Build your own zone

Kalimclysm Part One(Teldrassil was just the prepatch):

Azuremyst Isle: It’s Goat Time

Azuremyst Isle has been settled with stability by the Draenei for several years now and would be completely reworked and restructured from the ground up to reflect this. Quests here wouldn’t be so overtly disaster-oriented as before… After all, the Alliance has held this area without particularly many setbacks for quite some time, completely uninterrupted. This would more be the beginning of a hero’s journey rather than the rise of a survivor among survivors.

Crash site wreckage would be, for the most part, cleared out and replaced with architecturally sound Draenei structures not unlike those we witnessed in Shadowmoon Valley. In many ways, Azuremyst would become a reflection of that realm. Something the Kaldorei on the nearby shores of Kalimdor did has caused the moon to wax low, black and powerful, which suits the aesthetic tastes of the Draenei just fine! Proper roads have been laid between the Exodar and all of the outlying villages and settlements, with proper street lighting, entertainment, trade and infrastructure.

The Ammen Vale wreck is still the starting point for Draenei, but it’s one of the last pieces of Exodar wreckage left. Rather than being a structure, it’s been reconstructed into a sort of monument, upon which is inscribed the name of every Draenei that perished in the wreck. The starting point for Draenei adventurers looking to cut their teeth, it’s a customary tradition for new initiates to honor the fallen here.

A sort of village has sprung up around Ammen Vale, with the Blood Elf encampment nearby abandoned as its occupants were obliterated long ago. It is now occupied by Night Elf refugees, who have torn down the ramshackle tents and are in the process of constructing a grove of their own through traditional druidic arts. Unfortunately, the strange state of the moon above appears to have negatively impacted the local wildlife.

Your main tasks are to slay the moon-maddened beasts and collect their blood, consecrate numerous shrines to the fallen and the Light, and assist the research between the Draenei and Kaldorei to figure out a way to calm the creatures down…

With class-specific quests taking you to the Moonkin colony nearby, as well as the Sacred Groves to the northwest. They namely center about confronting old elements of the Draenei past, like memories of the Burning Legion, Sin’dorei or perhaps the Orcs.

You move on past a guard post and over a bridge constructed at Ammen Ford, where a full fishery of over twenty Draenei has sprung up. You can stop and fish if you want. Upon reaching Azure Watch, things open up and you can go to any of the areas you want. There’s no big disaster you need to deal with; You’re just an adventurer training to get stronger before you set off for the really dangerous areas, like Kalimdor or the Eastern Kingdoms.

Chill vibes.

Azure Watch is vastly expanded. With formal buildings like those seen in Shadowmoon, music can be heard playing from an inn and a tavern at opposite ends of the expanded settlement. Workshops for the professions have their own structures with the providers having apprentices of their own and a fountain burbles at the center of the town. The village is an excellent example of the idyllic Draenic lifestyle, with well-manicured streets, benches and gardens lining well-organized, luxurious homes.

An observatory has been built on a platform coming off the hill, where researchers study and chart the strange, new moon. Stillpine envoys discuss the matter with them, taking it as an ill omen, and together they work to decipher its meaning. Kaldorei refugees can be seen moving through the now bustling town on their way to enclaves in Ammen Vale and elsewhere.

To the southwest of Azure Watch are a large conglomeration of fields with proper irrigation systems in place, farmsteads dotting them here and there. The Elekks are at pasture here and roam freely. To the north, a mine has been set up along the bottom of the plateau at the Moongraze Woods, where a large mining concern provides the ore needed for continued expansion and construction for the Draenei civilization.

On the plateau itself is a Lightforged command post with fortifications and a recruitment station at which a number of Brightlances can be seen training Draenei recruits. Overhead, the Vindicaar can be seen, but occasionally it will dip away on some task for a few hours. A beacon can nonetheless teleport you to and from it, but the Lightforged will only allow their own to make use of it.

Further up the road, the Stillpine Furbolgs live as they’ve always lived, but now freed from trouble. Moon-crazed wildlife are a problem for them and they’re more than eager to work in conjunction with their Draenei neighbors to keep them harried and at bay. Further, the Draenei have several envoys and engineers present with the Stillpine, as well as a preacher of the Light to politely offer them a different path. These engineers and envoys are there, as would be evidenced through overheard conversation, to ensure that the Furbolgs approve of their newest construction plans.

Maintaining peace and good relations between the two peoples is paramount, and their cooperation together is marked with enthusiasm and consideration from both sides. Every construction the Draenei build is cleared with the spirits and elements and Furbolg before it is seen through, and even then can be vetoed if it turns out to be problematic. No more inserting crystals into the ground.

On the periphery nearby, the outskirts of Stillpine territory, is the shore of the former Menagerie Wreckage. While it was cleaned up, cleared of radiation and demolished to allow the land space to heal, the Horde unfortunately attempted to make a landing during Battle for Azeroth’s events. With their victory at Darkshore, a large warhost of Warsong Orcs, Darkspear Warriors and Tauren Braves was sent by their Forsaken masters aboard transport ships to build a foothold on Azuremyst and promptly remove the Draenei from the playing field.

The former Menagerie Wreckage is where they tried to make landfall. The assault was a disaster… The Vindicaar came out of the clouds and no weapon the vessels possessed could pierce its shielding. The Horde were helpless as the great cannon of the starship cleaved through entire transports in single shots, vaporizing hundreds of Horde warriors and sending many more to flounder into the cold waters below. Most drowned. Bad way to go.

However, at least a hundred Horde troops had made it to shore in the chaos. They immediately regrouped and set up makeshift fortifications and have been raiding the Stillpine and Draenei ever since, surviving on ruthless hunting of the local wildlife and pillaging of supplies from caravans and the edges of settlements they assault. While they’ve taken heavy losses since then, they’ve proven surprisingly resilient to Stillpine counter-assaults and are, thanks to the efforts of dedicated healers, still kicking. Lead by one Sania Earthmane, the Horde’s troops have proven utterly impossible to negotiate with and refuse to surrender.

