Build your own zone

Iunno. Just curious.

If you were put in charge of a zone revamp or the creation of a whole new zone, what would it be? What’re you thinking about in your brand spankin new content area?

If you want to go crazy and do multiple zones and/or multiple revamps, be my guest.

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Orgrimmar revamp:

  • I take the current Wyvern’s Tail inn, throw it in the trash, and put a Tier 3 Garrison inn in its place. NPCs are kept to a bare minimum.
  • The Drag is dark and gloomy again.

I’ve single-handedly improved Orgrimmar by 150%.

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id honestly visit org more, pile of corpses be damned

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If I were to do a zone, it’d be a revamp of Silverpine + Gilneas. Yeah. I’d combine 'em into “The Kingdom of Gilneas”.

“Gilneas has held a strange role throughout of much of Azeroth’s history. A colonial power turned isolationist in the modern age, they were forced through exile and hardship through fault of their own as well as the deeds of foul monsters. But it held on. Fiercely independent, deeply prideful, and self-centered, Gilneas can be a hard friend to rely on.”

“But when one’s worth is proven, none can find a better friend than Gilneas. The Kaldorei found this out in the Fourth War and ever since those dark days, they have found no closer and truer companion than in the forces of Gilneas. This cannot be said about much of the rest of Azeroth. For, much of Gilneas’ fears were proven. The Alliance did not wish for an equal, it wished for a tool. The worgen were some of the Alliance’s greatest shocktroopers, yet the Alliance spared not a penny to reclaim their fallen nation.”

“In the insult of rebuilding Strom and leaving Lordaeron and itself to rot, the Gilneans have started to question their place in the Alliance. As the Fourth has ended, Gilneas has come home. And they’ve come home with a vengeance.”

“Lord Darius Crowley was the first to return. His worgen and his partisans blazed through the remains of the Forsaken’s power in the region, with Greymane’s royal army not too far behind. Even the Sentinels and a few Wardens were spotted cleaning up the mess. Accursed Shadowfang, decrepit and abanonded Fenris Isle, and even the dreaded Sepulchre have been conquered and refurbished in the name of a new Gilnean regime.”

“The first Gilneans in several years have finally stepped foot within Gilneas city itself, and a certain glimmer of hope now sets in the hearts of many other refugees on Azeroth. If Gilneas can rise again, certainly they too must be able to? But reconstruction is a mighty beast to tackle. In rain-drenched gloomy Gilneas, many questions are being asked. Some that threaten much of the status quo that Azeroth has enjoyed.”

“Is it time for the rule of Kings to end?”

Darius Crowley and the Gilneas Liberation Army are the ones to liberate Gilneas, at last. And Genn Greymane has naught to show for it, other than his single-minded fury against Sylvanas for the death of his son. Many Gilneans come to blame Genn and his very lineage for the fate of Gilneas. Are they wrong? It’s difficult to say. Nonetheless, that is one of the many things that pop up in the new Gilneas experience.

Gilneas City is turned into a fully fledged capital city while the zone surrounding it is incorporated with Silverpine Forest. Consider it a Stranglethorn situation, with an upper and lower Silverpine. The overarching problem the Gilneans face are the Alliance and the Forsaken remnant forces. The Alliance causes trouble to the point that a regional military leader, a sort of governor, is captured and put on trial for endangering Gilnean freedom. The Forsaken remnant are just sorta trying to take back lost land, and the Forsaken frontline has been pushed all the way back to their High Command post. It’s become less an attempt to retake Gilneas, but now an attempt to retake Lordaeronian ground.

Northern Silverpine is mostly Forsaken Remnant, Feral Scourge, and cleaning up ghosts. Shadowfang Keep and Pyrewood are the main hub for the zone. We leave the old shadowfang keep dungeon intact by making it accessible through the caverns of time. A new Silverpine Dungeon is introduced in its stead, the Shadowfang Crypts. The Forsaken were up to something, and they were forced to leave everything behind. They failed to destroy their evidence and research, leaving quite a few horrors in those halls. Zombified Worgen, Blighted Undead, and the shackled spirit of Archmage Arugal wait in this light-forsaken place.

The zone story itself includes beating back the Forsaken and helping establish a true new Gilneas. That, and it explores Gilnean military tradition and other related things. Maybe a few folk tales and myths for fun?

Lower Silverpine is a tale of the Alliance, the Night Elves, and new Gilneas. It serves as a starting experience for new worgen, teaching them about the stance Gilneas holds in the current age, as well as the issues it currently faces. The worgen starting zone itself is a story in how you are captured and brought back to your senses, and given a chance to ‘sharpen your fangs’ with a hunting group of both cursed and non cursed Gilneans. An Alliance emissary is there and is somewhat annoying, but they’re still somewhat useful.

Lower Silverpine sees a few flashbacks to the original Gilnean storyline, brought up to date obviously. It takes you through the zone like the OG storyline did, as well, but focuses on what it means to be Gilnean. Their culture, their stories, etc are actively spoken about. Lower Silverpine gets a dungeon, as well. Greymane Manor is haunted, and also it turns out there’s some shady nonsense going on in there. Darius Crowley hires adventurers, off the record, to investigate. It’ll set up some future shenanigans with a potential Gilnean Royalist vs Liberation Army storyline.

All in all, let’s give the zombies and werewolves a good war. While we’re at it, let’s actually give Gilneas some extra depth!

Thems be my ideas, at the least.

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Tel’Abim: Megafauna vs. Mechafauna

Set in BfA, instead of sailing to Nazjatar we get the good expansion, and crash land on a mysterious jungle island. Our ship is torn apart by a gorilla the size of a house and we flee into the jungle, where we meet two island factions: the native goblins and some blown off course Zandalari dinomancers from Zul’s armada, hostile to some mechagnomes from King Mechagon’s court in an uneasy alliance with a recently landed goblin cartel fleet.

Alliance adventurers would be accompanied by a gnome team, while Horde would probably be with Gazlowe’s boys. Both teams would comment on your choices but ultimately follow your choice of island faction. Once you choose a faction you would meet the Alliance Gnome/Horde Goblin team as if they had chosen the opposite island faction, but would still talk to you like normal, if trash-talking, human beings.

