Age of Mortals

Content Overview Part 2: Azeroth

The Dragon Isles is intentionally sparser on zones than my previous expansions. That is to help divert resources to other zones. Old zones. The story of the game is disjointed and all over the place after so many years of expansions. In addition, the Cataclysm is a niche storyline that dates the old zones of Kalimdor and the Eastern Kingdoms. It’s time for Azeroth to finish repairs to the Worldbreaker’s wake. As such, every Kalimdor, Eastern Kingdoms, and Outland zone is receiving a visual update similar to Arathi Basin and Darkshore.

The world will be receiving updated questlines and leveling paths to further integrate later expansions’ continents, such as Kul Tiras and Zandalari, into the world. This is to streamline the tangled up narrative that is leveling through multiple expansions. Some of the more obscure zones, like Argus and Firelands, won’t be included. Another focus is to make zones more timeless, focusing on world building and the races that live in it rather than the latest global catastrophe.

Allied races will gain their own leveling zones and start at level 1. If they have places that can function as capital cities, like Suramar or Blackrock Mountain, they will be fitted out to be proper capitals with trade chat, portals, barbers, etc… With the Exile’s Reach update to character creation, players can now choose multiple start locations for their characters, where applicable. For instance, a normal human could theoretically be from Kul Tiras, and therefore may select it as their spawn point.

This refitting of zones ought to provide a massive amount of variability to leveling. It uses the huge history and expansion continents added to the game over time to bring many leveling routes for players to change things up per character. New players no longer start leveling at Battle for Azeroth, beginning instead on Exile’s Reach then being guided to their race’s next zone.

While the zones are being revamped as well, some will have seasons added to their textures, where it will swap to snow during the winter season, adding more life and dynamics to the world as a whole. This is all a massive undertaking, but it will be beneficial for the longevity of the game and set up all zones in the game to be updatable at any time to reflect stories.

In the interest of resources and time, old dungeons will not be altered. Those that are clearly taking place in their expansion’s timeline will be considered “reliving the tale”.

Azeroth Remade The Starter Zones

Durotar, the spawn for orc, mag’har and troll players. Durotar has been industrialized by Iron Horde technology and is now an orcish urban center, whose difficulties come from a rapidly expanding populace that must rely on industrial goods and trade to support it. Tiragarde Keep has been repurposed by the Horde as a port town for privateers under their hire. The quests deal with questions of orcs making a place in the world that isn’t conquest, the evolution of traditional and shamanistic practices, and the Darkspear growing into a proper maritime civilization on the Echo Isles.

Mulgore, the spawn for tauren players. With the orcs’ expansion to the east, the quilboar are being pushed further and further into tauren lands. The Bloodhoof tauren find themselves in a brutal conflict where druids and shamans use nature magic against the thorn expansions of the quilboar in a tug of war that eats away at the places where mountains meet plains. The quests deal with this conflict as well as some sacred coming of age trials that young tauren would complete.

Eastern Plaguelands, the spawn for undead players. Having lost Tirisfal Glades to Sylvanas’ Blight, the Forsaken were given assistance from the Argent Crusade. As Stratholme is forever uninhabitable to the living, and if left alone the undead would always rise up within the city, they proposed the Forsaken take up residence there. This unexpected alliance between the Argents and Forsaken has brought much stability to the Eastern Plaguelands as the unhealable areas are simply ceded to the Forsaken. The quests do, however, deal with the inevitable tensions that come from mixing the two drastically different groups, as well as the unredeemable Scourge remnants in the zone.

Eversong Woods, the spawn for blood elf players. Since the second wave of Scourge attacks prior to the Shadowlands, the Sin’dorei have rallied to completely eradicate the Scourge from the Dead Scar. With such a greater threat resolved, they have repaired most of their civilization, empowered by the sun. Quel’thalas will be attached to the rest of the open Eastern Kingdoms world with Suramar level assets. Quest themes include new blood elves graduating from the prestigious academies of Quel’thalas, dealing with volatile leaks of magic as the power of the new Sunwell is flooding once shriveled up and unused systems, and uncovering renegade Void elf cultists bent on destroying the Sunwell.

Azshara, the spawn for goblin players. Like Durotar, it has been heavily urbanized by a growing population. Bilgewater Harbor has expanded beyond the island, forming districts all around the cove that make the zone much more similar to Kazan. Questlines in this zone deal with inner trade cartel politics, the questions of preserving Azshara’s natural and historical wonders, and confused naga without leadership.

Highmountain, the spawn for Highmountain tauren and taunka players. With Northrend torn apart by a second war, the taunka have sailed their giant barge to the waters of their kin in Highmountain. There isn’t a great deal of visual change, but the stories will be less about Legion plot lines and more about the history of tauren, drogbar, and the legacy of Deathwing.

Suramar, the spawn for nightborne players. Like Highmountain, there won’t be a good amount of visual changes, aside from Suramar City being turned into a proper Horde city with banks, auction houses, trade chat, and the usual amenities. As the center for the Legion’s last invasion, rogue demons are hiding around the zone, corrupting and murdering those unlucky enough to cross their territory. Young nightborne are tasked with destroying these creatures. Other quests include distribution of the Arcan’dor’s fruit and the impact of the loss of the Nightwell on the zone.

Zuldazar, the spawn for Zandalari and troll players. Since Zul’s betrayal and the Alliance incursions, the tranquil nature of Zuldazar has been rocked. The trolls of this zone need to restore balance to the loa living there, ensure the “lesser tribes” respect them, and a return to the scholarly spiritualist society that the Zandalari were claimed to have before the Cataclysm.