The Draenei have sent diplomatic missives to the Horde to deal with them repeatedly, but citing a refusal to enter the largely Kaldorei-controlled waters near Darkshore and Teldrassil over some ongoing diplomatic dispute along the Ashenvale border that definitely won’t be visible in the other Kalimclysm zones, they have stated they cannot presently intervene. The Horde troops frankly do not believe the Draenei that the war is over and stubbornly fight on, awaiting orders to stand down that will never come.

This isn’t your problem. As a Draenei adventurer, you work with the Stillpine and Lightforged to finally crush the Horde holdouts and finish them off, once and for all. You can take their leaders alive, but that may be the less merciful option as the Stillpine will have nothing to do with them out of disgust and the Lightforged have… Plans… For them.

To the south, Odesyus’ Landing has been converted into a full-scale Alliance naval base and is the only Human naval presence in the Kaldorei-controlled seas north of Kalimdor. They have received an ice cold reception bordering on violence at Darkshore and so make harborage with the Draenei. To the east, the forest is largely the same as it was, save for a bit of controlled logging… And Greezle’s Camp. The Venture Company have taken over the abandoned space of Greezle’s Camp and squat illegally on the southern shores of Azuremyst, where a bit of crude oil has been discovered.

Citing Venture Co’s previous history, the Alliance commandant at Odesyus Harbor politely asks you to kick them out before they can pollute the entire area with a haphazard oil spillage.

And also to secure the area so the Alliance can responsibly take possession of it. After all, with that, more ships could be moored at Odesyus Harbor and they could expand their naval operations in the region.

Down the shore to the west you’ve got Wrathscale Point and Bristlelimb Village. You might recall during your last run of the place that the Bristlelimb Furbolgs were hostile and the Wrathscale Naga were too. This has changed… On both counts, shockingly.

The Naga living on the shoreline now are exiles from Azshara’s undersea empire, finally escaping from underneath the authoritarian thumb of the Light Beneath The Tides. With Azshara captured by N’zoth, her empire was momentarily in chaos(until she came back), allowing those that had disagreed against her an opportunity to rise up. Upon her return, survival was a tenuous prospect beneath the tides, so naturally, they went to what amounts to a far-flung outpost among their people long-abandoned.

Lead by Nar’jira, the Naga Battlemaiden, the Exiles of Nazjatar are setting up a full-scale Naga settlement close by and it’s probably startling when you show up with a full Draenei assault force only to find that they have no interest in fighting you at all and have taken no slaves with them. Indeed, they mostly just want to be left alone, and their fortifications are facing seaward. They expect company not from you, but from their old friends, and are training new troops not to fight you, but to eventually take the fight back below the tides.

The Draenei are bewildered, but happy to have a solution that isn’t bloodshed. Nar’jira points you to their most immediate threat; The Bristlelimb Furbolgs, who have already reacted to their presence with open hostility and combat. As a Draenei, the Bristlelimb sort of remember that time your people went storming through their village to interrupt their war with the Stillpine and messed up half their people, so they promptly reiterate the conclusion they came to some time ago; They have no interest in fighting the blue guys.

Your job is to do tasks for both sides and, ultimately, broker a peace between bear-man and fish-girl. It is as it should be.

Now, to the south of that is Silvermyst Isle. The Kaldorei fisherman there and his daughter are once again menaced, this time by moon-crazed Moonkin. A large Kaldorei enclave has formed at this location, but rather than focusing around druidism as the Ammen Vale refugees have done, they are under the personal guard of a number of Sentinel veterans. They don’t have patience for the maddened beasts and work with you to effectively cull them to a manageable population. Before you can finish the job, the Ammen Vale druids storm in and scold you for taking the violent, easy path with the innocent, confused creatures and begin to apply their research to cure them of their confusion and rage.

The Sentinels are ice cold. After all, if the Druids had cared about the state of the world from the start, Teldrassil would never have burnt. The Sentinel Army wouldn’t have been fighting the Horde by itself, without the full strength of the Night Elves behind it. The moon would never have turned dark with the aspect of the Night Warrior. This is a mistake the Druids made years ago, and now we have to clean it up.

Being a Draenei, you probably interrupt their argument to offer everyone a snowcone, because you’re just a sweet and likeable person.

Now for the Exodar!

Valaar’s Berth has been expanded into a proper harbor. Many trading vessels and some military ones come and go here with men and women of every race(save the Horde ones, with some notable exceptions) making their way into the city or out towards Azure Watch. It’s expanded into a small port town itself, with quests about inspecting incoming goods and ensuring the local sailors are remaining well-behaved.

The Exodar itself is still reeling from Rakeesh’s attack, but is recovering quickly. Large-scale repairs have been made to the structure of the vessel and, while it can’t truly fly or do anything crazy like dimension jump anymore, its power systems have been redirected to provide energy for the communities of Azuremyst and defenses for the city. Great crystal bulwarks, an energy shield dome and laser turrets can be seen protecting the city’s exterior, which is surrounded by large mustering fields and training areas. This is where many of the more martial class trainers would be found like Paladin, Warrior and Death Knight. Siegeworks and even a school practicing the ancient Eredar arts of the arcane are visible along the exterior, preparing the few forces the Draenei have to deploy for whatever conflicts may loom.

If the Night Elves have their way, there’s a doozie coming. The ship within has been restructured, with an elevator leading up to the surface at the mustering fields and the tunnels below being extensively repaired. A bustling marketplace with representatives from the Exiles of Nazjatar, Stillpine Hold and Bristlelimb Village can be seen within the Trader’s Tier, as well as the Army of the Light and even the Alliance at large.

