hyjal. It was into these depths that the Barkskin Furbolgs traveled, fleeing the destruction and corruption of their homeland above. Most everywhere in the caverns a phosphorescent moss grows, emitting a soft glow. As a result the caverns are bathed in an eerie, dreamlike light. In the center of the cave system is one vast chamber, and it is here that the Furbolgs built their twin capital cities of Ursol and Ursoc. Several smaller caves and tunnels dot the edges of the main chamber and the Furbolgs have explored most of the system. In addition to the moss great mushrooms grow to sizeable fungal forests in some areas. A few small pools dot the zone, with one main river cutting the zone pretty much in half.
Life underground has been fairly prosperous for the Barkskin Furbolgs, but it is not without its risks. Giant bats and other dangerous wildlife dwells in the caverns and many careless Furbolgs have gone missing. Roaming elementals, hostile to any intruders, also pose a constant threat to the newly established Furbolg homeland. Most alarming is the demons that have recently appeared, seeming to tunnel down from the corrupted barrow dens of Felwood. How they made their way into the hidden sanctuary is not known, only that they must be stopped at any cost or all the Barkskin have fought for could be lost. Against these and any other threats the Barkskin tribe stands vigilant, ready to lay down their lives to defend what is left of their people.
Goldshore (10-20)
The long, beautiful stretch of coastline that makes up Goldshore stands in stark contrast to the shadowy Nightmurk Hills to the south. A long, thin zone comprised of mostly coastline, Goldshore is bordered on three sides by sheer cliffs with the Forbidding Sea on the fourth. The zone does not share a physical border with the Nightmurk Hills but they are connected by a small series of underground chambers called the Flickering Dark. The zone has some small forest at the base of the cliffs but is comprised mostly of rolling sand dunes flowing into the ocean. Virtually uninhabited except for a few Murlocs and a handful of Troggs that have tunneled here from the Badlands and Loch Modan to the west, the Worgen have claimed Goldshore for their own as their numbers have continued to grow, straining the limited resources of the Nightmurk Hills. In the far north of the zone a treacherous path connects Goldshore to the Wetlands. Additionally, an outpost has been established in the north with a small zeppelin tower that services a mini-zeppelin that makes regular runs to the Forsaken town of Tarren Mill.
Mount Hyjal (10-20)
Mount Hyjal once held the mighty World Tree of Nordrassil which was surrounded by lush, endless forests. After the Third War and the epic battle against Archimonde, Nordrassil was destroyed and much of the zone was left little more a smoldering ruin. Nature has begun to reclaim parts of the zone, but it is still a far cry from its former grandeur. Verdant young growth must compete with lingering corruption and the shattered ruins from the war. The Barkskin Furbolgs once made Mount Hyjal their home before they were forced to flee underground. Now the Barkskin have returned to reclaim their lost homeland. They must compete with a the corrupted Stoneclaw tribe that has occupied part of the zone as well as deranged treants who still believe they are fighting the war. Also, despite the defeat of the Burning Legion, a few pockets of demons still linger in tainted corners of the mountain. Still, the Barkskin have re-established a presence here. Their Night Elf allies are here as well, and arrangements can be made to fly to the port town of Auberdine.
Emerald Paradise (78-82)
The Emerald Paradise is a stunningly beautiful zone and the entrance into the Emerald Dream. Virtually untouched by the dark corruption coming from the Nightmare that lurks in the depths of the Dream, the Emerald Paradise is a lush, verdant zone of immaculate forest that stretches as far as you can see. The faction of the Cenarion Circle established in the Emerald Dream, the Cenarion Vanguard, has their strongest presence here based out of the citadel-city of The Haven. Though the zone itself has not yet been corrupted, agents of the Nightmare have begun to enter the forests, twisting the native wildlife. Adventurers are urged to exercise caution upon leaving the safe zone around the city.
Wildsky Mountains(79-83)
A great mountain range, mightier then any that exists on Azeroth, the Wildsky Mountains are known for breathtaking vistas and awesome magical storms that flicker across the skies. Druids in the dream used to come to the mountains to sit and meditate surrounded by the surreal beauty. Lately the Wildsky Mountains have become much more dangerous then any magical storm. Agents of the Burning Legion, frustrated at having their efforts both in Azeroth and Outland disrupted, have broken into the Emerald Dream and begun establishing bases scattered throughout the peaks. The Cenarion Vanguard, already fighting the Nightmare, has been caught off guard by this new demonic invasion.