Vol’dun, the spawn for vulpera and Zandalari players. Although the Faithless are no longer the omnipresent threats they once were, their imperial ambitions remain and continue to harass vulpera and Zandalari exiles. Part of the stories in Vol’dun include a renaissance thanks to Sethraliss’ return and a wholesome story about the Horde working with the vulpera to make their lives safer.

Dustwallow Marsh, the spawn for ogre players. Brackenwall Village has been grown into a proper ogre bastion, using Warlords of Draenor assets to display this new power in the marsh. Thanks to their enormous size, ogres are in a unique position where few forces want to contend with them. Quests include Grimtotem trying to sway the ogres into an alliance, dragon hunting in the name of Gruul, and challenging the ghosts of Theramore for arcane secrets.

Elwynn Forest, the spawn for human players. The Kingdom of Stormwind has suffered in Anduin’s absence. Turalyon hasn’t been the best steward, being more of a warrior than a king. Having shouldered most of the military responsibilities of the Alliance, Elwynn’s populace is restless and Turalyon’s heavy handed attempts to bring peace has only created more resentment towards the Light and the Stormwind’s crown. There’s even a quest line where players help a Defias cell there, as a weird twist of fate.

Dun Morogh, the spawn for dwarf and gnome players. Thanks to the tunnels and mining systems of the dwarves and gnomes, azerite deposits have been found surfacing around the zone. Its effects are stirring up elementals, making an already hostile tribe of trolls more vicious and magical, and Magni’s glorious return to his people, as well as his decisions to deal with the azerite.

Mount Hyjal, the spawn for night elf players. Nordrassil has become the new home of the night elves, and they have built structures around the tree in a way that Teldrassil was intended. These lost children of Elune have been taken in by the wild gods of the mountain to help their ancient allies back onto their feet. Among the important new additions to the mount is a new training center for the next generation of sentinels. Although the molten fields left by Ragnaros have been extinguished, some druids have been drawing on the scar to become Druids of the Flame who believe they need the power to help rebuild their people, to varying degrees of success. The influx of more people on the mount has exposed the Twilight rot still clinging to Hyjal from the Cataclysm that must be cleansed.

Azuremyst Isle, the spawn for draenei and lightforged draenei players. Like Eversong, the “draenic isles” have been added to the world from Burning Crusade limbo. The zone is heavily revamped to reflect the draenei making a new home for themselves here, using Warlords of Draenor assets to display a thriving new draenei civilization. The Vindicaar hovers above the island, ever vigilant over their kin. Not all is well, however. The Lightforged are not adjusting easily to non-military life, having disputes with the Stillpine furbolgs over their lack of faith in the Light. The draenei themselves are also lost without their enemy, the Burning Legion, to look for. Velen has secluded himself, contemplating Illidan’s impressions on him. Without that leadership, new, darker forces seek to replace the prophet and Light as the focus for draenei’s faith.

Gilneas, the spawn for worgen and human players. The long term effects of the Blight were never truly studied, and now the people of Gilneas have to contend with the unexpected consequences of its deployment. Though the acidic gas has been expunged and Gilneas returned to its people, slime monsters and ghosts still roam the cities and villages of the land. Those who venture too deep into caves find concentrated deposits of slime that are turning people and nature into slime as well. Then on top of that is the trouble with feral worgen, former liberation front soldiers who went mad from surviving the attack. And this time, the Scythe of Elune will not be able to save them.

Burning Steppes, the spawn for dark iron dwarves. With the aid of the Alliance, the dark iron dwarves have pushed the Old Horde into caves surrounding the zone. Though the orcs, who seem to be devolving into Pale, are carrying out attacks on the dwarves, most of the zone has been built up as a proper dark iron kingdom. Shadowforge City will be added to the open world and shall be a proper capital city.

Telrogus Rift, the spawn for Void elves. The rest of the zone has been utilized and has had a few more asteroids added, allowing the Void elves to build a proper base into the rift. It is like some dark mirror of Silvermoon, dispersed along many floating rocks. Yet the Void is insidious and in spite of all the progress the rift has seen, it’s only given dark apparitions and Void elves’ own haunting memories sharper corners to lurk around.

Tiragarde Sound, the spawn for Kul Tiran and human players. Not too much has happened to Kul Tiras since the Battle for Azeroth. The return of Tandred Proudmoore and the fleet has rekindled the pride of the people and now Jaina is in charge. Freehold is no longer run by the Irontide. Her connection to the Kirin Tor has prompted some cultural exchange between Dalaran and Kul Tiras, much to the chagrin of the superstitious Kul Tirans. Aside from that, it’s more or less Kul Tiran business as usual.

Mechagon, the spawn for mechagnome and gnomish players. Having joined the rest of the world, the mechagnomes of Mechagon approach this opportunity with optimism and excitement. The resources of the Alliance allow them to build more, build higher, and create a towering monument to ingenuity. However, a faction of goblin spies are trying to steal the prestigious knowledge of the gnomes.

Stormheim, the spawn for vrykul players. God-Queen Sigryn assisted the Valarjar of Odyn with the challenges of the Shadowlands. Upon returning, she has much to do. The vrykul clans require uniting, and she sets out on a warpath of conquest, glory, and drinking. Vrykul players join her as both build their legend that skalds shall sing about for eons.