The reason these new factions are hostile is because the native goblin’s religion is based around worship of the native Mega-Gorillas of Tel’abim and their mystical gift, the sacred Tel’abim Bananas. The mechagnomes realize this is bullcrap, and both the megafauna and the mind-altering bananas are the result of kajamite infusion likely due to all the titan ruins which housed Mimiron’s workshop prior to Ulduar. The cartel goblins are mainly in it for the Kajamite bananas, with which they hope to have a really great idea about how to fix Kezan. Under increasing threat from the megafauna, the mechagnomes and goblins build a giant, fire-breathing mechalizard to fend off the wildlife while they harvest the bananas.

The native goblin faction would claim they were here first, while the mechagnomes would claim that, actually, their ancestors had to have been here first due to the workshop which all these gorillas are screwing up. This would give rise to general pvp shenanigans based on the new factions, sort of like the Timeless Isle Ordos faction, except you can call down a gorilla-strike or a mechalizard bombardment. The farmable currency would of course be bananas, and you could purchase many banana themed world consumables like trip attack bananas and a banana which increases your size, damage, and banana bounty with every pvp kill.

As you progress through the pve story, the native faction would come to the realization that the Zul-ian Zandalari are using goblin-sacrifice to increase the aggression of the native mega-Gorillas in order to build an army to take over the world, while the mechagnome/cartel faction would realize that the mechagnomes were really here to use the workshop to build an immortal mecha-army to take over the world. The opposite faction team (Which chose the opposite island faction as you) would be they key to making the realization that everyone on the island is being manipulated, and both of you team up to take the bad guys down. As the king Gorilla and chief Mechalizard fight it out, we throw the evil mechagnomes and Zandalari into a volcano, before helping King Gorilla punch the Megalizard into the volcano, which promptly explodes.

In the end, both island and cartel goblins gain a newfound respect for each other after agreeing that what just happened was totally awesome, and both agree to a limited trading deal of some of the Kaja’mite bananas for the cartel goblins.

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The Vale of Eternal Blossoms (Post-BfA)

With the forces of N’Zoth beaten and the Vale sundered once more, the Pandaren forces of the Alliance and Horde (the Tushui and Huojin, respectively) have remained behind both to secure and assist in mending the wounds of the gilded landscape. They vow to work together in the shared pursuit of restoring the sacred Vale and ensuring the stability of their ancestral homeland; however, they will face many difficult decisions along the way – those which will test their resolve with their philosophies… and possibly their cooperation with those that adhere to conflicting ideologies.

Given that the Huojin and Tushui both share goals in aiding their factions and in protecting Pandaria, it seems reasonable to me that many would have remained behind to mend the damage caused by N’Zoth and his forces. I feel this would be a good time to show the distinctions between the Huojin and Tushui philosophies. As the two groups work together to quell the remaining hostile forces of Shadow, Mogu, and whatever else, they are forced to make many trying decisions.

Initially, they would both carry a harmonious relationship and prove to work effectively in safeguarding the Vale, but it wouldn’t be long until ultimatums crop up. The Tushui, valuing the content of their actions foremost, wouldn’t dare to compromise their principles, even if it meant possibly risking the mission altogether. The Huojin, on the other hand, would act swiftly and – in the eyes of their counterparts – recklessly to try and deal with any problems which arise, both with finality and dispassionate sacrifice of life. One values most the method; the other values most the result.

The ultimate outcome of the quests within the zone would be determinant on the developers’ future endeavors with the factions and whether they would come to conflict again or potentially reach a reconciliation. Whichever way it goes, it would, in my opinion, grant a wonderful opportunity in both spotlighting the ideological differences between the factions (without making one or the other inherently “good” or “evil”) and show that it can mean more than simple, mundane differences as merely being of a different race and culture.

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A real sand Desert.
I mean a real sand as far as the I can see. The best image would be from Rift online zone shimmersand. Most that zone is just sand. No mountain, ruins, crystals. Just sand.

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Yeah, I know a lot of people really liked Vol’dun, and I unfortunately found it kind of disappointing even though I appreciate the setting. I never got the sense of being lost in a vast and hostile wasteland, like I still get going back to Dragonblight even years later.

I think it might have been a nice zone to explore hostile environment effects on your first character, like inability to mount for more than a minute, until you unlock some desert survival techniques.

Or maybe you can’t use a mount while running across open desert sand areas until you get special horse sandshoes, lest you attract that which lurks beneath…

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Oh same, I would totally clean up Orgrimmar, compared to other capital cities it’s such a cluttered mess. Being crammed in a valley doesn’t help but we saw with with the updates they’ve done to Stormwind (SW harbour & Varian’s memorial) they can do some terrain changes to fit stuff in.

I’d replace a lot of the buildings and some of the under constructed buildings with WoD and some of the BfA Horde buildings because they’re all really nice. Second what Vaknosh said but the Garrison Inn please, it’s very good.

Valley of Strength I’d give a complete overhaul.

Grommash Hold would be replaced with the Hall of the Brave building but with a basement level added that leads to the portal hub.

It always seemed so silly to me to have Grommash Hold, the seat of the warchief surrounded by…a chicken vendor and brewfest vendors? Replacing it with the Hall of the Brave and a portal hub, has the transportation hub, class trainers all centrally located while also continue to be close to AH and Bank.

I’d also have a new memorial constructed and Mannoroth’s skull and tusks put back on display but also a warning about Garrosh as well. Then another warning about Sylvannas and then a few open spots for the next warchief that goes bad and we need another memorial lol. Otherwise I’d redo most of the area to look like a staging area for a military, maybe a few fighting pits but when you walk into the valley it should feel like an actual place that represents the strength of the Horde not a buncha of stuff just tossed around haphazardly.

Valley of Spirits I’d have it cleaned up and be an actual area that feels idealic to communing with the spirits. The embassy would be moved and a memorial for Vol’jin would be here because why does Varian get a memorial and not Vol’jin? This is the place you can pay respect to the fallen Warchief, fallen friends and comrades, your ancestors or whatever god or magic soup bowl you believe in.

The valley that leads to Azshara would be a new proper mini Goblin town. Goblin buildings, rocket freeways to Bilgwater and all that. It wouldn’t be a slum but a thriving mini goblin hub. The Goblin mount vendor and tabard vendor would be here instead of up by the flight master.

I could go on about Orgrimmar but it’d just be more rambling about terraforming the terrain and make it feel like an actual thriving orc city instead of a buncha of stuff just thrown around because there’s no room for anything.

