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Old 04-12-2018, 11:57 AM
Ethenil Ethenil is offline

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Default World of Warcraft: Age of Ice

Hello! Here's an expansion concept that I've been working on with Melorandor on the discord. It's set after Battle of Azeroth, and thus includes some concepts about the development of BfA itself.

Prologue:

At the end of BfA, the Alliance and the Horde have finally made peace. But the cost...

This is our fault. The war between the Horde and the Alliance, henceforth called the Fourth War, drained and used Azerite all over the world, and the world-soul is at the brink of death now more than ever. To make matters worse, N'Zoth's objectives have developed as planned, and events in Zandalar and Kul Tiras have thinned the veil between the Shadowlands and the physical realm,from which a particular character has returned.

Even if we resolve this situation, it will be thousands of years before the world-soul is healed. In our hubris, Due to our inability to put the word-soul first, the grasp of death coils around the heart of Azeroth, sending our world into a deep frost in...

World of Warcraft: Age of Ice

Level Range: 120-130;

Continents: The Eastern Kingdom and Kalimdor have been revamped for characters level 120+, featuring frozen and snowy landscaped as far south as the Mulgore - Dun Morogh latitude. Only Hyjal and Quel'Thalas have remained relatively warm north of this, due to the elven magics in place.

Allied races: Furbolgs and Vrykul for the Alliance, and Taunka and Ogres for the Horde.

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This expansion concept is still missing the artifacts/warfront/island expeditions "special" gameplay thing.

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Zones & Storyline: Basically, the theme is of a war-torn land, where everyone is sick of the ravages of war. It'd be best if there was a smallest timeskip of five years or so between BfA and AoI.

Northrend has frozen over, and the cold descends upon the rest of the world. Except for for Hyjal, Kalimdor is snowy down to Mulgore/Barrens/Desolace, while in the EK, except for Quel'Thalas, the frozen line goes down to Dun Morogh/Loch Modan/Twilight Highlands latitude. Having those two elven places as safe havens allows for a better diversification of zone anesthetics, as well as being centers of civilization in the midst of ravaged cold lands.

Beyond the cold, there are also apparitions from the Shadowlands. Places that have had massive loss of life in the past see the opening of Shadow Rifts, where spirits come to haunt the living. Such places could include Deadwind Pass, the Burning Steppes, Arathi Highlands, Tirisfal Glades, Hillsbrad, Silithus and Ashenvale. Perhaps these rifts could be the "warfronts" of this expansion.

Since the vanilla zones are quite small, my idea is to group some of those into single zones for these phased continents. For example, Elwynn, Duskwood and Deadwind Pass may all become one zone, while Dun Morogh, Loch Modan and Wetlands could be another.

Patch Cycle and Storyline:

Themes for the base expansion would include the ravage of the cold, depletion of resources and the return of Kel'Thuzad, who has long been awaiting a chance to return from the Shadowlands to his phylactery. Taking control of some regions of Northrend, he is ready to continue the Lich King's work. As for the Lich King himself... the idea is that his position is completely ambiguous. We do not have know whether he supports or opposes this new rise of the Damned by Kel'Thuzad. All we know is that his influence in Northrend is now greater than ever before, except for the regions controlled by Kel'Thuzad, and that he benefits from every death...

The tier 0 (expansion intro) raid should be located in either the EK or Kalimdor, while the tier 1 raid (Nighthold-like) would be in the other. I am still unsure what these should be. One could perhaps be a new breed of qiraji adapted to the cold tunneling under Kalimdor. Another could perhaps be an especially dire shadow rift in an open area like Alterac/Hillsbrad maybe. Or the Plaguelands.

Patch 9.1 would open up the first-tier raid and a couple of new dungeons, while 9.2 would give us the tier 2 raid, which is Kel'Thuzad himself. The patch zone could be either Azjol-Nerub or something on the surface of Northrend.

Finally, 9.3 with the tier 3 raid would be in the Shadowlands themselves in a series of zones akin to Argus, dealing perhaps with N'Zoth or some other Death entity.

Allied races:

Alliance:

Furbolg - with the cold consuming Northrend, the furbolg of Grizzlemaw are forced to migrate south, and come to Kalimdor where they join with their Timbermaw brethren. As the Horde still controls the regions around Hyjal, the night elves are encircled, and they enlist the aid of the Timbermaw plus their Grizzlemaw allies, vowing to defend one another. With the night elf military, the furbolg are better protected. With the furbolg system of caverns beneath Hyjal, the defenders of Hyjal can quickly move from one region to another. Thus, the furbolg join the Alliance.