Wandering Isle, the spawn for pandaren players. Legend has it, a sea turtle will always return to the shore it was born on. Shen-zin Su has felt the call home once more. Now he wanders near the Krasarang coast, unable to climb ashore but now accessible from Pandaria, instead of by portal. This has opened new possibilities, and perils for the isle pandaren. New literature and philosophies have come with the mainland pandaren, along with raiding parties of yaungol that mask the encroachment of mogu who seek to use such a large creature to their own ends.

Terrokar Forest, the spawn location for arakkoa players. It’s one of the few places on Outland that doesn’t suck, protected by A’dal. The draenei have rebuilt much of their home, although Auchindoun is cursed to always be inhospitable to life. The arakkoa from Draenor have gone to Skettis to heal the tormented minds of their Outland kin. It’s a long process, but they have finally made a place for themselves in the southern zone. Likewise, the draenei are trying their best to help the Lost Ones. Both must defend from demon incursions on all sides.

Exile’s Reach, the spawn for any race. It can stay as is, it’s already perfectly self contained.

Beyond the Starter Zones(Available at 10)

Northern Barrens, the next zone for players from Durotar to step into. Like Durotar, the introduction of the Iron Horde to the Horde has brought technology and infrastructures that further extend the orcs’ hold over the Barrens. Crossroads is now a large hub that houses orcs, tauren, trolls, and a few new vulpera caravans that call the Barrens home. It also has a railway station that marks the intersection of two continental railroads that lead north-south and east-west. Ratchet has grown from their connection to the Horde as well, becoming a bustling neutral port. However, the Barrens host dangerous refugees from Draenor as well. Quilboar are being consumed by a growing force of Botani, who have also claimed the oases around the zone. Then there’s saberon to the west stalking centaur.

Southern Barrens, the next zone for players from Mulgore. It is no longer separated from the north, connected by a few bridges here and there over the gorges. Both quilboar and centaur have been driven into a frenzy by the deadly Draenor races to the north. The tauren have reinforced the Great Mulgore Gate, creating a fortress town on the border, but it’s all they can do to survive the incursions. The Alliance, as part of a peace deal with the Horde, have converted Bael Modan into a shrine for ancestor communion, using reports on the Well of Urun in the Shadowlands to inspire their own version. The Great Lift is now an industrialized elevator that descends to a port town below and a railway station for the Barrens railroad to continue its path into Thousand Needles.

Western Plaguelands, the next zone for players from Eastern Plaguelands. It is the home of the Argent Dawn, who has cleansed the entire zone outside of Darrowmere Lake. Andorhal has been repaired entirely and stands as a hopeful city where Forsaken and living humans may dwell in peace. However, necromancers from Scholomance seek to taint that dream, and have found ways to take control of Forsaken citizens’ minds, attempting to turn them into a Scourge-like weapon.

Ghostlands, the next step for players from Eversong Woods. Many villages remain abandoned ghost towns, and the Amani are no longer tied up with the Scourge and able to harass villages, but some have been rebuilt. Towns that are repopulated contain crystals of Sunwell energy. The Holy Light from the crystals keep the spectral haze of Ghostlands at bay but are being sabotaged by the Void elf cult now known as the “Tal’ren”, a radical group that believes regaining a dependence on the Sunwell will only lead to a repeat of the same problems— or worse: Subjugation to the Light.

Azsuna, the next zone for Highmountain and Suramar players. The nightborne seek to save their lost people with the Arcan’dor, trying and failing to bring Shal’dorei back from being withered. Other parts of the zone include a cute little vacation resort on the mountains and consequences for the nightborne and Highmountain tauren’s involvement in the War of Thorns, which has created distrust and tension between them, Senegos’ flight, and the Court of Farondis.

Nazmir, the next zone for Vol’dun and Zuldazar players. The swamp remains a festering suck shack. With the blood trolls’ tribes consolidated and godless, they have become a vicious force of destruction that are relentlessly trying to conquer Vol’dun and Zuldazar. The main stories of this zone include various ways of trying to quell the attacks, including both warfare and diplomacy to mixed results among tribes.

Westfall, the next zone for Elwynn players. The natural disasters caused by the Cataclysm around the zone have ended, leading to new opportunities for the people of Westfall. With the world’s advancements and growing need for industry, a new corporation has come to power in the zone, creating mines and factories that employ the once homeless people. Westfall is caught between the company exploiting the desperate citizens and Stormwind’s well meaning but oppressive attempts to stop the exploits. And of course, the Defias dream can never truly die, and they contend with both groups for better or for worse.

Loch Modan, the next zone for Dun Morogh players. With the Stonewrought Dam repaired and the Loch restored, the dwarves must negotiate peace between the rowdy earth elementals that enjoyed the freedom Deathwing’s draining of the lake brought, and the indignant water elementals who wanted things to be as they were before. To the south, a tribe of troggs have been changed by azerite. It seems to have corrected their destabilized bodies, granting them increased intelligence and functional forms. Their bitterness towards the dwarves and gnomes will never fade, however, and they present themselves as a rising threat to the kingdom. Also there’s a gnomish sub in the Loch people can have fun in.

Ashenvale, a cross-factional zone for players from Hyjal and Azshara. The night elves work to rebuild their lands with the help of ancient forest allies. They’ve rebuilt Astranaar and fortified Raynewood Retreat into a large Kaldorei fortress, determined never to lose ground to the Horde again. From this fortress rises a set of stairs to Hyjal, constructed by mountain giants to help them keep the land reinforced from their new capital. Splintertree post is not allowed to expand beyond its holdings, thus goblins have begun working in the town to dig deeper underground to keep the site profitable. Meanwhile, Tyrus Blackhorn has used the Cataclysm, Legion invasion, and War of Thorns to consolidate power and form a menacing satyr kingdom that subjugates Legion remnants found in the woods. There’s also many angry ghosts and wisps to the northwest, who have killed the naga and residents of Maestra’s Post and Zoram’gar.