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I was going to say we needed a new Mannoroth memorial too, especially since his armor has just… up and disappeared when they moved his skull into Grommash Hold? But I didn’t want to spoil the fact that it’d really take very little effort on Blizz’s part to drastically improve Orgrimmar as an RP setting.

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I may make multiple posts.

You may be powerless to stop me.

The first place I’d make would be the Kingdoms of Beetle Island, which are at least as canon as other material that Blizzard has been using. Long ago, a beetle got too close to the dark portal and was suffused with the fel energy of the gateway between worlds. It grew to impossible size, consuming entire forests and bankrupting RTS players on the lumber resource, making Warcraft 2 basically unplayable.

The Humans and Orcs stood as one against this menace, the spellcasters of both sides managing to polymorph and permanently curse the beetle to transform into a land mass, situated in a great body of water. Upon Beetle Island grew grand forests and ran deep veins of precious metals. The Alliance and Horde fought there, and a victor was undetermined.

Until now.

Love won. The Alliance and Horde’s player commanders for the RTS moved onto newer games, finally abandoning a struggle that had been going on for years. Bereft of orders to kill one another, the Humans and Orcs shared a game of Winter Veil kickball and soon grew to be fast friends, managing the grand resources of Beetle Island in a cross-race commune that soon had achieved the utopian ideal.

Accessible only by an ancient portal stone, you enter the area in the name of the Alliance and Horde, and your orders are to immediately genocide everyone on the island so that your wealthy masters can colonize it.

There is no happy ending to this story.

… Okay, for real, though.

I would redo north and northwest Kalimdor as an entirety, but I’ll start with the elephant that has been in the room since BfA.

Teldrassil: The ashen remains of Teldrassil are a still-smoldering wreckage players of both factions can visit to this day. The waters of Darnassus have boiled away and the blackened bones of thousands of Night Elves throng the streets and the collapsed structures of the city.

You can proceed out into the forest, but most of it is in ruins, the grand trees either collapsed or just grey, half-consumed spires. Ash hangs in the air. Dolanaar fared no better than Teldrassil, and neither did the outlying villages. But there are fewer skeletons, suggesting that some, at least, had time to evacuate. A few dazed Furbolg survivors, half-starved, wander the wastes aimlessly. They don’t even acknowledge you.

You can attack them if you’re Horde, but they’re too shell-shocked to even react. They won’t even fight back.

There are other, decomposing bodies, too. This suggests in the outlying village ruins that some of the Kaldorei may have been able to temporarily survive in Shadowglen and other areas, but eventually ran out of food and water. The portals are, obviously, destroyed. The only way in is flying. The only way out is either flying, or jumping off. Skeletons suggest that at least a few tried this method of departure.

There is no ambience. Nothing to do. No vendors, no quests.

Just the wind.

There is nothing left for you here.

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This is good.

This is desired.

This reminds me of a thread a while back somewhere (General Discussion or the Story Forums) where we were posed the challenge of developing one of the many unseen Afterlives in the Shadowlands as a zone.

So, I’ll just roll with that here to see what Wyrmrest thinks.

Harmonia

Home of the Shadowlands Covenant, The Renewers, Harmonia is an island located amidst what is known as the Aetherial Sea; a body of water with purifying properties. The island itself is divided into five sub-areas: Mountain, Tropical Forest, Temperate Forest, Plains, and Desert. Each of these locations is intentionally designed to reflect peace and serenity, and each soul that comes to Harmonia experiences them differently, but most all agree each has a sense of beauty to it.

The Purpose for the Renewers is to take in the most damaged of souls, those whom have suffered well past the point of breaking, and to help them process the trauma of their lives, coming to a healthy balance with the past so that they can move forward into undeath and their future. Many of the souls which come to the Renewers include soldiers suffering from PTSD, the victims of societal or domestic abuse, the unwanted and prosecuted, and young children whom never truly had a chance to live out their lives. This last group come to Harmonia not so much to heal from their experiences in life, but to be nourished in a caring environment that their souls may grow and someday find new purpose in the Shadowlands once ready.

The Renewers are led by an enigmatic Eternal known as, ‘The Caretaker,’ a figure wearing a hooded robe obscuring their features. Between this and their androgynous voice, it is impossible to tell the gender of the Caretaker.

Among the Eternals the Caretaker tends to be the most aloof from the rest of the Pantheon of Death, although some claim the Caretaker is related to the Kyrian Archon, Kyrestia, as a direct sibling, and once served in Bastion until disagreements led them to depart and establish a new Afterlife.

The souls of Healers and Saints will sometimes come to Harmonia to join the Renewers, although more often than not additions to their ranks come from souls that have been healed and wish to help others through the process. Each soul which comes to Harmonia will produce a guardian, a native entity to the Shadowlands produced from the scant few positive memories or experiences that soul had from their life. In this, the guardians are much like Stewards or Dredgers. Each guardian exists to provide emotional support for the soul they come from, often taking the form of animals such as pets, and ensuring a soul in Harmonia is never left completely alone.

The Renewers conduct their healing processes by a slow method, engaging in numerous sessions of discussion, exploring painful experiences one at a time, attempting to find resolution naturally. When a memory proves too painful to properly remove by such methods, once it is deemed that discussion is no longer capable of producing improvement, the soul is granted the opportunity to undergo a ritual to remove the pain and terror of the memory from them. While the memory remains, the anima associated with the trauma is siphoned away, leaving a soul able to freely recall the memory without suffering.

Anima extracted from souls via the natural process of exploring painful experiences takes on an iridescent hue and is known as, ‘Merciful Anima,’ and is gathered by the soul’s guardian and used to empower Harmonia. Anima extracted from souls via the siphoning ritual is known as, ‘Traumatic Anima,’ taking on a black and purple hue. Traumatic Anima is stored carefully in clay pots which are buried deep beneath the central mountain of the zone.


Like the rest of the Shadowlands, the anima drought has affected Harmonia. Without new souls, the island has begun to wither. The guardians have begun to enter a state of hibernation, and the Renewers, with fewer and fewer souls to heal, have begun trying to focus their efforts on healing their home instead, to little effect.

The Caretaker, situated in the covenant’s headquarters at the top of the mountain, has fallen into slumber, slowly dispersing their own anima into the island to keep it alive at the cost of their own power.