The city has undergone fortification since Rakeesh’s attack, with a heavy military presence throughout the streets. A checkpoint stands at the entrances to every quarter. Many quarters are still undergoing repair, but they’re bolstered by the Broken that were willing to leave Argus and travel to Azeroth, where they’re undergoing formal medical treatment for their fel exposure. State-of-the-art medical facilities and research institutes are undertaken at the Crystal Hall, along with workshops for the various professions.

The Vault of Lights is the military command center for the Draenei, with commanders coordinating with units on Argus and stationed throughout Azeroth, formulating plans of defense for their territory, making estimations of the Horde’s next moves and the possibility of eventually reclaiming Argus… Or, at least, parts of it. Mac’Aree is the most likely candidate for eventual resettlement, once Azeroth is more stable.

Velen rules from the Seat of the Naaru, where a sort of throne room has been constructed for him at the bottom of the ship. Here he hears out the diplomatic envoys of the Alliance and Horde when they arrive and makes decrees for the Draenei, although… The old man’s slowed down significantly since the Legion’s defeat. Who can blame him?

Last but not least, the Silt Shore Thingamabob to the north of the city is still teeming with Murlocs, because no matter how many you kill, they shall return. A chain quest leads from the Exiles of Nazjatar once peace is brokered inland to their envoy in the Exodar, and then you’re provided a means to communicate with the Murlocs. Your job is to convince them that the local Naga are here to fight the other, bad Naga.

That is not easy, but it’s worth doing, for when you are completed the fish-folk will stand together against the worse fish-folk.

(DEEP BREATH)

So, that’s about it for a single zone.

I have a long way to go, too. Let me know what you think.

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So, this one took me a bit of time to think on and hammer out.

A redone Hillsbrad Foothills. Since lore wise the region is supposedly Azeroth’s most fought over piece of land, I think it would be a good zone to have tensions be most present, as well as flare up into undeclared conflict.

In a nutshell, it would be the natural continuation of Turalyon’s musings about reclaiming more lands for the Alliance. This said, I figured it possibly best to set it up like it would be the build up to a proper end of conflict (at least in the region) with a definitive theme of things coming full circle.

So, to set the scene off, the Alliance, emboldened by the victories in the Fourth War and the dismal state the Forsaken find themselves in, figure that if there is a go time, it’s right now. In the further prelude to this, I’m also going to imagine as part of Stromgarde’s rise, and terms in the treaty, Hammerfall as a settlement is removed and the orcs present deported to horde territory.

As such, the stage is set as the largely human ‘settlers’ move into Stromgarde and immediately begin ‘escorting’ the local Forsaken out of the region. Almost immediately, as one might expect, this instigates a crisis. While a good portion of the Forsaken do move off as expected, others who have spent a longer time making a life kek for themselves here do not and openly resist this. For awhile, this results in a stand off between the two at Eastpoint tower.

Just when it looks like things might begin to settle into a uneasy, extremely tense stalemate, the individual Turalyon appoints to oversee these actions, and this zone’s antagonist arrive, Admiral Rogers. In this situation, she just cuts out the middle man and orders her soldiers to drive the Forsaken off with force, citing that “Her people had a right to defend themselves against Forsaken Aggression” in a report. For the Horde, the ordeal is a total disaster when the Council votes (slightly) in favor to not escalate the matter, not sending reinforcements to the Forsaken and functionally leaving Southshore right in Admiral Rogers Crosshairs.

Not all is good for the Alliance, however. While the humans and Gilneans cheer this, the Dwarves and Gnomes do not. For them, they now recognize this is a shameless landgrab led by a thug, not a diplomat. They immediately begin to voice their disapproval, but do not pull out of the effort yet…

When the Alliance arrives at Southshore, they find the Forsaken are vacating. The horde player’s job is largely simple, to help the deziens evacuate and to uncover and ‘escort’ Alliance they find. The last quest for them is to gather various reports and research that will be used against a Apothecary in an upcoming trial, but more importantly to ensure it does not fall into Alliance hands for them to use as propaganda to further inflame their people.

For the Alliance, the questline is to ‘Check on’ some packages that were being sent, the dialogue from the NPCs here being a tool to hint at the true nature of what Admiral Rogers is bringing up. The next two quests are given by a concerned mechagnome who is suspecting foul play is at foot and askes the player to dress as a guard and go into Southshore with a small recorder to investigate things. What they find is a series of ‘broken door bars’ and various other things that one can easily see are meant to delay or stop the Forsaken from leaving.

The final mission for both is to 'Witness the cleansing of Southshore" Admiral Rogers unveils the package she mentioned are a couple of modified Naaru crystals to use the light to purify the area. (magic stuff, just roll with it, stranger things have happened). The real reason she was having people keep the Forsaken from leaving immediately becomes apparent. As the crystals are activated, they do precisely what Light does to the undead lore wise. The plague is cleansed, as mentioned, but all the Forsaken forced to remain behind are Thanos snapped into ash. The humans and gilneans who had suffered immensely at the hands of Sylvanas cheer. The Dwarves and Gnomes, do not.

For the Alliance, Admiral Rogers is immediately called out by the Dark Iron who had been present to oversee Khaz Modan’s aid in this effort. Rogers, in retort, asserts that they have no evidence to hold against her, revealing the mechagnome captured and the recorder that had been used smashed for ‘treachery’. Outright infuriated at crime and what they now see as a shameless landgrab, they pull their support and leave on the spot. (thus concludes the Forsaken vs Human portion of the retread)

For the Horde, message is sent to the Council of the action, but not immediate response is presented. The orcs who had been evicted from Hammerfall and just happen to be in Tarren Mill, declare this cannot go on. While he bickering happens about how to proceed, the first response from the council arrives in the form of Geyah with a group of orcs.