Bloodmyst Isle, the next zone for players from Azuremyst. As part of Blackhorn’s new satyr nation rising to power, Bloodmyst has become contested between the draenei and these demons. The draenei have cleansed some of the zone and made it somewhat functional while other places have become settlements for blood elves still stranded there and unaware that they are at peace with the Alliance. Satyr are trying to convince draenei to join the Sargerai, all the while captured enemy blood elves are given a choice: Be Lightforged into a more peaceful personality and sent to Quel’thalas, or refuse to submit and become a Void elf under the draenei’s new allies.

Silverpine Forest, the next zone for players from Gilneas. Some settlements have been restored, like Pyrewood Village. But to the north, the Blight of Lordaeron has spread into the zone, making full repairs impossible. A mad, slimed-up Forsaken commander keeps watch from the north, ensuring none encroach on the lost kingdom. The Sepulcher has become one of the few places where the Shadowlands’ touch still seems to linger, trapping angry spirits on this side of the veil. All the while the newly resettled Ambermill hides a dark secret of rogue wizards experimenting on worgen, turning them into arcane aberrations.

Searing Gorge, the next zone for Burning Steppes players. The gorge has become a great source of economic prosperity for the dark irons, bringing in azerite and other precious metals pulled up with it. A city has grown around the gorge, and that city comes with all its usual city problems. And that’s not even to mention the Cult of Ragnaros that refuses to recognize Moira as the ruler of Blackrock Mountain. Worse yet, as the dark irons drive Old Horde, Twilight Cultists, and Blackwing forces from their mountain, many of Nefarian’s experiments have been unleashed on the southern region. Some wish to live in peace and find meaning, others are blinded by a hatred for life.

Hellfire Peninsula, a cross-factional zone that is the next zone for players from Telrogus and Terokkar. The Legion’s defeat has created a power vacuum in the Twisting Nether. As Outland is so close to the plane, demon warlords seek to use it as a strategic location to gain an edge on their opponents. The Felhammer has returned with its Illidari to put a stop to these shenanigans, and this time they are backed by the Void elves, who seem to have grown a fondness for exploring outlandish worlds beyond the stars. Honor Hold was destroyed, but the Void elves have built their own fortress on the ashes.

Stormsong, the next zone for players from Tiragarde Sound. The Horde has vacated the zone and most of it has been repaired. However, pirates remain at large in the Deadwash, and a quiet voice whispers in the minds of quilboar and humans alike. A worrisome prospect, given the Old Gods are supposed to be gone. This time the cults and corruption in Stormsong are more insidious and subtle and take a great deal of investigation to catch. It aims for a more faithful Call of C’thulu vibe than the Battle of Azeroth version gave.

Eye of Azshara, the next zone for players from Stormheim. Having secured the “queendom” in Stormheim, vrykul sail south in search of adventure. They aren’t allowed to raid Suramar thanks to boring human peace treaties, so their first stop is the Eye of Azshara. Have mythical battles with sea monsters, conquer naga and giants, and continue to have a good time doing what vrykul do.

Jade Forest, a cross-factional zone and the next one for Wandering Isle players. The faction wars of the world have ravaged the Jade Forest greatly. The next incarnation of Yu’lon was destroyed, hatreds between hozen and jinyu have escalated, and the sha have run rampant like a plague through pandaren towns and villages. Many have doubts about the August Celestials and Taran Zhu for insisting on a trial for Garrosh. There is much to do, and perhaps a fresh set of Wandering Isle pandaren are needed to rekindle determination in the hearts of the people.

Additional Beyond the Starter Zones(Available at 15)

Quel’danas, another direction for players from Eversong to level in. As the home of the coveted Sunwell, there are many things to defend it from. Hungry wretched drool at the thought of gorging on its magic, felblood elves lurk in the streets, waiting for a change to return Quel’thalas to its demon-dependent days, and the Tal’ren have increased their influence over some of the sunkeepers, a new group dedicated to tending to the Sunwell.

Val’sharah, another direction for Highmountain and Suramar players to level through. With the Emerald Nightmare defeated once more, the druids of the forest and Green dragonflight are trying to mend the corruption it wrought. Both Horde and Alliance may come to help with this task. It’s a pretty chill zone, with some druid lore and rituals to enjoy.

Broken Shore, another direction for Highmountain and Suramar players to level through. The Tomb of Sargeras may be extinguished, but the Broken Shore remains a bastion of demonic power. The nightborne and Highmountain tauren, being the closest to this threat, organize attacks from Legionfall to stem the tide.

Redridge Mountains, another step for players from Elwynn to take. Unlike with Elwynn and Westfall, Turalyon’s warrior nature is actually handy in Redridge, providing another side to the coin of that conflict. Pale orcs have been attacking the people of Lakeshire and the stalwart Lionsguard of Stormwind march forth to slay the Void-ridden creatures and protect the village. Stonewatch Keep and the Tower of Ilgalar have been restored. A wizard taking residence in the tower needs help stopping a monster he created Frankenstein style, and Stonewatch has become the Lionsguard’s base of operations, where players help expose an overzealous commander and regain some faith in Stormwind’s military as the soldiers rise up to say no and do the right thing.

