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  #101  
Old 03-07-2015, 05:43 AM
Mechahunter Mechahunter is offline

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Well, i'll propose what I had in mind I guess.


World of Warcraft: Sunken Kingdoms


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Lore:

Countless kingdoms span across Azeroth, and just as many rulers have risen and fallen.
Within the eastern kingdoms lies Stromgarde, the crumbled capital of all humans. Conflicts between the banshee queen and the alliance are yet rising, and the whole kingdom now awaits its heir; the veteran Danath Trollbane, or the withered Prince Trollbane.

To the distant south, beyond the sea, stands the once drowning kingdom of the ancient trolls, the Zandalari. King Rastakhan called upon all manners of power to save his land. Only a dark bargain with a darker queen saved Zandalar from sinking, but at what cost?

From the depths of Azeroth's seas, the dark Queen Azshara conquered the mind of the elemental lord Neptulon, who now once again serves her true masters. The ruler of water and its decadent plane now fight alongside the countless nagas pouring from the ancient Highborne cities that fell into the sea.

An island resurfaced to the seas of the east, an old kingdom forgotten by many except few. The kingdom of Kul'tiras was reshaped by the deep currents, but an ancient being sheltered it and its inhabitants, transforming them.

To the distant north, deep beneath the ground, Azjol-Nerub still holds in its dark core the remnants of the forgotten Aqir empire. The nerubians who didn't fall to the scourge retired to this dark halls, waiting for the call of their one master.
To the south, the ground of Silithus trembles, for the mistake of an old seer reawakened beings of the forgotten empire.

Countless other islands where reshaped by the wrath of the Queen, and only the Alliance and the Horde can respond to this, with the help of their commanders.
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New expansion features:

- Level cap 103.
Leveling is not a focus of the expansion, players will be able to explore some of the most critical areas of the kingdoms where they need to fight while leveling, securing outposts for their faction.

- New instance difficulty, Mythic mode.
5 man instances will feature this new mode. Normal and heroic are still in place, while Mythic mode of each dungeon will require a small quest to be accessable, unlocking an extra boss as well as the increased difficult and rewards.

- Command your forces across Azeroth from your own battleship.
The achievements of the players in commanding the forces agains the Iron Horde in Draenor are still in the minds of the faction leaders, and so they appointed you Commander of the greatest of their Battleships.

Players will be able to upgrade the battleship similarly to the old garrison. Players will also be able to use the battleship to fight against enemy players' battleships for PVP, or assault enemy forces in PVE, similar to current invasions of garrisons.

- New repurposed PVP area, Arathi Highlands.
Arathi Highlands has been remade into a full PVP zone. Players will have to battle to control the city of Stromgarde in the name of Trollbane. Players who control the city will have access to extra dailies that span all over the Highlands, while those who lost unlock less dailies, but gain the opportunity to attack smaller bases.

- Updated timeline for quests in Azeroth, Outland, and Northrend.
A lot of time has passed, but many still reference enemies or events that are no longer present and coherent at this time. Azeroth zones will receive a slight update in quests to fix this, while Outland and Northrend will be wastly updated to be relevant to the current events.

- New heroic class, Timewalkers.
In his hubris, Kairozdormu affected the timelines in his attempt to create an infinite horde with the forced help of the former warchief Garrosh Hellscream.

Many places, especially Outland, are now shaken by frequent temporal anomalies. The Bronze Dragon aspect Nozdormu, having lost much of his power after the fall of Deathwing, now enlists in the ranks of the bronze brood mortals who wish the serve this higher cause, and prevent further damage to the timeline.

- New races
Alliance: Kul'tirasians. Brood of Destigur
The cataclysm wrecked the island kingdom of Kul'tiras, and pulled it beneath the ocean. The people of Kul'tiras would have been wiped out, but none knew the secret that laid beneath their city.

In a titan vault a white Dragon slept, a construct of the Titans with a duty that is long forgotten. At the peak of the destruction, the dragon Destigur awakened. and shielded the island with his magic. In doing so, he also caught the people of Kul'tiras in his spell, transforming them into half dragon beings. Now recently resurfaced, the Kul'tirasian now find themselves in a world much changed. That is, until a battle between an horde and alliance fleet rages nearby.