What plays out next is the first of two scenarios. The first portion of this is to hear the plan. Geyah explains that even with who she brought, they probably cant outright stop the humans if they decide to push aggressive, but they can stall them long enough until the reinforcements who can arrive. The orcs, however, declare they’ll opt into the best defense, a proper offense. With the humans already moving on Tarren Mill, there is no question to their intentions. The scenario begins with the orcs assailing the Alliance vanguard, routing it as the Alliance after Southshore did not expect any proper resistance. From there, it plays out with the orc riders and Horde player routing the vanguard, damaging the caravans to ensure they cant move properly and defeating the commander present. The success ends there, however. The Alliance counter punches quickly under Rogers’s orders and the next few phases involve a fighting retreat before one less hooray of taking out the Naaru crystals. Just as it looks like the player and Geyah will be captured, however, the reveal of who Geyah was talking about is presented as pterrodaxes swoop in and spirit her and the player to Alterac.

For the Alliance, the scenario plays out from the other end. Instead of a desperate punch for a weapon in the end, however, the player duels Geyah until Rogers intervenes and wounds Geyah. The same thing occurs which allows the Horde to escape (thus ends the Humans vs Orcs retread of Hillsbrad)

From there, there are a couple other questlines. Alliance side, Admiral Rogers tasks the player with assuring Alliance moral, helping clean Tarren Mill by hand (because no big fwoof crystals) and investigating who it was that just spirited the Horde to safety. The player successfully finds… very little. One SI:7 agent turned into a frog, some cursed wards they put nasty effects on the player. (last portion to be mentioned soon)

For the Horde, the player is dropped in into Alterac. The once ruins are now… under construction. While most of the council remains on the fence about decisive action, the Zandalari who are still extremely bitter about the Alliance’s attack a few years earlier are entirely game for intervention and using their political clout to muster a force of Zandalari and lesser tribes for the ‘relief’ effort.

The horde quests largely involve overseeing the ruins of Alterac being converted into a new trollish stronghold; helping Zandalari arcanists with speeding up construction to trollify the place, joining a blackrock siege expert in placing the Zandalari spirit cannons in proper defensive positions. While orcs and Forsaken are set to be present, the previous skirmishes have ensured most the horde combatants will be trolls when the storm breaks. The final quest involves the inciting incident. With a small band of forest trolls, the player makes their way down to Tarren Mill. Rather than kill anyone to spike tensions, the player is tasked with setting a grain wagon on fire, one far enough away it cant kill anyone, but close enough that the Alliance sees it quickly.

Admiral Rogers, riding high on the momentum so far, takes the bait and orders her people and the Alliance hero to pursue, intent to remove the Horde from Alterac and open the door to Alliance expansion further North.

And such, the retread through Hillsbrad comes full circle in it’s cycle of violence. Human attackers now staring down troll defenders. Details for the scenario which play out aren’t something I feel like writing, but the basic jist of it is that a undeclared war ends up being fought on the mountain with humans attempting to route fierce troll resistance with the Zandalari aspect of it being actions to sescure air dominance and sabotage the Alliance war machines.

When it ends up becoming clear that Rogers cant route the trolls without further escalating the matter, something a Gilnean advisor sites would likely only be met by further escalation from whatever coalition the Zandalari form as a result of this, the fighting stops and the Alliance forces pull back to Tarren Mill.

From there, while the Alliance sights success in it’s advances into the region, a tense stand off begins. As long as the Horde occupies Alterac (and the dwarves unwilling to attack to now Zandalari aligned forest trolls), further expansion north cant come until a formal declaration of war is given.

For the Horde, the scene is much less pleasant, Rokhan and the Zandalari are having to give major effort to keep the forest trolls from going on the attack and the Orcs and Forsaken look like absolute hell from the battering they took. The only thing sited is that this ordeal wont be solve easily, and so long as Turalyon is the Alliance’s Lord Protector, it wont be solved peacefully.

For both, however, build up becomes more present as more soldiers to stare the other down come in.

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For the rest of the Eastern Kingdoms:

Three new zones in the South.

  • Northeron: A frigid, ominous, and mystical place in the Highlands. Destroyed by the Twilight’s Hammer and the Cataclsym, it has been largely abanonded since. The Wildhammer have been using Kirthaven as a launching point to reclaim lost ground.

  • The Redridge Range: The Redridge Mountain Range itself. As Stormwind’s power declines, much of the land falls into disarray. Militias spring up, young people grow disillusioned with their monarchy, and old ghosts resurface.

  • Balor: Taken by the Old Horde, Balor has long been abandoned by Stormwind. In a bid to regain popularity with its citizenry, Stormwind launches an expedition to restore its old domain.

For zone reworks, we have a bunch on the table. Elwynn, Duskwood, Redridge, Westfall, Stranglethorn, Dun Morogh, Loch Modan, the Twilight Highlands, the Wetlands, the Badlands, Burning Steppes, Searing Gorge, Swamp of Sorrows, Deadwind Pass, and the Blasted Lands.

Vashj’ir has been removed.

Let’s go, fellas. It’s been a while and I’m fired up.

The Zones:

Elwynn

Alliance zone. Hub: Stormwind City, Goldshire

Stormwind is declining. After the catastrophic losses it sustained over the Legionfall Campaign, the Fourth War, and the Scourge crisis; it has begun to face the greatest civil crisis in its long history. Poverty is widespread through a once prosperous Kingdom.

Stormwind City itself fairs poorly. The city’s saw necessary expansions during the aftermath of the Fourth War, hoping to house refugees and citizens incapable of living in Stormwind’s provinces. This new district, the “New Town” or “Gold Quarter” was funded with money Stormwind didn’t have. This has led to much of the city falling into poverty, poverty that the Kingdom has no clue how to solve. Many people are forced into crime to try and make ends meet. The Stockades see an expansion for this very reason.