Darkshore, another direction for players from Hyjal to level through. The eclipse of Elune has passed, but Teldrassil’s husk remains a tragic shadow over the shores. Most of the zone is populated by ghosts and angry undead along with frenzied spirits of nature. Auberdine has been restored and is reinforced by Bashal’aran. It’s a melancholy zone, where the inhabitants press through haunting memories to live in honor of those who fell on the war torn shores. Some have even lost their faith in the Alliance and Tyrande to protect them, encouraged by a wounded and angry wild god to secede from the faction.

Hillsbrad Foothills, an additional zone for players from Eastern Plaguelands and Gilneas. Without the Forsaken presence that dominated in the zone in Cataclysm, the Alliance and Horde once more coexist in Hillsbrad. Dun Garok has been reclaimed and fitted up with a human port to its south. The Kirin Tor have begun building a second city in and around the Dalaran Crater. And all must contend with the crimes done in the past, including the horrors of an advanced Blighted landscape in Southshore, where the slime is beginning to take its own shapes and display self awareness.

Drustvar, an additional place for players from Tiragarde Sound to level through. Although Gorak Tul has been defeated and the Drust purified from their limbo, witches still haunt the zone. Corlain has been retaken by Kul Tiras, and the thornspeakers now play a greater role in Drustvar society, even giving us more insight into the history of the Drust.

Zangarmarsh, a place for players sick of Hellfire to level through. Although the naga schemes to claim the water of Outland have been foiled, the Cenarion Expedition has had difficulty figuring out what to do about them. In the end, an olive branch was extended to the Coilfang. Some seem content to accept the offer of peace, others insist on completing “Lord Illidan’s plan”. The coalition of naga and druid has led to the formation of a new group, Serpent’s Glaive. The Stonemaul ogres also have established a presence in the marsh, trying to convince their kin to join the Horde. Meanwhile, fugitives from other worlds have taken refuge near the Sporegar and have been extorting the poor little guys.

Steps into a Larger World(Available at 20)

Stonetalon Mountains, a cross-factional zone. The hotly contested fortresses in Windshear Valley have been abandoned, leaving behind ghosts of the battle. Harpies have moved in to make some kind of nest capital around the ruins and torture the poor spirits into servitude. With repairs to Thal’darah and the Oracle caverns relocated, the mountains have become a spiritual site with Thal’darah and Sun Rock as the centers of faction spiritualism. The Horde are hunting the last saberon that escaped to Azeroth from Draenor, though eventually the orcs sympathize with their predicament. The Alliance try to explore the Oracle’s cavern, only to be barred by harpies. In the cave they will find evidence of the harpies’ creation from night elves, and the tragic love story of Princess Aszune from whom the harpies came from.

Thousand Needles, a cross-factional zone. With the Grimtotem and Twilight Cult expunged from Thousand Needles, the tauren have been able to resettle the bluffs of the zone. Though they prefer their more traditional villages, a few of the bluffs have had train stations added that allow the railway from Barrens to hop from bluff to bluff with bridges. This takes the train through the entire zone, leading through the new Fizzle and Pozzik’s Port, a large platform of goblin and gnomish design that a new Steemwheedle fleet docks at. One of the main stories is an unprecedented alliance between tauren and centaur to stop the unrestricted oil fracking of their lands by goblins.

The Hinterlands, a cross-factional zone. Due to its remote location, the Hinterlands has remained relatively untouched by the development of the surrounding world. There will be a facelift, bringing the graphics up to modern standards, of course. Aside from that, the Revantusk tribe will have moved into Jintha’alor. The Vilebranch have been forced out and express much hostility to the Alliance and Horde. A larger than normal dragon is eating gryphons and the dwarves need to deal with that. And lastly, Quel’danil Lodge, and all other lodges around the Eastern Kingdoms, will be made to match Thalassian architecture in Quel’thalas.

Duskwood, a new home for night elf refugees. Those who remained in the Eastern Kingdoms have settled in the Twilight Grove. Their close friends and allies, the worgen, have also settled in Raven Hill. With the presence of so many druidic people, the feral worgen have become easier to tame and restore to their former personalities. However, Attumen and his huntsmen have been riding around the zone, menacing the populace as they search for… something. Darkshire still reels from the Legion death cult, and Nathrezim are pulling some strings.

Wetlands, the next zone from Loch Modan. Menethil Harbor has bailed itself out and grown thanks to the ever expanding might of the Alliance. It’s a borderline city, with structures now lining the coast around the island and a sea wall to prevent flooding. Dun Algaz now has a fork through its tunnels that leads directly into Ironforge. The night elves of Greenwarden’s Grove unfortunately were called back to support the rest of the Kaldorei, leaving their base to become inhabited by a bizarre dwarf alchemist with the dream of becoming earthen through druidism. He becomes a wooden monstrosity instead, creating his own army through this power. The Dragonmaw have pulled back to Twilight Highlands, their encampments replaced with azerite-mutant trogg villages.

Winterspring, a cross-factional zone. It is accessible from Mount Hyjal and a goblin zeppelin system from Azshara. Everlook has grown into a city with a mighty airship presence that capitalizes on tourism in the beautiful zone. It has a ski resort in the mountains. The night elves have begun rebuilding in their ancient ruins as they fortify the route to Hyjal. Kel’theril claims another generation of elves as a group of Void elves go after the Crystal of Zin-Malor.