As the island slowly withers, so too does the Caretaker, causing a rift to form among the Renewers. One faction believes they must draw upon the forbidden power of the Traumatic Anima contained deep beneath the mountain. The other faction believes no good can come from that power, and that they should seek out assistance from other Covenants. Agents of the Jailer have infiltrated both factions, stirring enmity and mistrust, all while slowly working to unleash the terrible power secured beneath the mountain, hoping to create a new minion of the Jailer from it, a fearsome creature comprised of the accumulated anguish of countless souls across all of time.

The gate up at the IF Airfield actually connects to the Tram /Tinkertown area inside IF. Players just can’t get into the tunnel in-game, because the airfield gate is blocked off.

It would be great if Blizz unlocked the gate and finished the tunnel into IF.

As a result of radiation and Blizz not wanting to, Gnomeregan isn’t back in the hands of Gnomes, in-game. Since Blizz doesn’t seem inclined to revisit this, give us something else - a capital city up at the IF Airfield full of tinkering, gnomish technology, engineering, etc etc.

Heck you could even make a questline out of rebuilding it. Seems like such a waste to just leave it sitting there once you’re done questing through as a lowbie.

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I might come back to this thread with a very large scale update to Lordaeron.

3-4 new zones and all the existing zones get an update.

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I have decided to air my ideas for a restructuring of the entirety of northern Kalimdor here post-BfA to reflect the changes that have occurred over the years, in the books and what I envision the world should be like after BfA’s events. A…

Kalimclysm, if you will. I am away from home at present but I will post this later.

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Back before Shadowlands was announced, I came up with an Old God expansion for the fun of it that takes place after an 8.3 where we chase N’zoth up Teldrassil and make him flee underground. When we follow it was his “plan all along” and he fall into a cavernous pit and bam. Subterranean continent expansion. Some of you may even remember me posting it all here on the forums. Had it all mapped out in my head, 10 zones total. There is…

Azjol Nerub(118-122) is the empire of the nerubians. It was destroyed by the Lich King unbeknownst to the surface world nearly two decades ago. Even prior, the powerful empire had already dug deep into the bowels of the earth, awakening the horrid monstrosities of the forgotten ones. These remnants of the empire are just that: remnants.

It’s an entrance zone for the new continent that has a lot of familiar scenery with a dash of new stuff from deeper in the abyss to introduce us to it. The main story is a threeway war between Kel’thuzad’s branch of the Scourge, N’zoth’s minions, and the remains of the Nerubians. They might have their own ambitions but they seem to make decent allies for the time being.

The Whispering Breach(118-120) is another entrance zone you can get to from an elevator system made by druids and faerie dragons in the Whispering Forest. The corruption left behind by the C’thrax before Xal’atath consumed it has been warping the zone for millennia. Only the faerie dragons have noticed and done their best to stop it, but the Void is now threatening to burst free.

The story involves a team up of the Argent Crusade and the Cenarion Circle to combat the threat. There’s a little tension here what with many members of the Circle having been vaporized, and players primarily stick to working with either Silver Hand or Blood Knights depending on their faction. This zone is supposed to bridge the gap between Old God and Void Lord. There’s a lot of Void portals opening up and at the end of the story we’re introduced to a new player on the cosmic stage.

Chittersong Rift(121-123) is an adjacent zone to Azjol Nerub. As the Nerubians carved their way into the depths, they dug too deep and unearthed a hidden altar to an Old God from the Black Empire days. The altar began to consume the minds of the Nerubian diggers and unleash the faceless that haunt the empire to this day. Ever sinking deeper into the earth in a sort of funnel shape, it acts as a forge for nameless flesh beasts that fuel N’zoth’s armies.

The main questline here is very exploration themed. It is here that players will see both Nerubian history and culture, and also ancient Black Empire ruins, relatively intact. As the heroes of Azeroth fight to cut off N’zoth’s endless stream of flesh beasts, they will be given help from an unexpected source, a mysterious benefactor, who is considered the spirit of the cavern but later on revealed to be Xal’atath, whose altar it actually belongs to.

Blacklight Depths(121-124) is a subterranean river zone that feeds out of the Whispering Breach and into the Endless Lake. It is here where naga remnants followed the trail of their lost queen. Loyal to nothing but the cause to save their queen, they have fought both N’zoth’s minions and the inhabitants of the depths to settle the area as they search for their Light Beneath the Waves.

The main questline here is a further exploration on what happened at the end of the Eternal Palace. Naga have taken fortifications around the river, enslaving deep sea murlocs and drogbar to gain an edge over N’zoth. It is our introduction to non-hostile inhabitants of the deep abyss, and we go from tribe to tribe trying to solve problems and destabilize N’zoth’s foothold. The naga aren’t portrayed as pure evil in this zone, and we even get to see a few characters emerge from them that can stand as their own, rather than a supporting character to Azshara.

Shath’mah(123-126) is reached by skirting about the upper layer of the Chittersong Rift. It is a “root system” for some horrific, enormous monster displaying similar qualities to all Old Gods. It is a forest of tentacles and spines, all covering an extensive tunnel system used by neutral inhabitants to survive and avoid the madness above.

The theme of this zone is the history of the Black Empire. It is theorized that this is the place where the first Old God landing occurred, and we get to see how the four (five?) Old Gods acted in their prime. The main questline is killing the horrific mass that sprawls across the zone, which N’zoth is trying to rouse to the surface. The thing that makes up the forest is eventually revealed to be some twisted horror borne from the Old Gods’ combined essences. It consumes all biomass on the surface level and steals the traits of all it devours.

Gaz’mah, the creature, is the first raid tier where we attack various organs inside the monster because you can’t fight it on the outside. Final boss is delaying it while it bleeds out internally.

The Endless Lake(124-126) is rumored to be the surface of a lake that plummets so deep that it actually grants access to a part of the wound beneath the Maelstrom. The arcane blood and energies that seep into it, while diluted, do have some potency and has reformed the inhabitants around it into uncanny yet beautiful, elven-like beings. They have used the power to form a capital on its shores, which protects all from the aqir that stalk the lands below the surface.

This city, Shel’vorzz, is the neutral city players will be given. The lake is connected to both the Blacklight Depths, Shath’mah, and the Forgotten Shelf, making it a centralized zone that is very useful to have as a base of operations.

Many quests actually revolve around the city. The copious races taking refuge inside naturally spark problems and the madness of N’zoth spreads rampant like a plague, ravaging the dense population center horribly. Outside, players help naturalists uncover a plot by a sect of twice-corrupted naga to use the lake’s power, under the command of a warped husk of Azshara. The zone itself will be a smaller one, however, so there will be less quests there in general.