Horde: Stonemaul Ogres
Warchief Vol'jin was impressed by ogres during the campaign in Draenor. The Stonemaul clan joined the horde with the help of the champion of the horde Rexxar, and the clan has now grown in power within feralas. The Warchief decided to give many ogres better positions inside the Horde.

- New talent system
The talent tree system will be reworked. Players will gain 1 talent point every 5 levels and 1 talent point at level 103, for a total of 21 talent points.
A player can spend a talent point to gain a specific talent, and other talents will modify existing abilities or talents.

- Reforging
Reforging is back. Players with specific professions will be able to reforge items for any player who needs it.
Blacksmithing: Plate Items
Leatherworking: Leather and Mail Items
Tailoring: Cloth Items
Inscription: Trinkets
Jewelcrafting: Rings and Neck
Enchanter: Weapons and Shields
Engineering: Ranged weapons
Alchemy: Off-hand Items

Details next time (soon tm)

Last edited by Mechahunter; 03-22-2015 at 11:44 AM..
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  #102  
Old 03-10-2015, 03:48 AM
Melorandor Melorandor is offline

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Originally Posted on the Story Forums.

World of Warcraft: Shadows of the Dreadlord

I had a wacky crazy not going to happen idea for an expansion that would feature the Worgen as prime player for the Alliance. It would center in the Lordaeronian sub continent, but the plot of the story isn't Worgen vs Forsaken, its a Legion Focused expansion. The Dreadlords(Balnazzar, Varimathras and Detheroc) defeated by Sylvanas during the Forsaken uprising in the story of TFT with many set backs have returned with aid from the Shadow Council and Gul'dan from Alternate Draenor who survived our encounter during the Iron Horde conflict. Mysterious portals appear in the War torn lands of Gilneas and Stromgarde, Forsaken held lands of Former Lordaeron, and the healing Plaugelands summoning the Legion once again into Azeroth.

Under the head command of Balnazzar, the quickly take advantage of the upmost absence of the Azerothian champions to strike at the most fragile moment in Lordaeron. The Druids of the Scythe are immediatly alerted and head back to the Bastion of the Alliance knowing their Cenarion brethren in the North with their Argent and Ebon allies caught off by the surprised invasion. The Forsaken put up a valiant but feeble resistance against Varimathras' new weapon, Xorothian Dreadbringers who quickly cut down Forsaken Deathstalkers like grass. quickly allowing the legion to take over Tirisfal, Silverpine and Hillsbrad. While the Argents and Cenarion make desperate attempts to fight the legion. They eventually lock themselves in a defensive last stand in Hearthglen and Tyr's hand with Lights Hope becoming a battleground between the Legion and the Knights of the Ebon Blade.

Kael'thas' former servants turn pledge to the Legion have overrun much of the Ghostlands but due to Runewarden Deryan's work, the Elven Runestones replenished yet still exposed protect Eversong Woods from the Legion. Gilneas stands at the stairs of destiny as Crowley and Ivar turn guerrilla war against the Forsaken but to the Legion that are invading the newly revived Gilneas. The legion launch attacks day and night on the Gilnean front from Shadowfang keep but retaking the former stronghold will prove not only important but vital in pushing back the Legion.

The Frostwolves of Alterac Valley blockade as much of their homestead as they can but a great number of them could not with hold the might of the Legion. With Forsaken and the Gilnean/Druid of the Scythe ambassadors making their way back to alert Vol'jin and the Various Leaders of the Horde, Azeroth will need their greatest champions yet again to save a fragile frontier on Azeroth.

Like Warlords the Alliance and Horde will have their own starting zones. Horde starts in Eversong Woods where they help the Blood Elves and Blood Knights defend what remains of Quel'thalas from the Legion

The Alliance will start in Gilneas where they will prove their undying strength to protect the fragile newly reclaimed Gilneas from falling into the Legions hands and will work with the Druids of the Scythe in doing so.