Shimmering Forest (81-84)
The trees of the Shimmering Forest are so large they almost defy belief. This zone is practially two seperate zones. The great trees tower as tall as mountains above the forest floor below, and the shimmering light filtered down through the leaves high above is what gives the zone its name. High above in the treetops themselves vast canopies sprawl, teeming with their own life. Some of the canopies have grown moss beds so large and so thick that they can literally hold small towns and several have sizeable pools that send the occasional waterfall cascading below. The idyllic tranquility of the zone has recently been shattered by the arrival of agents of the Burning Legion. Demons scour the forest floor while druids and other residents of the Emerald Dream launch desperate attacks from their sanctuaries above.
Plains of Illusion (82-85)
The Plains of Illusion are a vast stretch of rolling hills, sparkling lakes, and small groves of trees. At first glance from a distance the plains appear to be serene and beautiful, but upon traveling into the zone itself one gets an entirely different feeling. The seemingly quiet hills become eerie and unsettling. Travelers are constantly looking behind them, thinking they saw something out of the corner of their eye. A grove of trees you swore was on your left might suddenly be on your right. You may cross the same river three times while moving in a straight line. The plains have begun to suffer the corrupting effects of the Nightmare and the unassuming green hills can now drive an adventurer mad. Bizzare, wraithlike entities roam the plains, warping the wildlife and twisting the landscape. Keep your eyes peeled in the Plains of Illusion, for nothing may be quite what it seems.
Spiritwood (84-87)
Spiritwood was once one of the most sacred realms of the Emerald Dream. Druids came here to commune with the natural energy of the Dream and members of the Green Dragonflight believed it to be hallowed ground. Now Spiritwood has become an evil, haunted zone. The natural beauty of the zone remains intact, which makes the horrors that lurk within all the more menacing. The spirits of those who died within the Dream have been corrupted and stalk the zone. The Nightmare has risen undead monstrosities that hunt the living foolish enough to enter the cursed forest. Grotesque, undead Dryads wander the trees while the perverted, wailing spirits of green dragons float through the sky above. Spiritwood was once an unspoiled shrine for the blessed spirits of nature, now the beautiful forest is little more then a prison for the damned.
Firestorm Grotto (85-88)
This zone was once a green valley full of untouched forest and countless cascading waterfalls. Now the zone is a searing cauldron of fire and ash. Forces of the Nightmare took over the zone and, to the horror of the helpless druids, proceeded to burn the entire zone to little more then cinders. Fires continue to dot the landscape, fuled entirely by the twisted magic of the Nightmare. Plumes of smoke shroud the sky and embers rain from the choking clouds. Nothing grows in Firestorm Grotto any more, all that remains of the once endless trees are a few smoldering stumps. Crystal clear rivers have been replaced by streams of liquid flame. In addition to the Nightmare, demons of the Burning Legion have also taken up residence in the zone, but they almost immediatley found themselves in conflict with the Nightmare. Adventurers are warned to be careful, agents of the Nightmare have disguised themselves as druids to recruit mercenaries against the Legion.
The Rot (87-90)
The lush tropical jungle of the Emerald Dream was one of the first zones to be corrupted by the foul energies of the Nightmare. The jungle is now a fetid, rotting swamp full of noxious fumes and festering vegetation. The twisted magic of the Nightmare allows the tortured vegetation of the zone to continue to grow even as it is decaying, creating a mire of putrid flowers that bloom even as their leaves are rotting off. Even experienced adventurers who traversed the hellish reaches of Shadowmoon Valley and the terrible heights of Icecrown Glacier are hesitant to enter this toxic nightmare. Disgusting black slime coats most surfaces and the few rivers are little more then sickly flows of sewage. The only thing worse than the environment are the twisted abominations of the Nightmare that call this zone home.
Bleeding Wastes (87-90)
The Bleeding Wastes is where the Nightmare first manifested itself inside the Emerald Dream. The zone is a wholly evil place, a reverse image of the former beauty of the Dream. Fields cover the zone and small woodland areas exist as they did before the Nightmare came, but all has been corrupted. The vegetation is grey and twisted. The trees and flowers weep blood and the haunting screams of the land itself can be heard on the wind. The sky is an unnatural black though the zone appears to be lit as if it is eternally noon. Minions of the Nightmare are everywhere alongside the corrupted and deformed original inhabitants of the zone. Horribly scarred beasts wander mindlessly, unable to end their cursed existance. So great is the depth of the corruption here that even the most hardened druids weep upon seeing the zone. At the center of the zone is the Tortured Rift, the dark malignant heart of the Nightmare.