The Forgotten Shelf(125-126) is a long ravine that curls around the eastern side of the Endless Lake. Its northern stretch connects to Shath’mah and the southern portion connects to Uldaz, which empties out its abandoned contents into the crevice. It is a tragic place where failed titan creations go to pass into antiquity, and is the home to malfunctioning mechagnomes, troggs, kobolds, destabilizing earthen, and a “deep-crust” giant race.

Similar to Mechagon, the Forgotten Shelf is filled with the discarded and advanced creations of the titans. Another smaller zone, this is sort of meant to be a “highway” between Shath’mah and Uldaz. However, there are still some themes which include an expansion on trogg and kobold cultures and introductions to Uldaz and the Deeplords.

Yogg-Halahs(126-129) lies beyond an unassuming cave near the borders of Shath’mah and the Forgotten Shelf. But what this zone contains is among the worst things you will find outside of Ny’alotha: the body of Yogg-Saron. It has long been thought that Yogg-Saron’s body extended the entirety of Northrend. The theories were correct, and a massive twisting mound of flesh writhes for miles and miles beneath the surface. The nightmarish corpse has attracted all kinds of nasty minions of the Old Gods, and is one of the most dangerous places on Azeroth.

The main theme of Yogg-Halahs is to go nuts showcasing the horrific nature of the Old Gods. This is where corruption is at its deepest, and the entire zone is intended to have a surreal feeling as players traverse through the body. Inside duels the remnants of Yogg-saron and N’zoth, both of which don’t necessarily see eye to eye. It’s the closest players will have at a seeing at how the Old Gods view and compete with each other.

Uldaz(127-130) used to be a large titan facility that acted as a garrison to watch the abandoned capital of N’zoth’s Black Empire. Aware that the living mass of aqir on Azeroth could never be fully eradicated, a mighty watcher was sent with powerful titan constructs to ensure the city was never used again. With the fall of the titan keepers on the surface, the garrison fell into disrepair and was eventually flooded by Azshara as she made a direct route from Nazjatar to Ny’alotha, which is hidden below.

This zone is lorded over by a number of deep-crust giants known as the Deeplords. When the madness of the titan keepers spread to the garrison, the seven Deeplords, originally lieutenants to the watcher Alvaron, killed their master and took control of the massive complex. Now they vie for control of Uldaz in various factions and players must choose sides. Meanwhile, the opening in the southern cavern gushes both water and deep things of the sea; krakens, naga, and faceless into the fortress. The second raid tier is here, it is Uldaz, the Last Garrison.

Ny’alotha(129-130), the capital of the Black Empire. The Heart of Madness. The Land Where All Things Sleep. Below the flooded gates of Uldaz, Ny’alotha rests almost peacefully. The outskirts of the horrific capital of N’zoth’s empire are a blackened forest reminiscent to the Emerald Nightmare. Were one to be brave enough to travel deeper, they would come across monolithic structures of obsidian that seem to whisper to them. Deep in the center of the city is Uhn’agh Zeth, an enormous, sealed temple that marks the entrance to the heart of Ny’alotha, a place we cannot seem to penetrate in our current state.

The power layout in Ny’alotha is a bit different from other zones. Creatures get stronger the closer you get to Uhn’agh Zeth, so generally players will be confined to the outskirts of the city and the Black Forest, with groups forming to delve deeper inside and claim greater rewards. The main story involves players’ arrival to Ny’alotha with a faction leader, and both of them are mind controlled. For the first third of the zone, players are given quests to serve N’zoth. Eventually they are rescued by two unlikely shades, the consciousness of Azshara and Xal’atath working together.

The next third of the zone’s story is working to reunite Azshara’s consciousness with her body so she can help open the way to inner Ny’alotha and stop the naga from being a thorn in our sides. The final third of the story is releasing our faction leader from the mind control and then being betrayed by Azshara as she leaves us to pursue her own goals instead of opening the way to Ny’alotha. Xal’atath has mysteriously vanished throughout this whole storyline.

There will be other sub plots running alongside this, including a conclusive epilogue to BfA’s faction war with players finding a very depressed and suicidal Sylvanas with Nathanos refusing to let her die. Forgiveness does not occur here, and the two sort of fade into obscurity as neither seem to have any more ambition, as Sylvanas explains none of this was her plan and it all blew up so spectacularly that she just wants to be left to rot. There is even a quest where Sylvanas simply permits the player to kill her, if they choose. Naturally, Nathanos intervenes should players try to, but it does express the depths of remorse she feels.

There is a segue though with Alleria finding her and having a brief chat before recruiting Alliance players to help her save the void elves from N’zoth, whose broadcast to control Old God minions is beginning to affect them. This will grant a network of Void rifts to quickly travel through the Void to other parts of the Abyss. Horde will work with Mag’har engineers to establish an Iron Horde railroad connection that functions similarly. The Alliance will also use this to establish a portal to the surface from Shel’vorzz, with the Horde creating a big ol’ elevator. There will be structures that appear throughout zones as players complete these quests, creating a fun visual reward as they establish a presence in the Abyss. Alts will be able to use these structures as well while leveling.

I’ve got content and dungeons thought up too, but that’s not part of the prompt I’m afraid :stuck_out_tongue:

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So for a brief overview before we get into the details:

Four new zones in Lordaeron.

  • Tirisfal Inferior, which includes the outskirts of Stratholme, a new Scarlet Bastion, as well as the edge of Eversong Forest. Here be Crusaders. I’ll get into why the Scarlet Bastion serves as a quest hub as well as an instance in the more detailed section.

  • The Aman’alar Ridge. A zone that represents older versions of Quel’thalas, it is a verdant and untamed wilderness. Great gates and expansive outposts once filled these mountains as an ever-watchful guardian for Quel’thalas against the Amani. Now, a new kind of Amani has taken up residence in this land. Time will tell whether or not they will be amicable.

  • Alterac. Alterac is more than just a city, it was an entire nation. So we expand the Alterac subzone and put a Forsaken compound in the snow, with ogres, humans, dwarves, and orcs squabbling over the land.

  • The Thandol Valley. A zone of three massive bridges (The Span), dwarvish rivalry, and new age threats. A hotly contested place.