Badlands, a cross-factional zone. The canyon carved between the zone and Loch Modan has been bridged by a tiny “Thandol Span”. The ogres of the zone have been cut in half, half being recruited by the Fuselight and half joining the Horde. Fuselight has become a neat city with a blend of ogre muscle and goblin craftiness, while New Kargath incorporated the ogres in a way that preserves their heritage. Angor Fortress is now an Alliance base and stands as the bulwark between the Badlands and the expanding new race of troggs to the north.

Valley of the Four Winds, a cross-factional zone. It requires little updating, it’s still a nice farming zone and will continue to have nice farming zone quests. The mantid are no longer threatening the west, but poisoned water flows from the Vale of Eternal Blossoms which Jinyu have made a business of cleansing as it enters the valley. It focuses on Pandaren culture and everyday troubles for leveling pandaren players to immerse themselves in.

Krasarang Wilds, a cross-factional zone. As the heartland of Alliance and Horde bases and conflict, it remains a tense place even with the peace treaty. Skirmishes still break out, and the expanding attempts to gain an edge over the other has left much of the jungles brought under one group’s heel. Hardheaded generals seem to be gunning for a Fifth War, but the cooler minds of pandaren prevail just before they kick it off. The Rajani have also claimed a few mogu outposts and need assistance keeping the less enlightened clans in their place.

Mid Tier Dangers(Available at 30, all cross-factional from this point onward)

Desolace has been slowly gaining greenery thanks to the druids of Karnum’s Glade. However, a curious race of tree people have arrived with an interest in this goal. These Botani have lent their nature powers to help grow the glade at an unprecedented rate. However, things seem to keep going wrong. The demons of Mannoroc Coven vanished overnight, replaced with mulching mounds of plant. The centaur have grown increasingly hostile to the Cenarion Circle, even after peace negotiations were going well. Skeletons of kodos from their graveyard have been rising up with vines in their joints like puppets on strings. And the Botani have planted a special seed in the glade and refuse to let anyone come near it.

Tanaris has actually benefited the most from the Cataclysm. Thanks to the new harbor that has appeared outside Gadgetzan, as well as being the final destination for the continental railroad, the city has gained access to more trade and resources. This has caused it to grow into a massive city more akin to the Hearthstone version. The Farraki have taken offense to this, rising up in retaliation. Their raids on the prosperous city have given them second hand prosperity as well, allowing them to construct looming sand citadels around their holdings. The conflict only seems to be getting worse, though the Zandalari have tried to step in and broker a peace. They own an outpost just outside Zul’farrak. Down south Tol’vir have left their homeland to trade, yet a group has also come to Tanaris to purify the Silithid from the zone.

Arathi Highlands has no need for a visual update, given it’s received one in Battle for Azeroth. However, the zone will receive proper quests instead of world quests and rares and a few building reshuffles. Stromgarde has canonically won the battle for Arathi and the nation has been reinvigorated by the war, revamped to be more city-like than the current version. Refuge Point constructed an abbey and has become neutral territory, enforced by its unexpected leader: Thoras Trollbane. He maintains the abbey as a place of learning for all races, trying desperately to maintain the personality of the noble king over the Horseman of the Apocalypse.

Northern Stranglethorn, as the kingdom of the Gurubashi, has been a focus for the Zandalari. With their empire’s troubles back home diminished, it is time for them to set the “lesser” tribes straight and the famous troublemakers of Hakkar are their primary focus. Many Gurubashi villages will be updated with modern troll city assets and will be friendly to the Horde, given their diplomatic ties to the Zandalari. Kurzen’s compound has been claimed by Stormwind and some of the inhabitants are learning about the voodooism the former colonel’s troops were using. This has opened their minds to the influence of a certain Soulflayer, causing a cascade of zombified trolls, humans, orcs, and goblins to wander the jungle in search of blood to drain for their master.

Deadwind Pass utilizes the unfinished Karazhan Crypt dungeon to add more depth to the zone. The north has been settled by an initially hostile ogre clan, but soon they declare neutrality to gain help from Horde or Alliance heroes against an invading force of Nerubians from deep underground. Eventually players discover the Nerubians are just refugees that have been chased above ground by Aqir. The town surrounding Karazhan has been populated by the undead, yet they are just confused and not hostile, sending players on various quests around what they think is still “Brightwood” and eventually into the crypts.

Nagrand, home of the Mag’har of Outland. Many Mag’har from Draenor have settled in this zone, forsaking their Iron Horde technology to embrace the traditions of their forefathers. This does not stop Garadar from growing into a sizable city with outlying towns around the zone. Both the Broken and Mag’har of Nagrand must deal with an eredar warlord to the west who has been corrupting the ogres living there into doomguard level monsters. Oshu’gun, at least, has been returned to its tranquil state and both factions may participate in the Argent Tournament-like festival taking place at its sacred base.

Veiled Stairs have become the unfortunate outflow zone for lost N’zoth creatures. As it is right below the Vale of Eternal Blossoms, the monsters pushed from the Vale have found their way to the Stairs and pose a tentacular threat to the region. The saurok have become enthralled by these beings of ever shifting essence, mutating to match their new gods.

Kun-Lai Mountains has the Explorer’s League going through the mountains and having zany adventures going through tombs and negotiating with Rajani, Hozen, and Grummel. The lowlands are classic helping townsfolk quests. The Pearlfin are no longer evil and their village is a questing hub. Xuen and his temple have a number of trials for leveling characters to face, finding peace and self actualization in themselves from the process.