Elwynn itself fairs no better. Outside of Stormwind’s gates is a growing shack town, Goldshire sees little change aside from more regular guard patrols, and the poor and downtrodden can be spotted all throughout the forest. People go missing daily. Taken by gnolls, murlocs, or running away in hopes for better prospects.

Bandits prowl the edges of the woods, and rumors fly of Red Bandanas.

Redridge Range

Alliance Zone. Hub: Valestone Hamlet

The Kingdom of Stormwind has long controlled much of the Redridge Mountain chain, leading to families calling the many roads and valleys their home. It was a surprisingly peaceful place for a long time. The only threats were the gnolls, occasional robbers, and the Horde. Since the end of the Second War, the Horde’s threat has mostly vanished.

Yet, the Knights of Stormwind can no longer easily patrol the roads. They are understaffed, underpaid, and stretched thin as it is. Not only have the people in the mountains begun to lose work due to Stormwind’s financial crash, but their very homes have started to become less safe. Feral Undead from the Scourge crisis haunt the mountain trails. The Dark Horde has grown bold enough to start rising against mighty Stormwind. And the people? The people are growing disgruntled.

It’s very clear when coming here that agents of the Crown are starting to fall out of favor. Even in ‘helping’ restore order, you witness Red Bandanas in the woods and in old abandoned mines.

Redridge Valley

Alliance and Horde Zone. Alliance Hub: The Redridge Line. Horde Hub: Stonewatch Keep

It was once one of Stormwind’s largest provinces, wealthy and prosperous. Yet… the Scourge came. Redridge wasn’t prepared. Lakeshire was completely overrun, its villagers forced to flee while the meager guard force held the line. Yet, the Scourge weren’t this region’s greatest threat. The Dark Horde took advantage of the Scourge’s assault and conquered the land the humans evacuated.

Apparently the Horde itself knew of these events and quickly deployed a task force to engage with the hostile Dark Horde forces. Indeed, it seems that an element of the Forsaken has appeared in leagues with the Dark Horde and has been using the deceased humans of Redridge in experiments not dissimilar to the ones in Shadowfang Keep.

It’s an odd thing, seeing the Alliance and Horde fight the Horde.

Balor

Alliance Zone. Alliance Hub: Wrynn Harbor.

Abandoned by the Alliance for 40 years, Balor used to be one of Stormwind’s domains. Taken by the Horde, abandoned by the Horde, and left to rot by the new rulers of Stormwind; not much remains of the prior settlements of Balor. Only ruins. The people who once called this island home are glad to return.

Yet, Balor was never abandoned. The Dark Horde calls Balor home, just as much as the men who lost it do. In fact, a whole generation of demon-infused warriors now fight tooth and nail to hold onto one of their greatest seats of power. What was first seen as a chance to get the public back on the monarchy’s side has devolved into a war of attrition, shredding Alliance funds in the name of a veritable no-man’s land.

It seems Balor was one of the Legion’s many outposts during the Legionfall Campaign. Their efforts in the rest of the Southlands may have been sourced directly from this isle, which puts Stormwind under another deep veil of scrutiny. Balor is visible from Stormwind City. How did they not know?!

Westfall

Alliance and Horde Zone. Alliance Hub: Sentinel’s Retreat. Horde Hub: Powder-Rat

Westfall has been completely compromised. Their return was foreshadowed in the darker places, but the Alliance had no clue that their come to power would be so mighty. Vanessa VanCleef has declared war upon a diminished Stormwind, and the Kingdom has to answer for her.

Like fire, the Defias blazed through Westfall. Through Sentinel Hill, through any minor Alliance post or tower, and even through the barns of the royalist dogs who supported the Kingdom. Gryan Stoutmantle’s head rolled, and the New Dawn began.

The Alliance itself doesn’t wish to intervene. This is an entirely civil matter, and it would only reflect as tyranny if they imposed themselves. Their focus in their own inner problems prevents them from helping, as well. Stormwind is alone against the Defias. Worse still, the Defias are speaking to a wider crowd than ever before. The poor, the downtrodden, the disgruntled, and the downright debased have been whipped up into a frenzy by the Brotherhood’s new charge. Even if they’re beaten today, they won’t ever go back into hiding.

So, why is the Horde there? The Defias movement has grown larger than Stormwind alone. Red Bandanas have appeared within Goblin factories, Orcish Peon Labor Camps, and has begun to be the very symbol of anti-authority across Azeroth. They hope to stop the tide, before the Defias undermine more than the King of Stormwind.

Stranglethorn Jungle

Alliance and Horde Zone. Alliance Hub: Fort Livingston. Horde Hub: Grom’gol

Mostly untouched by the Fourth War and the Scourge Crisis, Stranglethorn only sees any trouble due to the rise of the Dark Horde. A resurfaced Bleeding Hollow Clan (possibly composed of some of AU Gul’dan’s followers) has made contact with Zul’Gurub to see if they could get rid of a mutual problem.

The Gurubashi didn’t need any more strange and new powers, but now they play with demons and fel magic. Ogres, orcs, enslaved dragons, and even Bleeding Hollow giants can be seen alongside the Gurubashi’s greatest threats. Oh yeah, and the new Gurubashi leader enslaved a kraken using voodoo and fel magic. Great!

Duskwood

Alliance Zone. Alliance Hub: Blackhide’s Retreat

Darkshire was decimated and has hardly recovered. Even though it stood strong against a minor necromancer’s attempts to overwhelm the land, it is struggling. At least the Veiled Hand was destroyed.

Right?

They’re the Veiled Hand. Veiled. They went into hiding, like any Cult would when faced with destruction. Given the diminishing of Stormwind and the rise of the Dark Horde, this Legion Cult returned in a major way. Darkshire was put to the torch, feral beasts were stirred and set loose, and the undead are underneath their control.