Moonflow Vale (PvP)
Moonflow Vale is a relatively uncorrupted lagoon on the edges of the Emerald Dream and the main focal point of PvP action on the new continent. The lagoon itself is exquisitely beautiful, a shallow pool surrounded by forest. Pools and streams dot the surrounding landscape and the occasional magical storm flickers through the sky from the nearby Wildsky Mountains.
New Cities
Spyre
The towering city of Spyre is a might testament to the determination of the Worgen to reclaim their once great civilization. In a few short years the Worgen have managed to construct a great capital in a secluded corner of Azeroth. Rising straight up to the sky, this mighty obelisk is visible from miles around, towering over even the mightiest trees. Connected by a virtual maze of lifts and twisting stairs, Spyre is divided into several main levels which are similar to the various districts of the cities of other races. In between each main level are countless smaller platforms of single shops, homes, and gardens. The foundation runs deep underground to prevent the city from toppling over, and in those depths the darker orders of Worgen society dwell, carrying out their shadowy business.
Ursol & Ursoc
The Barkskin Furbolg capital is actually two cities. Ursol and Ursoc are constructed on opposite sides of a swift underground river. An intricate web of bridges weaves across the river from great stone spans for trade supplies to small, rickety wooden foot paths for only the most daring Furbolgs. Each city is divided into a few small districts, but the two cities together make a sprawling complex that rivals the biggest cities of any other race. The cities are also the only easy way to cross the churning rapids of the Nightrun River that cuts the Underglow Caverns roughly in half as few other bridges exist and the river is channeled, for most if its length, in a natural canal with sheer rock walls worn smooth by the raging river.
The Haven
The Cenarion Vanguard has established a great citadel in the Emerald Dream. While the Vanguard was initially hesitant to build such a massive structure in the pristine paradise, the rapidly growing corruption of the shadowy Nightmare gave the druids no choice. In order to secure a reliable base of operations and maintain a steady supply of trade goods, most of which must be brought from Azeroth, the druids worked tirelessly to build what they call simply "The Haven". Now countless warriors and traders from all over Azeroth have begun pouring into the citadel seeking glory, adventure, or profit and The Haven has become a bustling city. From here the druids seek to maintain the Dream and direct the fight against the Nightmare.
New Factions
New Dungeons
Eye of Ysera
Location: Emerald Paradise
Level Range: 78-84
Composition: Two 5-man dungeons
Fist of Doom
Location: Wildsky Mountains
Level Range: 80-90
Composition: One 5-man dungeon, one 25-man raid
Hallucien
Location: Plains of Illusion
Level Range: 82-90
Composition: Three 5-man dungeons
Grove of the Enslaved
Location: Spiritwood
Level Range: 84-90
Composition: Two 5-man dungeons, one 10-man raid
Everburn Citadel
Location: Firestorm Grotto
Level Range: 86-90
Composition: One 5-man dungeon, one 10-man raid
Caverns of Time: War of the Shifting Sands
Location: Tanaris
Level Range: 88-90
Composition: One 5-man dungeon
Noxion
Location: The Rot
Level Range: 88-90
Composition: Four 5-man dungeons, one 25-man raid
Shadowrath Fortress
Location: Bleeding Wastes
Level Range: 90
Composition: One 25-man raid
New Professions
Harvesting
Woodworking
New Hero Class
Archdruid
The Great Trees
The five Great Trees of Azeroth, each containing a portal to the Emerald Dream, have been activated! Each Tree now has a small camp filled with NPCs of both the Cenarion Circle and the new faction of the Cenarion Vanguard. Each portal will take the player to a different location within the Emerald Dream.
Players must exercise caution! While any player with the expansion can enter any of the Great Tree portals, some of the portals lead to higher level zones and lower level players may be heading into extreme danger. The NPCs stationed outside each portal will tell you where each portal will take you within the Emerald Dream.
The biggest camp is at Bough Shadow in Ashenvale, for it is the closest to Cenarion Vanguard run city of The Haven, and most adventurers looking to enter the Emerald Dream will be directed to this portal. A new path has been cleared leading to the portal to prevent Horde forces from moving through the Alliance outpost of Forest Song.
Bough Shadow, Ashenvale - Emerald Landing, Emerald Paradise
Twilight Grove, Duskwood - Vile Bog, The Rot
Seradane, The Hinterlands - Mindshatter Forest, Plains of Illusion
Oneiros, Feralas - Verdant Refuge, Shimmering Forest
Crystalsong Forest - Cenarion Reach, Wildsky Mountains