For zone reworks, Silverpine and Gilneas have already been redone. So, that just leaves Tirisfal, Hillsbrad, the Eastern Plaguelands, Western Plaguelands, Eversong, the Ghostlands, Arathi, and the Hinterlands. cracks knuckles Let’s get into it.

The details:

Tirisfal Superior

A Horde questing zone.

In the aftermath of all that has happened, the ruling Lordaeronian leadership has decided to distance itself politically from Sylvanas Windrunner. This includes the name. “Forsaken” has been deemed a monstrous label, and all who embrace the name should be scrutinized or outright distrusted. The highest ranking remaining Lordaeronian officials and nobility also decide upon a new ruling structure. A controversial choice, Lordaeron is reformed underneath a reborn Desolate Council. This new Council includes the living and dead, Alliance and Horde, and even neutral parties. Calia Menethil, Alonsius Faol, Ranger Lady Velonara, Dread Commander Belmont, and Regent Lady Lilian Voss represent the Undead of Lordaeron. Maxwell Tyrosus represents the Argent Crusade. Scarlet Highlord Arvis Alban provides an oddly even-tempered insight to the modern day Scarlet Crusade, and has provided enough good will to earn his place at the council. Turalyon has stepped down (and was seemingly asked to step down) from the Army of the Light and serves as the Alliance’s voice at the table. The Forsaken are represented by Grand Apothecary Faranell, Helcular, and Dark Ranger Lenara. There would be many and more, but I feel this should prove sufficient for the scale of the council.

With magic and necessary knowledge, the Capital City was cleansed of the Blight and Lordaeron began to rebuild. Still Forsaken at the time, the Forsaken noticed that they were falling apart. Their people were stuck in a deep depression, as they’d just learned they basically served as fodder for a figure worse than the Lich King. Regent Voss grappled with this, as she’d now been used twice by darker masters against her will. This brought her to recognize that Lordaeron needed to change, and so began the restructuring of the Forsaken. Information censored by the Banshee Queen was made available. Emissaries from the Alliance and from other groups of interest in Lordaeron were allowed in. In time, new voices and new discussions brought the idea to the Forsaken that in truth… they’d been purposefully isolated by Sylvanas. Purposefully made desperate and alone. Sylvanas had forsaken them, not the living. The label and identity quickly became taboo after Regent Voss and many of the surviving Forsaken leaders publicly turned against Sylvanas’ legacy.

So Lordaeron is reforged under a new guiding hand. Regent Lady Lilian Voss still holds the majority of power in the revitalized nation, but she’s made it clear that she does not rule the future of Lordaeron alone.

Tirisfal Superior’s questline sees to it that you understand the status of new Lordaeron. You slay shadowy infiltrators (Forsaken agents) who are trying to destabilize a fragile peace and thwart their plans to sew chaos. You also beat down evangelical thugs (Scarlet aligned preachers that can’t be physically traced back to the Crusade), defuse tensions between Alliance-aligned refugees and Horde-aligned locals by solving their problems, and probably assist Ranger Lady Velonara in hunting some of the monstrosities born of the Blight Cloud.

Hillsbrad

Horde and Alliance questing zone. Alliance Hub: Southshore. Horde Hub(s): Durnholde Keep and Tarren Mill.

The Sludge Fields have become the Forsaken’s seat of power. Though they are very hostile in their activities, they are still technically neutral and still welcomed in the Desolate Council. Their activities in Hillsbrad and beyond may or may not prove to shake their placement at the council. The Forsaken are being pressured at their southern border by Gilneans, and they also are seeing trouble at the Azurlode mine from Worgen fighters. Southshore is being rebuilt primarily by the Alliance, Dun Garok has been retaken and is headed by Brandur Ironhammer, while Durnholde has been converted by the Horde and the undead Lordaeronian forces into a seat of power. They use it to watch the Sludge Fields and the fighting between the Gilneans and the Forsaken.

The Alliance hunt down Jezelle Pruit, a deranged Banshee Loyalist who claimed the undead spirits of Dun Garok’s slain. They’re harried on the way by more shadowy agents (Forsaken) and are assisted by a Scarlet Emissary. The Alliance also assists Southshore resettlement efforts by clearing out the Scourge and other local problems.

The Horde assist the Durnholde program and handle more of the same of what they did in the original questline. You aid the Forsaken in holding onto their territory by fighting Worgen and Stormpikes alike, but are later pulled away by a concerned local leader about getting too friendly with “terrorists”. The Frostwolves get involved in assisting quelling raging elemental spirits that had long inhabited Durnholde Keep.

The Eastweald

Horde and Alliance zone. Hub: Light’s Hope Chapel.

The Argent Crusade and Cenarion Circle have effectively purified the Plaguelands at last, to the point that resettlement has begun. The Eastweald is still plague by countless problems, including a shadowy human cabal, Forsaken terrorism, old Scourge horrors, as well as hints of a greater plot against not only Lordaeron, but Azeroth itself. The Argent Crusade has relinquished much of its control over the land to Lordaeron authority, though many of its members have returned to the Silver Hand and full Lordaeron citizenship. The Argents still call Light’s Hope their seat of power and have rebuilt the Scarlet Enclave into something suiting their needs.

Stratholme is still hotly contested, and both Crusades have returned to struggling over it. The recent Scourge invasion turned it into a hotspot, once again.

The Hearthland

Horde and Alliance zone. Hub: Hearthglen.

The Western Plaguelands have been purified by the Argent Crusade and Cenarion Circle. Renamed the Hearthland for Hearthglen, the region is the primary location of Argent and Scarlet bickering. Caer Darrow is still home to Scholomance, but efforts continue to route the necromancers within. Andorhal was retaken by the Scourge and serve as a place where both Crusades continue efforts to wipe out the Scourge.

Tirisfal Inferior

Horde and Alliance zone. Alliance Hub: The Bastion Enclave. Horde hub: Prestor’s Estate. An abandoned estate once ruled over by Terenas’ vassals, it was left abandoned after Deathwing’s ruse was uncovered. Today, it is held by Deathstalkers who watch the modern Scarlet Crusade’s activities.

The Scarlet Bastion is located here, as the Scarlet Monastery has become the Crusade’s southermost border. Do not be mistaken by their Highlord’s “kindness” as well as the Crusade’s assistance in other regions. They are still violent zealots who wish for nothing else but the eradication of all undead, new Lordaeron included. They will also bring the Light’s vengeance upon the Argent Crusade and cleanse their land of impurity. Alliance adventurers are welcomed yet disdained, while Horde adventurers find hostility at every turn.