The Scourge was originally a weapon of the Burning Legion, after all. It’s time it returned to its rightful masters.

The Swamp of Sorrows

Alliance and Horde zone. Alliance Hub: Fort Marshtide. Horde Hub: Stonard.

A dark shadow has long loomed over the Swamp of Sorrows. Unfortunately for the Alliance and Horde, the shadow is no longer being cast. It has risen.

Did they think the Burning Legion was ever going to stay away? Did they think that beating a meager portion of an infinite army was ever going to stop the Demons from returning? The Legion is endless. The Legion has returned.

The Dark Horde has rebuilt Rockard, has allied itself with the Atal’ai, and threatens the destruction of Stormwind. The First War never ended.

The Blasted Lands

Alliance and Horde Zone. Alliance Hub: Surwich. Horde Hub: The Blasted Landing

Left empty by the conclusion of the Iron Horde’s threat to Azeroth, the Dark Portal has remained an eerie memento to Azeroth’s darkest hours. Only Surwich saw any activity, as it grew into a fairly sizable town due to the failure to reclaim Gilneas for many years.

The Legion never left.

They built a fortress in the shadow of the Dark Portal and now threaten a newfound invasion on Azeroth. Their corruption, their evil… it never died.

Much of the red, dead landscape has been revitalized through the horrible twisted magic of the Legion. Black trees, fetid swamps, and twisted beasts haunt a once desolate place.

Deadwind Pass

Alliance and Horde Zone. Neutral Hub: Karazhan Lobby

By any means necessary, the Kirin Tor must prevent the Legion from taking control of this tower. Khadgar, still missing, is no help as his tower is threatened by the Dark Horde and the Burning Legion.

The Crypts have been taken control of as the Legion recreates a more obedient Scourge. Dark Horde warlocks corrupt the Deadwind Ogres into brutes and magi, bringing more strength to the Dark Horde’s rise. Even here, the Forsaken conspire with the Dark Horde to gain rare resources and insights into the New Scourge.

A Legion controlled Karazhan could be catastrophic for all life on Azeroth.

Dun Morogh

Alliance Zone. Hub: Ironforge

Where Stormwind was once seen as the seat of the Alliance, Ironforge has begun to take that moniker. The Council of Three Hammers oversees an age of Dwarven Growth like no other. New portals and tram lines connect Ironforge to more and more of the world, and the newly rebuilt Menethil Harbor brings even more commerce down dwarven highways.

Truly, one could even call Dun Morogh boring. Troggs are still an ever persistent threat, mountain wildlife is impossible to tame, and the Dark Iron-- wait? The Dark Iron? Oh dear. The Cult of Ragnaros has seen quite the uptick, hasn’t it?

Oh, and there are Wildhammer who aren’t pleased with the peace with the Amani in the North? There are Bronzebeards who disagree with the prospective King of Dwarves?

While the Dwarves cannot say that they face anywhere near the strife of their human companion to the South, they do still see some upheaval in this age of great change.

Loch Modan

Alliance Zone. Hub: The Threeforge Dam, Thelsamar

In this age of Dwarven Growth, the Council of Three Hammers was able to fully restore the Stonewrought Dam. As Dark Iron, Wildhammer, and Bronzebeard alike pitched in to restore the Dam; it has been renamed to reflect this union of labor. Thus, the Loch is full again.

With that, the Twilight’s Hammer have actually seen a rise in power. Their fortress in the center of the empty Loch has become a proper compound, and they send envoys across the Loch to treat with the Ogres and corrupt the wildlife. In an even more troubling turn, the Dark Horde has made contact with what was once an Orcish Clan.

It appears the Twilight’s Hammer, at least in the East, are vaguely aligned with the Dark Horde.

The Highlands

Alliance and Horde Zone. Alliance Hub: Thundermar. Horde Hub: Crushblow

Once the Twilight Highlands, the Cenarion Circle and Earthen Ring were largely successful at purging the corruption within. Alexstrasza herself lent her purifying breath to heal the land.

The Dragonmaw Clan lost its leaders due to the Horde’s influence, and due to this, have returned to their prior affiliations. Dragonmaw Port and many other Dragonmaw settlements have been completely converted to the Dark Horde, demons and enslaved dragons a common sight within these places. The Demon Chain has fallen into the Dark Horde’s hands.

The Wildhammer fight against the rise of the Dark Horde, and the Horde comes to settle old grudges with the Dragonmaw.

Oh and the Twilight’s Hammer are still active near the destroyed Twilight Citadel. They don’t work too closely with the Dark Horde, but they are certainly not hostile to them.

The Dark Horde’s Capital seems to be Grim Batol. They no longer inhabit Blackrock Mountain, and their presence through Dark Iron land seems to be otherwise limited.

Northeron

Alliance Zone. Hub: Kirthaven.

Hoping to restore their lost land, the Wildhammer use Kirthaven to launch an effort to tame and resettle Northeron. A frigid and mysterious place with mystical Ironwood trees, it is not so easy to tame. Abominations left over from the Cataclysm still yet roam. Their masters?

The Twilight’s Hammer use the Hollow of Iso’rath to continue their malefic strategies. Didn’t you know? The Old Ones never truly died.

The Wetlands

Alliance Zone. Hub: Menethil Harbor.

The land has largely healed, though scars remain, from the Cataclysm. Menethil Harbor has been restored and expanded, for it now sees trade from all across Azeroth. Kul Tiran Galleons can even be spotted in the Harbor.

Instead of fighting the Dark Iron or the horrors of the Cataclysm, the Wetlands are now threatened by the Dark Horde from Grim Batol as well as the Cult of Ragnaros. The Magna, the Dwarven Crime Syndicate, has also caused a great deal of trouble. They have offices and warehouses in Menethil Harbor. Technically, they’re welcome there.