Newish old zones(They would be the recreated as per say Draenor was from the Outland reference, Phased of course)
- Eversong Woods(100-102) Horde

Gilneas(100-102) Alliance

Hillsbrad Foothills(102-104) Hillsbrad Foothills is a major battleground between the Legion and the Kirin tor and Forsaken/Frostwolf Remnants who dearly try to cling on to what they can hold. Major faction settlements include Frostwolf village for the Horde and Dalaran Outskirts for the Alliance. Tarren Mill has already fallen to the Legion but as Horde withHigh Warlord Cromush and Nathanos Blightcaller you will be tasked with Retaking Tarren Mill and relieving the stress on both Alliance and Horde Forces. With the Alliance you will help the Kirin Tor protect the former Dalaran crater from the Legion who seek to sap the magical ley lines.

Arathi Highlands(104-106): The Shadow Council under Gul'dan has taken over Stromgarde and recruited the Witherbark(New Monsters Fel Trolls) to maintain control on the Region. Danath Trollbane has returned from the Dark Portal to reclaim his homeland from the Shadow Council bastards, while the Horde works with Dark Ranger Alina to hunt down the Shadow Council and traitor Galen to avenge for the Forsaken lost their. Hammerfall stands but is constantly besiged being protected by both Kirin Tor and Frostwolf shaman it becomes a bastion for both the Horde and Alliance forces in the Zone despite high tensions with one another especially Gilnean and Forsaken.
-Minor settlements include: Arathi Bastion situated in Stromgarde for the Alliance and -Frostwolf Stand for the Horde

The Hinterlands(106-108) This becomes a vital staging point for both Druidic Factions at Seredane but can the Wildhammer and Revantusk but aside their past conflicts and prejudice to fight against the Legion? The Shadow Council aided by the Cult of the Damned seek to bring back Shadra and use her ilk to aid the Legion.

Ghostlands(104-106) The Felblood Elven faction (eh) hold a tight grasp on the dead woodlands while the degraded Amani Empire to East signs an Alliance with the Horde under Vol'jin to bring aid with promise to help their bitter and former enemies the Elves. Vareesa returns with prejudice put aside works alongside the Farstriders and the Sunreavers behest of the Kirin Tor to save the Eternal Kingdom of Quel'thalas from infernal doom.

Silverpine Forest(106-108) Now a Fel Tainted forest with total Legion Control mostly in the North with a Gilnean-Alliance front bulging in the south. This is a make or break situation for both Gilnean and Bloodfang Worgen and the Forsaken Remnants survival. Despite the past conflict and ongoing hostilities between the powers they both do away for the time being to ally against an infernal machine that seeks to break the Ill forest.

The Darrowmere Farmlands(108-109) Desperate bulwark of the veterans of Northrend, The Argents along with their Cenarion allies stand against the machine in Hearthglen as the re emergance of both the Cult of the Damned and Legion besige the entire newly cleansed zone. Horde and Alliance champions will have to protect the fragile farmlands.

Tirisfal Glades(109-110) The climax of the zones. Varimathras rules from the newley conquered Undercity with the Scarlet Monastery turned into a fortress of malice and the western portions fortified by the legion. This will be the first turning point zone against the Legion's dominance over Lordaeron before the Assault on Xoroth begins.

The Darrowmere Felwoodlands(110)

Key Characters include
Alliance-
Genn Greymane
Darius Crowley
Ivar Bloodfang
Belysra Starbreeze
Lorna Crowley
Vereesa

The Horde-
Lady Liadrin
Rommath
Aethas Sunreaver
Lor'themar Theron
Halduron Brightwing
Sylvanas
Nathanos

Factions-
Alliance: Kingdom of Gilneas, Druids of the Scythe, Stormpike emissaries.
Horde: Deathstalkers, Blood Knights, Amani Forebearers
Neutral: Argent Twilight, The Ebon Bulwark, Cenarion Vanguard, More to come
Enemies: The Burning Legion, Shadow Council, Felbark Trolls, Tempest's Demise, Nathrezim Dreadbearers, Galen

Just For example

That's my overlying wacky but I think interesting plot for the expansion. The levels don't mean a thing but just the flow, doesn't necessarily have to deal right after WoD per se. Could tie into a Xortoh/Argus expack.