The Horde and Alliance both are sent to the Scarlet Bastion to destabilize Scarlet efforts, both groups backed by the Argent Crusade and New Lordaeron authority. It’ll be a new dungeon!

The Arathi Highlands

Alliance zone. Hub: Stromgarde, Reclaimer’s Pointe. Hammerfall was destroyed, but the Horde was allowed to place a memorial to Orgrim Doomhammer in its place.

With Stromgarde fully rebuilt and the Fourth War won, the Alliance has fully pushed the Horde from their land. Now Strom can focus internally. The shadowy human cabal, Dormarch, is doing odd experiments and stranger still operations in the seat of old Arathor. Get to meet the illusive leader of Dormarch in this questline and understand that he’s serving humanity’s “best interests”. An old Trollbane vault is opened and serves as a new dungeon, as well as the source of a new mystery. Apparently Arathor was aware of a lost Titan Facility beneath the land ruled by the Kingdom of Stormwind. This enigmatic threat to life on Azeroth seems tied to that facility, and Dormarch is interested. King Danath Trollbane dismisses these concerns, but Battlemaster Radulf Leder can’t shake his suspicion and sends word to Stormwind. His letter is intercepted twice, by Dormarch and later by the Magna (a Bronzebeard dwarf Criminal organization), but eventually does make it to Stormwind.

The Hinterlands

Horde and Alliance zone. Horde hub: Quel’danil Lodge. Alliance Hub: Aerie Peak.

The Forest Trolls are under new leadership, a Chieftain Dera’ka, so the Hinterlands see less noise. The city of Jintha’alor has been abandoned as many of the Forest Trolls have fled to the Aman’alar Ridge, leaving it up to grabs. Still, the Quel’danil Lodge has aligned itself closer to Quel’thalas rulership and the Wildhammer have been expanding. The Magna and a sin’dorei terror cell both are causing trouble in the region.

Thandol Valley

Alliance zone. Hub: Anvilmar’s Seat, where Thargas Anvilmar watches over the Center Bridge.

This is where the Magna are primarily found. The Thandol Span bridges are expanded greatly in scale, and the land on each side of the bridges are also made larger in scope. The center bridge is the stronghold for the Three Hammers, with the civilian bridge to the left and the mercantile bridge to the right.

The Magna have operations through all three bridges, and the military are trying to crack down on them. They’re also trying to find the center of Magna operations. There’s an important shipment from Dun Garok that needs to reach Ironforge, and the Magna are trying to get their hands on it. A Dark Iron Justicar, a few Bronzebeard Mountaineers, and Stormcaller Mylra do their best to defend it, and later the Magna’s operation center is found. Its a new dungeon! Horde adventurers get the context for this dungeon through the Hinterlands, and are being send on behalf of Turalyon of New Lordaeron as well as Regent Lady Voss in insuring that peace lasts in Lordaeron.

Dormarch hired the Magna to steal the shipment from Dun Garok, and it turns out that it was one of Loken’s archives that the Tyr’s Guard managed to salvage from Tyr’s Tomb. It speaks of Keeper Samsara and the Forge of Rebirth. Whatever that means will come later.

Alterac

Horde and Alliance zone. Hub: Alterac City.

Alterac is surprisingly self contained. The Forsaken during their restructuring sought to bring the living back to Lordaeron, and decided that they needed to commit an act of unquestionable good will to prove their dedication to the living refugees of Lordaeron. So, they looked to Alterac. Left to rot by the Alliance due to their betrayal, it has spent many years being ravaged by crime, warlords, and even Sylvanas Windrunner’s ambitions. The Scourge even laid waste to the land, leaving it in a desolate state. Regent Lady Voss spent many a month scouring Alterac for something to sponsor, before her troops came across a battle between human knights bearing an orange banner and ogres near Alterac City. In sending assistance, Lilian met the descendent of Alterac’s valiant General Hath, his daughter and current leader of the “Son’s of Hath”.

Voss, the Frostwolves, and later the Stormpikes came to this new General Hath’s aid and reclaimed Alterac. It was a step taken, between the Horde and the Alliance, to a lasting peace as well as a step taken to rebuild all the fallen Kingdoms lost to the Burning Legion and the Scourge. With Alterac rebuilding, Lordaeron rebuilding, Gilneas reforged, Dalaran even decides to anchor itself back in Dalaran crater, ending its long exile.

Alterac’s storyline shows solidarity between the Alliance and Horde in peace, the solidarity between humans in peace, as well as General Hath being a badass who beats up ogres, Twilights Hammer, and Syndicate. She’s a big woman with big muscles and a big axe, who can and will beat up your dad.

Eversong Woods

Horde zone. Hub: Silvermoon, Sunstrider Isle.

Silvermoon is fully rebuilt and the High Elves are being welcomed back. A large Argent and Cenarion presence can be felt as Lor’themar finally asked them to help heal the scars left behind by the Scourge. Their presence is primarily centered around the Dead Scar in Eversong. Farstrider Druids are finally a thing. Void Elves are still denied entry, and much of the Blood Elf experience is now focused on cracking down on abusers of dangerous magic.

This is why a slumbering beast finally decided to awaken. Considered dead for many years, the Sunfury have been rumored to have returned. Fed up that modern blood elves have more or less allowed an alien religion and alien forces take control of their future, as well as the fact the sin’dorei have further and further refused power at every turn, members of the Sunfury and Dawnblade have come out of hiding to return Quel’thalas to glory. It’s rumored that Pathaleon the Calculator somehow managed to survive his defeat all those years ago, but nothing can be confirmed other than the presence of Blood Magic and corrupted red crystals in the hands of this modern Sunfury movement.

The Blackened Woods

Horde zone. Hub: Tranquillien.

Many sin’dorei have bad memories of what this place looked like during the Second War, and it seems the Argents have taken to returning it to that look. Through use of cleasning fire, the Argent and Cenarion healers have taken to burning down the rotten and dead forests that once made up the Ghostlands. Not all of this place is set ablaze, as the Argents and Cenarions are moving at a careful pace, but the blazing sections of forestland are an inspired sight.

Sunfury operatives do their best to sabotage what they consider is foreign interests overpowering those of Quel’thalas’, and half of the Amani Civil Conflict can be found within Zul’Aman itself. New Lordaeron aids their comrades in the Sin’dorei, and this zone represents their solidarity.