Searing Gorge

Alliance and Horde Zone. Neutral Hub: The Cauldron.

With the threat of the Cult of Ragnaros and the Dark Horde threatening both Alliance and Horde interests, the Dark Iron have accepted both factions into their lands. The Thorium Brotherhood successfully has taken control of the Cauldron and uses its immense size both to vastly improve Dwarvish industry, but also as a base camp to fight against their foes.

Much of the Searing Gorge is a mission to defend Dark Iron industry, to stop Elemental summoning rituals, and to stop the Dark Horde from stealing Dark Iron plans.

Burning Steppes

Alliance and Horde Zone. Alliance Hub: Shadowforge City. Neutral Hub: Chislegrip.

The Dark Iron have successfully built a lasting Kingdom in the shadow of Blackrock Mountain. Gone are the Dark Horde, gone are the Twilight’s Hammer, gone are the servants of N’zoth, gone at last are the Black Dragons. Nobody foresaw the Burning Steppes becoming a safe place to be, but we’re nearly in that world.

Moira, with the help of her fellow Councilors, works tirelessly to build a future for all dwarves. Still, that is not to say the Steppes are fully safe.

Far from it. Dark Horde camps still persist, corrupted elementals still rage, and the Molten Core still lies beneath their feet. The Firelands are not far. And the Cult of Ragnaros? It knows that.

They will see the restoration of their Lord. Though they fight with the Dark Horde, it seems the Dark Horde is doing all in their power to force the Cult to restore Ragnaros quicker.

The Badlands

Alliance and Horde Zone. Alliance Hub: Dragonwatch. Horde Hub: New Kargath.

The Shadow of the Worldbreaker still rests over this extreme environment. Though the Black Dragonflight has long since been forced from this region, Deathwing’s madness seems to have caused the land to further corrupt. The Alliance and Horde both are forced to handle corrupted elementals, maddened beasts, and things unearthed further by the landscape’s degredation.

It is like the Badlands have begun to melt inwards. This has revealed more and more of the Uldaman facility, giving the Reliquary and Explorer’s League quite a bit to bicker over. Everyone wants a piece of Titanic mysteries, after all.

Though, word of a Cyclical Forge have inspired Brann Bronzebeard and Tae’thelan to pour more resources in uncovering Uldaman’s knowledge. A shadowy organization has been known to give both groups headaches, later revealed to be Dormarch.

Extras:

The Dark Horde

Dal’rend and Maim Blackhand’s deaths were crushing blows to the Dark Horde, but it was foolish to ever believe that the believers in the “True Horde” would ever let the ideology die out. The Dark Horde has remained mostly dormant since the deaths of its Warchiefs. That dormancy is over. Warchief Vox’nar Doomwalker has risen, groomed from birth by the last of the Shadow Council, to bring about the return of the True Horde.

Grim Batol is their Capital. Rockard, Balor, the Render’s War Camp, Dragonmaw Port, and many more locations are under their control.

The Cult of Ragnaros

The Firelord was believed to be forever slain. This still may be the truth, but the echoes of his power have certainly not faded. Those loyal to him still remain and still act as if he were still alive. Corruption, coercion, and destruction. They will not stop until all has been burnt and claimed by the power of flame.

One could consider them a spiritual successor to the Twilight’s Hammer, as they too seek a doomsday. Theirs is one of cleansing fire, to purify the world of those not blackened by flame.

The Defias Revolution

The Monarchy has failed its citizens far too many times. Sending men to a meat grinder, letting the Horde get away with atrocity after atrocity, and thrusting their land into poverty to fund a destructive war; it has forced the citizenry to question the purpose of an absolute ruler.

Vanessa VanCleef offers an answer, and this answer is proffered to more than the people of Stormwind. Corrupt rulers rule across all of Azeroth. Their actions and decrees have created a cycle to crush the weakest and promote the strongest, and this survival of the fittest has no place in the future.

It’s simple. Join the Revolution and overthrow the world.

The Uncrowned must be shaking in their boots, seeing what they caused. They might be next on the list.

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New subcontinent in the Eastern Kingdoms. Missed a few ideas, lol.

The Channel Islands: Islands in the channel between the mainland and Kul Tiras, these isles saw much action during the Second War. Left largely alone in the time since, with much of the global war behind the Alliance and Horde, it has become feasible to actually repair these abandoned shores.

  • Zul’dare: There used to be land where Baradin Bay currently exists. Settled by the Amani after the Great Sundering, the land was known well as “Zul’dare”. Several thousand years ago, the Amani struggled with mysterious invaders from the sea, and ended up sinking much of Zul’dare to survive. Many of the Channel Islands are what remains of the original landmass of Zul’dare.

  • Crestfall: Revisited only during the Fourth War for resources, Crestfall used to be an isle ruled by the Proudmoore Admiralty. The Second War forced Kul Tiras to abandon it. Now that tensions have cooled, Lord Admiral Jaina has moved to retake what belongs to a united Kul Tiras.

  • Havenswood: One of Gilneas’s earliest island colonies, the Barony of Havenswood was initially a refuge for many Gilneans fleeing the worgen and the Cataclysm. Yet, by the time the Gilnean people fled due to the invading Forsaken, all contact had been lost with the isle. If Gilneas is to be truly reclaimed, then so must be her territories.

The Zones:

Zul'Dare

Alliance and Horde zone. Alliance Hub: Southsore. Horde Hub: Errkan’alor

With the Amani Civil War ongoing, the Horde (through Quel’thalas) decides to get ahead of it by incorporating Zul’Dare into its territories before Yul’kan could use it to destroy Dera’ka. The Aman’ashari at their side, the Horde is quick to claim the coastal city of Errkan’alor. Ominously, the land is quiet. Only signs of the Old War remain, with all life still.