As for Features, not sure. I was thinking of either Sub Races or 4th Spec.

Last edited by Melorandor; 03-10-2015 at 04:03 AM..
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  #103  
Old 03-22-2015, 12:09 PM
Mechahunter Mechahunter is offline

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Update on Sunken Kingdoms:

Leveling:

100-101: Collapsed Abyssal Maw

The shores of Durotar and Stormwind are being attacked by nagas and corrupted water elementals commanded by a Naga Myrmidon named Kol'darash. Players begin their questing experience by defending the docks, and once the assault is finished, horde and alliance shamans will open a portal to follow Kol'darash into the corrupted abyssal maw, to discover the damage done by the nagas to the water realm.

The abyssal maw is an underwater zone, with many cavernous areas, think Blackfathom deeps to get the idea. Players will conquer the first of the caves and open portals to Stormwind/Orgrimmar to create the first assault base.

The main plot of the zone is to diminish the naga forces of the corrupted abyssal maw, so that the heroes can gain an opportunity to assault the Waterguards' bastion (5-man instance), and later the Seat of Cascades (First Tier raid).

Kol'darash is a recurring villain who will by the end of the zone become the mythic difficulty boss of Waterguards' bastion.

Once the end of the zone is reached, players will discover that King Rastakhan has sealed a pact with Queen Azshara. The Zandalari now serve the Queen and the Old Gods, in exchange for Zandalar's salvation.

Players will be teleported again to Durotar / Stormwind's docks, and there they will find their battleship ready to welcome then (with a little cutscene).

On the battleship, a little tutorial quest plays out to explain how stuff works, and the players set out to Zandalar.

101-102: Zandalar.

Players reach the coast of Zagrazal Isle, a tiny island below Zandalar. The horde lands on the west while the alliance lands on the south-east of the island. After defeating the Zandalari forces on the island, the player set the base of operation against the Zandalari. The island will then offer to level 103 players pvp and pve dailies against the Alliance/Horde or the Zandalari.

After reaching Zandalar Island, the players will battle against many of the Troll tribes that are still united with the Zandalari, plus a new tribe that many forgot.

The dark trolls, who were driven mad by the Old Gods, are now allied with the Zandalari, as they have become slaves of the Old Gods as well. With the Zandalari also stand a small regiment of Mogu forces that escaped from the Isle of Thunder after the Thunder King's defeat.

The last quest of the zone is a huge battle against Zandalari forces nearby Zuldazar. The quest ends with a stalemate between the forces, and this opens the entrance to the Zuldazar War Grounds (5-man instance).

At level 103, after completing a small quest chain at Mount Mugamba, players can complete the Mythic version of the instance and obtain the key to Zuldazar Palace (First Tier Raid) from the corpse of Exzhal, the King's Hand.

102-103: Southern Azj'Aqir

The temple of Ahn'qiraj held a darker secret then the Old God C'thun. Beneath it lied an entrance to the ancient kingdom of the Wicked Aqir, the progenitors of the insectoid races of today.

Highlord Demitrian was once a servant of Prince Thunderaan. After his lord's fall, he wandered Silithus for years, yearning for a purpose he long lost.

Long after the gates of Ahn'qiraj were open, and long after Cho'gall and the Twilight's Hammer left those dark halls, Demitrian made the temple his home. Reaching the inner chamber of the temple, Demitrian heard the voice of the Old God, N'zoth.

He called to him, grasping for a new purpose. N'zoth accepted, obliterating what little sanity Demitrian once held, in exchange for the twisted knowledge he had to offer. Demitrian learned of the passage that led to the slumbering Aqir.
He opened the forgotten gate, and was welcomed a hero by the Aqir, before they slaughtered his body, and reshaped him in the dark.

The temple has now crumpled, and its ruins now lead to Southern Azj'Aqir, the gigantic underground kingdom of the Aqir.