Aman'alar Ridge

Horde and Alliance zone. Alliance hub: Gavan’s Perch. Horde Hub: Aman’ashar.

With no chieftain in charge of them, the remnants of the Amani Empire turned to infighting. Many Warlords and self-named Chieftains of the Amani battled each other, went to war against the elves, and other foolish things. Only one, Chieftain Dera’ka, chose peace. She chose to rebuild. She sent word to other broken and fallen Forest Troll tribes and offered sanctuary among Aman’ashar, among her Ashari. Wisely, she didn’t claim Zul’Aman. Could she? Possibly. Potentially. Probably. But she doesn’t wish to threaten the elves, nor does she wish to threaten her own. But still, Dera’ka’s rise to power threatened “true Amani”. Those who still wished to march against the elves could not stomach peace, and in this, they rallied behind their own Chieftain. Zul’jin’s memory will not be sullied by someone with a weak will, so Chieftain Yul’kan has claimed Zul’Aman against Dera’ka.

The Sin’dorei are reasonably concerned about the Amani’s activities. Dera’ka may dislike them, but she isn’t going to war against them. If Yul’kan beats her, Yul’kan will have successfully united most of the Forest Trolls unlike anyone since Zul’jin himself managed to.

Lordaeron doesn’t need a new Troll War, so the Alliance have deployed Wildhammer and Stromic forces to hold the line alongside the Sin’dorei. Where the elves try diplomacy, Trollbane’s men get up to some good ol’ fashioned Amani slaying.

Some extras:

Dormarch

Created shortly after the Third War by Jesse Chruiteir, Dormarch is based off of an ancient and obscure human folk-tale. An Invisible Army ruled by a Forgotten King, a force dedicated to humanity’s wellbeing was formed and battled tirelessly against the shadows. The King, name long omitted, had a mystical hound that guarded the gateway to his domain. It was both the keeper of his most prized secrets, as well as the hidden guardian of all mankind against the King’s foes. The hound’s name was Dormarch, thus, Jesse named his hidden organization after the King’s hound.

Jesse, now best known under his alias of the ‘Furtive Pilgrim’, first set forth due to his experiences during the Second War. As an undercover infiltrator, Jesse witnessed many of the Horde’s atrocities first hand. With his knowledge and expertise, he amassed a fortune through many legal and illegal methods. In time, he grew a base of support and sponsors, and the Third War only increased the need for a protector of mankind. Dormarch had its recruits, it had its funding.

And so it began its efforts. Dormarch would be instrumental for saving countless refugees from the vile Forsaken, insane Scarlet Crusade, and the ever-malevolent Scourge. It supposedly highly funded the rebuilding of Stromgarde and Alterac, helped Kul Tiras dispose of many Void corrupted officials, and is rumored to be part of the reason Gilneas was so vulnerable during the Cataclysm. It hates anything that corrupts human integrity, apparently.

Dormarch operates to make sure that humanity survives, at all costs. It is highly unpopular to many who are aware of it, humans included. The SI:7’s official stance is that they’re no better than terrorists. Dormarch would simply tell the SI:7 that it lacks vision.

The Furtive Pilgrim has vested interests in current events and is aware of the Forge of Rebirth.

The Forge of Rebirth/The Cyclical Forge

After a long chain of events I won’t really detail too hard, adventurers are able to uncover an eons long organized effort to study and eventually destroy all sentient life on Azeroth. It turns out that there are multiple Titan Facilities and an entire Titan Forge that were lost to the Sundering. Notes from Loken were found detailing his attempts to find the Forge of Rebirth and an enigmatic Keeper named Samsara. A relic within an ancient Trollbane vault depicts the cycle of life and death with Titanic symbols and runes. Certain events are able to be put together, throughout all of Azerothian history, to tell that something has been organizing things a specific way.

It all leads back to the Forge of Rebirth. Crafted by the Keepers to provide a location where souls could be housed and their bodies reconstituted, it was meant as a failsafe in case a Titan Keeper was slain. It was later modified to be able to reforge the Titans themselves, or at least help build a Titanic form. There were many keepers that oversaw this Forge, but only Samsara remained after the Sundering. Samsara has used it as the nerve center of their grand plan, and now plans to use it to slaughter all sentient life on Azeroth and reconstitute their life-force to begin a new age of mortals.

Keeper Samsara

Keeper Samsara is an interesting Titan Keeper, for they were created after the Ordering of Azeroth. Samsara was a Keeper created by Keepers, and likely was forged with the essence of Azeroth instead of the essence of the other Titans. This Keeper was afforded a position not unlike Prime Designate Odyn or Highkeeper Ra and was greatly respected by the other Keepers and Titanforged despite their age.

Samsara was tasked in ensuring the survival of all life on Azeroth. A hefty burden for something so young, Samsara did their best to protect the Forge of Rebirth. Many Titanforged Generals lost during the Ordering of Azeroth were reforged. But when the Titans fell and their memories washed over the other Keepers, Samsara did not understand why they fell into a deep malaise. Samsara had witnessed Odyn relinquish his Prime Designate status for foolish reasons, Samsara had witnessed Ra fall into a depression and give up in his only duty, and they even further witnessed the Keepers forget their duties. Loken was the only Keeper that Samsara spoke to in these times, as Loken was curious about the Forge of Rebirth. A wise soul and a good friend, Loken’s betrayal deeply impacted Samsara.

The Keeper decided to watch the descendents of the other Titan Keepers, worried that the Makers had inadvertently left their directive in the wrong hands. Over many years, Samsara tested mortals time and time again. And ultimately, they are disappointed. They’ve built an impressive following over the ages, reforged and created their own Titanic Generals, and have managed to give the Forge of Rebirth the ability to start a new cycle of mortals.

Mortals cannot escape the call to ruin, no matter how hard they try. It is built into their DNA, as the Old Gods have damned them from their very births. So they shall try again, and see if the mortals of the future can manage it. They are immortal, so they are patient and willing to see. (The Forge of Origination is seen as a last resort by Samsara. They won’t wipe out all life, for they cannot say if Azeroth could survive it.)

Sint is insane. Don’t mind Sint.

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Sint is insane and will probably continue with more

secret edit wowowowowowowowow

prolly gonna make an expansion thread finally

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YOU’RE MY HERO, SINT. Abyss expansion here we come!

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