The Alliance (through the Proudmoore Admiralty) are not keen on letting the Horde claim Zul’Dare without their presence, and so ships from Kul Tiras and Hillsbrad both are sent to observe. For much of the island’s introduction, the Horde and Alliance groups combat orcish, human, and troll spirits that all speak of a great terror.

Midway through a quest where both factions find an abandoned orcish base, a mysterious people assault the island. One with the deep, they are known simply as “the Tide”. As we do not know their language and they are hostile towards us, we can’t discern much of their motivations or of their intentions. What is certain is that they worship a Great Leviathan, employ magicks similar to Tidesages and Sea Witches, are certainly not Naga, and their legs transform into fins in the water. They are incredibly strong, as well. Their elite warriors are fearsome enough to take on entire brigades of regular soldiers, and are similarly strong to the Heroes of Azeroth.

Who they are and what they want may not be clear, but what is clear is that Zul’Dare is but the beginning of their tale.

Crestfall

Alliance and Horde Zone. Alliance Hub: Crestfall Keep. Horde Hub: Rend’gar Stronghold.

Cyrus Crestfall owes his name to this island. It was here that he fought and nearly died to Varok Saurfang. But… the wounds of war may ache still, but the war is over. It is time to return home. When the Horde hears of orc holdouts on the isle, they’re also quick to send an emissary out to see if anything can be done to turn these orcs away from the rising Dark Horde movement.

So Cyrus finds himself joined by a Saurfang.

Crestfall is primarily a zone made up of the ghosts of the Second War, Naga serving Warlord Zethresh, and a small naval conflict between the Alliance and Horde that causes a new Battleground (the Battle of Shadesmile Bay) to appear.

Havenswood

Alliance Zone. Hub: Havenswood Village

With Gilneas solidly reclaimed, King Greymane desires Gilneas to be one again. In this, he has made an approach upon all still Gilnean lands (meaning Kul Tiras is obviously excluded). Bradensbrook, Surwich, Ambermill, Pyrewood, and surprisingly the most problematic - Havenswood.

He tasks Commander Lorna Crowley and his daughter, Princess Tess Greymane, to see what happened to Havenswood. Where did the people go? It is a tale of feral beasts in the woods, people praying to old divinities, and of creatures of the abyssal dark terrorizing the minds and lands of men.

Tess and Lorna get to hang out and maybe… kiss? haha, but… actually?

Basically: Bloodborne the Zone, Featuring Our New Gay Friends.

Kalimdor (maybe) coming to Sints near you.

You’re insane.

I approve.

No time to talk about the zones I would add (or fix/update), but since its in the same general vein, here’s my old thread about what dungeons I’d add to the game. Dungeons are just big zones anyway, right? (Especially that blasted Centaur one).

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Not super imaginative but I’d revamp SMC in the vein of Suramar City.

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They really just need to make all of Quel’Thalas and Draenei Islands part of the main overworld servers, that way they would have a reason to update SMC and Exodar and allow forcflying in those zones.

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Sometimes I completely forget those zones are part of Outland.

Also I’d set aside a small part of my revamped SMC that’s glitchy and unfinished that can only be accessed by questionable means, to memorialize the satisfaction of sneaking into areas of SMC players weren’t meant to see.

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Please. Please. I will miss the brutal police state theme though, now that they made us into goodie-two-shoes. One of the things that really captivated me about SMC back in the day was the juxtaposition of this giant, beautiful spire city with arcane constructs patrolling the streets and magisters publicly brainwashing civilians

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I don’t think I’d want to build my own zone, so much as have an overall revamp of existing zones. Upgraded graphics and features would get all zones on the same page. Everywhere should have flying by now. Earlier towns should be built up, cleaned up or repaired, especially in this 5 years of treaty where we’ve had no wars. Azeroth should be experiencing a boom.

Rebuilding hub towns of Undercity and Teldrassil would be a priority, with expected growth in Stormwind and Orgrimmar to reflect housing and public services. The riffraff in Boralus should be cleaned up, as well as taking care of clean up of mobs in Suramar, so both areas are flourishing. Displaced citizens everywhere should be living and working in the cities where they previously were squatting on the streets, or they’re back in their original towns to repopulate them.

If we’re going full treaty, then let’s redo some of the coding so that we can visit an NPC outside opposing faction hub cities to click “ally” and be able to enter without being flagged. The NPC would also give the elixir of tongues ability so you could understand people and NPCs in the city.

Addition of schools, hospitals, and facilities sprinkled about in other cities also seem likely. Things like the mage tower in Elwynn might expand to be an entire college of magic, for instance, with portals to the mage class hall. Portals between the SW cathedral and the priest class hall, or the rogue class hall and Murder Row in SMC might be an addition that would make sense from the point of view of governments looking to make improvements.

I’d also look at adding a new feature to class halls - a questline that allows you to change your class or take on an additional class on a character. If your pally also wanted to be a priest, they would make their way to the priest class hall entrance or portal and pick up a starter quest, then either class swap or class addition could be chosen and quested through. It’s a use for the class halls so they’re not sitting as abandoned game real estate, and the quests might be looking for an artifact, searching down parts of a legend to see if it was true, or something else the new class might want or need. The new spec would just be added to your spec page as a tab on the bottom. Any character could learn up to maybe 3 additional classes, but not all additional classes.

I’d also bring questing back into old zones for the next expac, with threats being closer to home. If the zones are going to be redone, we’d want players to see them.

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@Kirsy, all of your ideas are fabulous! I really hope the devs read these forums. I agree with what someone else said about Silvermoon being revamped. It definitely deserves it.

I’d also want Suramar updated to get rid of all the hostile NPCs for those who’ve completed the main storyline (including new Nightborne characters), and maybe add an NPC like Zidormi for those who want to do world quests there.