Vashj’ir has become a refuge for the majority of the naga populace that had the clarity of mind not to die for their queen. Many fallen Highborne cities in the zones have either been restored with modern graphics or rebuilt into naga towns. Given the safety of Horde and Alliance patrolled waters, other sea races such as gilblins and tortollans have settled much of Kelp’thar. Instead of being a zone where shipwrecked landwalkers must survive, it’s very much more a zone about the colorful underwater civilizations of Azeroth. This zone introduces new naga characters, some good and some bad, as players quest through a kingdom that will decide the new identity of the queenless naga. There’s also now a resort on the island of Vashj’ir, outfitted with a water theme park and everything.

Deepholm has suffered from Sargeras’ sword. While it is another plane of Azeroth and not physically connected to it, the disturbances to the earth are severe enough to cause devastating changes to the earth plane. Azerite spreads through the zone like a plague, crystalizing and warping elementals into rage-filled monsters. Therezane is trying to be rid of it, but the earthen have found its powers too irresistible and it has escalated their already high tensions.

Dangerous Territory(Available at 40)

Felwood is a new focal point for the Cenarion Circle’s cleansing efforts, following Western Plagueland’s healing. Blackhorn’s satyr empire has tightened its hold over the woods, even treating them as a sort of spiritual unholy land. The Circle has a plan, and an uncovered new relic, that may allow them to turn satyr captives back into night elves. With the help of the Timbermaw, worgen, and a new grove of Ancients in Ironwood Grove, the Circle has established themselves firmly in the north. Satyrs converted back to night elves, however, seem to suffer from some side effects…

Feralas, the home of the Shen’dralar. Along with Feathersong Stronghold, Feralas has become the night elves’ second major population zone. In a strange juxtaposition, many of the Kaldorei there have embraced a more feral nature while the Highborne rebuild their city into something civilized with help from the Alliance and an unexpected group. Eldre’thalas has been redone using Suramar aesthetics and is a major questing hub. It is neutral thanks to the diplomatic efforts of… the ogres. The Stonemaul in Feralas, thanks to the Horde, have learned more of their arcane heritage and fostered a good relationship with the Highborne, even helping to drive out the Gordunni occupiers. This has, however, led to a threatening alliance of Gordunni and Grimtotem.

Un’goro Crater has caught the attention of Freya, who has been exploring the world since her reawakening in Ulduar. She has constructed a new Titan facility at the base of the northern end of Fire Plume Ridge, where she studies the life forms of the crater. The presence of a Titan Keeper has caused a massive shift in the atmosphere of the zone. The animals are less hostile, but the Titan guardians have become more aggressive about protecting their secrets from nosy goblins and adventurers.

Uldum suffers from N’zoth’s assaults. An Old God’s death brings forth calamity and misfortune to any poor souls near the epicenter, as seen with the sha and Y’shaarj. As N’zoth’s anchor to reality was split between the Vale of Eternal Blossoms and Uldum, both were rocked by a psychic blast. As a master of the mind and dreams, N’zoth’s “death scar” has poisoned the water of the zone to cause a waking nightmare in those that drink it. When they do, the zone flickers to visions of the Old God’s plan for the future. Pyramids are replaced with mountains of flesh, statues become writhing, stationary faceless behemoths, and giant sand worms dive in and out of the dunes. Dealing with these nightmares and finding a new water source for an already water-starved people is a fundamental part of the zone.

Tirisfal Glades has become the center of a dire slime plague. The high concentration of Blight coming from the Ruins of Lordaeron has reached all over the glades, and brought about slime beings that crave flesh but are unable to digest bones, leaving them floating in their bodies. The only safe bastion in this zone is a monastery on the hilltops, but it is inhabited by Sally Whitemane, who rules over a new holy undead faction in the Scarlet grounds. Something seems to have caused the Band to Break Up among the Horsemen of the Apocalypse, and Whitemane instead keeps the company of Calia Menethil. Calia has some Forsaken, Lightforged undead, and Kaldorei Dark Rangers that follow her and keep outposts in hills around Tirisfal where the slime cannot climb up to… yet.

Swamp of Sorrows is another story of development. The two main towns established in the swamp, Marshtide and Stonard, have grown, using zeppelins and ships to establish themselves. The Harborage has become a proper draenei town as well, and have been pursuing the restoration of the Lost Ones there. Bogpaddle is haunted by a swamp creature that turns out to be Gallywix who wanted to scare the inhabitants into selling the land to him under a pseudonym, so he can turn it into a luxury hotel. Druids have been caught wandering mindlessly into the Temple of Atal’hakkar and the green dragonflight sends heroes into the Emerald Dream there to find them, only to learn the dream side of the temple has been overgrown in Stranger Things style life forms.

The Cape of Stranglethorn is the pirate zone. Booty Bay has been repaired and is bigger and badder than ever. However, the cost of repairs has thrown the city into outrageous debt, and they must become the very pirates they swore to destroy to pay for it, plundering troll and goblin settlements around the zone. Venture Co. gets their own large headquarters in this zone and a new leader, Restine Fitzcargo, dwells inside to give the nebulous organization a body. She and her two sons, Hank and Dean, are unattackable and the corporation is typically yellow aggression to players, but some quests involve sabotage that turn them hostile.

Twilight Highlands has become something of a Wild West zone. The Dragonmaw have lost the majority of their source of dragons thanks to their infertility. This has led to them going after bigger and stronger dragons. While it’s more dangerous, the thrill has made it something of a sport. This, along with the rowdy nature of the Wildhammer, has made the zone very untamed, filled with glory seekers all over the world who wish to build their legend. The Twilight dragonflight has a broodmother living in Grim Batol, and their dragons are the usual source of these hunts, though the Red flight has been caught in the crossfire, making them agitated.