Players begin questing in a phased Silithus, reaching it from the sea with the Battleship. From there, they once again assault the gates of Ahn'Qiraj with the help of the reformed might of Kalimdor.
A little force of Qiraji, led by Ossirian the Unscarred, reawakened by Demitrian, battle alongside the Aqir.

The Qiraji forces are pushed into the Ruins of Ahn'Qiraji, which becomes a 5-man dungeon, and the Aqir return deep beneath Southern Azj'Aqir. From there the players explore this part of the kingdom, up until they reach Demitrian stronghold, The Ziggurat of Emperors, a 5-man dungeon.

Completing the mythic version of the Ziggurat grants players access to the Gates of Nythola, a single boss raid where Demitrian is trying to pry open the gates to give passage to N'zoth.

5-man Instances recap:

- Waterguards' Bastion
- Zuldazar War Grounds
- Ruins of Ahn'Qiraj
- Ziggurat of Emperors

Other Instances include:

- Seat of Drowned Knowledge
- Bloodsail's Keep
- Crypts of Mugamba

First Tier Raid recap:

- Seat of Cascades
- Zuldazar Palace
- Gates of Nylotha

To be continued.

Last edited by Mechahunter; 03-22-2015 at 01:39 PM..
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  #104  
Old 03-24-2015, 12:40 PM
Deicide Deicide is offline

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Made a few more updates in my Lands of Conflict expansion concept. Explained more about the Timewalking mode rewards, exchanged "Lordaeron Ruins" Horde faction and city for "Hammerfall", since it has potential to become its own big city, and made a few corrections in a few places.

Link to the post: http://www.scrollsoflore.com/forums/...0&postcount=79
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  #105  
Old 04-04-2015, 12:32 AM
Lord Grimtale Lord Grimtale is offline

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Pretty much the entire setting of Bloodborne is the kind of visual style I would dream of a future expansion using.
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  #106  
Old 04-05-2015, 03:03 PM
Krakhed Krakhed is offline

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Quote:
Originally Posted by Lord Grimtale View Post
Pretty much the entire setting of Bloodborne is the kind of visual style I would dream of a future expansion using.
So...

Actually decent Old God expansion?
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  #107  
Old 04-05-2015, 03:11 PM
Lord Grimtale Lord Grimtale is offline

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Quote:
Originally Posted by Krakhed View Post
So...

Actually decent Old God expansion?
Yep.
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  #108  
Old 04-05-2015, 03:17 PM
Krakhed Krakhed is offline

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Quote:
Originally Posted by Lord Grimtale View Post
Yep.
Well, I haven't exactly played it myself, but I've seen videos and read up on bits of the story. Enough to say that I like the idea quite a lot, and actually includes quite a lot of what I'd actually like to see with the Old Gods.

I do still need to get myself properly familiar with that game's lore, but it does seem like that style would be conducive to furthering the development of the Worgen.

Is there any good summary or source for understanding the lore of Bloodborne?
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  #109  
Old 04-05-2015, 03:26 PM
Lord Grimtale Lord Grimtale is offline

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I don't actually know anything about Bloodborne's story and lore, I just know the design of the setting is one of my favorites.
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  #110  
Old 04-05-2015, 10:13 PM
Krakhed Krakhed is offline

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Quote:
Originally Posted by Lord Grimtale View Post
I don't actually know anything about Bloodborne's story and lore, I just know the design of the setting is one of my favorites.
All I really know is that there's old gods of some sort, rampant mutation into various beasts because of their blood which is used for healing, and something about there being a dreamworld? Like a lot of it all takes place in a dream?

Sounds to me like it might make a good Nightmare sort of Expansion, like with bits of the Dream being dragged over into Azeroth or some such thing. Maybe those darker aspects where creatures like Lycanthoth were derived.

Whatever the case, I just like the idea of another properly spooky expansion.
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  #111  
Old 04-15-2015, 07:22 AM
boomkinburger boomkinburger is offline

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Just remember, our armor sets will coincide with the expansion
I'd rather not have any more bug armor.
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