Capital: Timbermaw Hold.
Classes: Warrior, Shaman, Druid, Priest, Hunter, Monk.

Vrykul - the legends speak of the Fimbulwinter, the endless night that will herald the end of the world, the true Hour of Twilight. As the vrykul, too, are forced from the cold north by the Damned of Kel'Thuzad, they migrate to Stormheim to seek their returned god, Odyn. There, however, they find that countless skeletons and spirits are following them, and they are unexpectedly saved by the kvaldir. Remember: Odyn recruited them through the Battlelord. Once in Stormheim, they learn the damage Sylvanas caused, and are harassed by the Nightborne who seek to steal many of their ancient artifacts. They also learn that the Keepers themselves are busy keeping the tides of spirits from the Shadowlands at bay. Through a series of as yet undecided events, the vrykul join the Alliance led by the God-Queen.

Capital: Hrydshal or Tideskorn Harbor.
Classes: Warrior, Paladin, Hunter, Shaman, Mage, Monk, Warlock, Priest.

Horde:


Taunka - like the furbolg, the taunka have migrated from Northrend to escape the cold and the dead. They have settled in Mulgore and the Stonetalon Mountains and are teaching their tauren cousin's how to live and survive in the cold weather. At Stonetalon Peak, a sacred place with strong connection to the spirits, they have built a new village.

Capital: Icetalon Village or Tunka'shan or whatever.
Classes: Warrior, Shaman, Hunter, Monk, Priest, Mage, Druid.

Ogres - The ogres are a bit of a different story - they aren't fleeing the cold or anything. However, they are preparing against it. The Stonemaul Clan have retake the city of Eldre'Thalas, now Dire Maul, and they have not done so alone. Together with the shal'dorei and the sin'dorei, Eldre'Thalas has been rebuilt in a mix of elven and old gorian architecture. The ogres are training new Magic Breakers, while the elves are training new Spellbreakers (which are both very similar). As the land to the north becomes colder and colder, the Dire Maul has become the new center of civilization against the dark and the cold closing in around.

Capital: Dire Maul.
Classes: Warrior, Hunter, Shaman, Mage, Warlock, Priest, Monk.

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Notes and ideas:Something I was also wondering debating was whether to continue class campaigns, or do instead racial campaigns.

If I were to do classes, paladins could break up into two separate orders, Horde and Alliance. The Silver Hand (Alliance) could deal with establishing a new state in the Plaguelands (Crusader State of Hearthglen?) trying to survive the bitter cold. The Blood Walkers or whatever (Horde) could deal with trying to bring back the light of the sun into the dark cold world.

Death Knights of the Ebon Blade could deal with the issue of the Lich King. Is he an ally against Kel'Thuzad? Or is he secretly backing the archlich?

Rogues of the Uncrowned could infiltrate governments and manipulate them to avoid another world war.

Warriors of all races could come together into the Bulwark of Azeroth, an order dedicated to avoiding that the Horde and the Alliance fight again.

If, however, I decide to go with racial campaigns instead, we could have blood elves rebuilding Ban'dinoriel to keep the cold out and Quel'Thalas warm. The Forsaken could deal with agents of the Damned infiltrating their ranks and threatening to the image. Dwarves could have a boost in their piety to the Titans, and one or two of the champions that were at the Seat of the Pantheon return and found the Church of the Titans, cresting all sorts of troubles. This, however, could also be the theme of a priest campaign.
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The concept is not at all finished, I'd love to hear your thoughts and ideas!
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Last edited by Ethenil; 04-12-2018 at 12:16 PM..
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Old 04-13-2018, 02:43 PM
C9H20 C9H20 is offline

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It's alright, if too ambitious for Blizz to ever actually do. I like the focus on consequences of player actions and the political situation. Alliance races are good, Horde races are meh. Vrykul are pretty cool (9/10), furbolg are interesting and long awaited (8/10), ogres are also long awaited but terribly bland (6/10) and taunka are yet another tauren with a tiny variation (3/10).

Overall opinion of your idea: 6/10
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Old 04-14-2018, 02:58 PM
Ethenil Ethenil is offline

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Well, I believe these ogres would be much more interesting, because they'd be attempting to rebuild the glory of Goria. Imagine a new imperator, and newly-trained magic Breakers walking around, alongside sin'dorei and shal'dorei spellbreakers and magisters.

As for the taunka, I'd say they'd be a darker version of the tauren, something like the Grimtotem, ironically. What would you suggest in their place though? Tuskarr?
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Old 04-15-2018, 07:22 AM
C9H20 C9H20 is offline

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Definitely not tuskar.
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