Blade’s Edge Mountains now contain substantial ogre cities in its valleys. They are mostly hostile, partaking in the belief that the Gorian Empire must return and push back puny race manipulators like the arakkoa. This has led to the conquest of the Ogri’la, which has brought the wrath of everyone, especially non-Blade’s Edge ogres, down upon them. Meanwhile Sabellion warns of a worse threat growing beneath the earth, a gronn that has joined forces with a pit lord and transformed into a fel Breaker.

Vale of Eternal Blossoms suffers from the same wounds as Uldum. The effects of N’zoth’s water poisoning is more drastic, given the enchanted nature of the water that the zone has relied on for millennia. The Rajani use their titan knowledge with Lorewalkers and jinyu to work on cleansing the befouled water, while the new generation of the Golden Lotus battle aberrations that rise from the rivers.

Fringe Locations(Available at 50)

Silithus has been through the wringer over the years. The Sword of Sargeras wiped the surface clean and left a canyon of azerite when removed. The Earthen Ring has established a temple at the site to oversee continued healing processes, all the while aqir scurry beneath their feet and Twilight Cultists plot how to bring about the True Hour of Twilight (the last one was a red herring by the Masters to test them).

Blasted Lands, as the home of the Dark Portal, will always be a bit of a cursed land. Demons sneak through the portal frequently, stirring up trouble in the towns around the zone. Iron Horde troops remain caught on the other side as well, reforming Okril’lon and Dreadmaul Hold into classic Iron Horde bases similar to Blackrock Foundry. Orcs from nearby towns, like Stonard, seem to be defecting to the faction because the Horde is full of cowards that let elves into it. Surwich is a large port town now and is the primary base for the Alliance navy at the tip of Eastern Kingdoms. The Rockpool murlocs have rebuilt their home and are now a questing hub.

Shadowmoon Valley is a zone of two extremes. Akama and the draenei of the zone have been hard at work restoring the lost draenei lands, all while demons and rogue Illidari attempt to undermine them and rule the valley for themselves. Black Temple is still dark and ominous, but the draenei have made it good enough to be a large questing hub. The Black Harvest has set up shop in the Deathforge to take advantage of the chaos, Wildhammer Stronghold has been destroyed by angry, Void-touched spirits, and the Netherwing are being hunted by a being that stalks the darkness of space beyond Outland.

Tol Barad has been claimed by the Kirin Tor in hopes of bringing an end to the Alliance and Horde battles for it. The zone has fitted into the Eastern Kingdoms instance and allows players to have fun with some prisoner themes. The prison is severely corrupt and players can either become a prisoner and do quests as one, or become a guard and keep prisoners in check. Just remember! Snitches get stitches.

Townlong Steppes chronicles the rise of a great yaungol warlord, who unifies the yaungol clans for revenge against the mantid and Shado-pan. All the while, a sneaky coven of demons leftover from the last invasion have infiltrated their ranks, slowly corrupting the hordes with fel. They have imprisoned Nuzao and are attempting to warp him with fel magic. It seems there will never be peace, but the August Celestials at least wish for the demon influence to be purged and Nuzao saved.

Timeless Isle continues to baffle the mind. Creatures from all of Azeroth’s history seem to flicker in and out of existence. The bronze dragonflight has taken notice and come to investigate, finding infinite dragons to be at its heart. Yet even once that is dealt with, the temporal anomalies persist. Perhaps some mysteries will never be solved, even by the powerful dragons of Azeroth.

Doomsday Zones(Available at 60)

Ahn’qiraj is now a proper zone instead of a placeholder. The Earthen Ring has noticed a stirring in the city and sends heroes to investigate. The city has been fully rebuilt, to the terrified realization of the shamans. The zone becomes a WoW horror movie as characters are picked off one by one by living obsidian statues and silithid crawling along the walls.

Netherstorm is still falling to bits. Following the Sunwell’s restoration, the blood elves in the zone have been recalled home. The Naaru have regained access to Tempest Keep and it has become a large questing hub. One of the Consortium domes has been corrupted by the Void, and Xal’atath seems to be at the heart of it. The rest of the zone is split between ethereal trying to expand their operations, demons gorging on the Nether energies of the storm, and more galactic outlaws setting up shop in several of the ruins. And poor Area 52 is caught between it all.

Dread Wastes is free from the corruption of the Sha of Fear now. When Shek’zeer was dethroned, mogu and pandaren alike encroached into the Dread Wastes in an attempt to fortify the zone and prevent new mantid aggression. It was for naught. A new empress has risen, and while her forces found themselves in a stalemate with the pandaren and mogu, azerite collected from islands across the world was used to break through. Now heroes must help these desperate defenders survive in fortresses that are crumbling around them.

The Isle of Thunder has not recovered as well as the Dread Wastes. Mogu still roam the zone, but the Zandalari have returned home. The Silver Covenant and Sunreavers staff some outposts on the island, but most of the quests revolve around the Explorer’s League getting into the palace and exploring the ruins. They uncover something terrible in the catacombs, rising up from the leftover pools of anima. The zone has also been brought to the rest of the open world instance.

Teldrassil, the latest tragedy of Azeroth’s history. The charred tree is no longer crawling with Scourge, but many races look upon this sad loss of life and wish to correct the wrong. Several groups have set up camps in the hollow branches, trying to breathe life into the zone once more. Perhaps one day it will be healed, but angry wisps, ever burning ancients, and hostile insects make progress difficult.

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