Things I would like to see.
Re(turn)venge of Outland
Basically more continental chunks of Draenor drift back towards the Dark Portal, holding small and desperate populations of Ogres, Aarakockra and Orcs, but most of the land-masses are populated by Demons. With Sargeras imprisoned, various Warlords and would-be ‘Heirs’ to Sargeras’s throne have popped up, aided and covertly guided by Dreadlords whom are grooming the Legion to throw behind Denathrius, who intends to use them to free Sargeras and form a Duumvirate to continue the destruction of creation and its eventual reformation under their control, remade in their design.
We don’t actually get to fight Denathrius, but he does manage to steal Sargeras out of the Throne of the Pantheon and that kicks off a patch or three of us heading out to various worlds that are fighting off Legion Warlords. New variations on Humans, Dwarves, Gnomes and Elves (?) are found, nothing like the Azerothian versions, and with wildly different allegiances to the native races who did not descend/evolve from Titanic Watchers/Keepers.
Eventually, we get close to pinning Denathrius and returning him to the Shadowlands for a more secure imprisonment, but Sargeras shows up and drags them both into the Fel Realm, and we learn that the Twisting Nether is just the barrier between the Material Plane and the Fel Realm, that we can’t access this realm because the Pantheon of Entropy sealed the boundaries of their Realm tens of thousands of years ago, and all the Demons we’ve been facing were exiled or abandoned during a great struggle amongst the Pantheon of Entropy, and of course, this struggle involved a Jailer-like figure who just so happened to have connections to Denathrius, and is also responsible for altering Sargeras to the point he could be a vessel for both the Fel and the Arcane.
War for the Under-Realm
We’ve dipped our toes into the hidden, mysterious network of caves, tunnels, caverns and ruins beneath the surface of Azeroth. A surge of Troggs, Kobolds, Drogbar and Faceless Ones boil out onto the surface, the mortal races either enslaved or driven forwards in a blind panic by the Faceless Ones, and its up to the Champions of the Alliance and the Horde to dive deep into the earth to figure out what is going on.
This leads into a rivalry between the Goblins of Bilgewater and the Goblin/Mecha-Goblin collaboration of Mechagon, to create digging machines that will allow the Heroes of the Horde and Alliance to create the beach-heads to take the fight to the Faceless Ones. This starts off with relative light-heartedness, but ancient spite and bitter rivalries spoil the fun and certain members of the leadership become more focused on shaming and/or killing each other, both within the Horde/Alliance-led factions and between them.
More Azerite is found, this time infused with Void and Light energies and is responsible for the chaos, as the Faceless Ones tried to corrupt a large chunk of Azerite to serve as a beacon to call an Old God back to Azeroth, but the inter-connected natures of Light and Void backfired on the ritual, along with the Naaru infused into the Sunwell, a literal pool of liquified Azerite, and we have to recover and purge the Azerite of the Void and the Light, a fact that upsets the Light-worshipping individuals who cannot see how this is a bad thing, and worries the Void-worshipping individuals, who know damn well that once the Void has opened a connection to something, that connection never goes away, it can only be rendered dormant.
Eventually we find the Faceless One General, make a dubious pact with the Nerubians to help end this threat to all of us, including them and agree to cede all of the under-realm regions of Northrend to them, while also dealing with heavily mutated Silithid and a visibly distressed Mantid Empress whose entire Hive has been dragged underground by the Faceless Ones and is being forced to provide a Swarm of mutated Mantids to serve as fodder-troops and experimental test-subjects for the Faceless Ones’ attempts to ‘improve’ the race back into the Aquir.
Black Sails and Bloody Seas
The Iron Tide refuses to be contained and the slowly-recovering economies of the Alliance and Horde are being bent over a barrel as a result. Off we go with a hand-picked team and a small, fast and heavily-armed ship to go find the nearest hidden port of the Pirates and go give them a what-for in the how-dare-they ASAP.
Of course, we find not just one, but dozens of hidden ports in a variety of unusual locations, and not all of them can be reached conveniently or conventional methods. Our single ship is gradually joined by captured pirate vessels, Goblin/Gnomish submersibles, trawling ships and large, friendly sea creatures, including spawn of Shen’zin Su, the Wandering Isle.
Unfortunately, miscommunication, old grudges, the fog-of-war and the machinations of vengeful Naga accidentally lead to occasional clashes between the Alliance, the Horde, neutral factions and friendly ones before we unravel the deception and can drag the perpetrators to justice, narrowly averting yet another slow burn towards a world war. Sieges on the Iron Tide bases grows larger and bolder, and yet they seem to have an endless array of ships, of sailors, of ammunition and strange beasts to throw at us, and we’re given hints as to there being more than just one continent on the other side of Azeroth, and hints that the Iron Tide hasn’t just found a way to sail to Avalorn and back again without suffering losses, but they may have also taken over and dominated a whole other landmass for themselves, and may have been doing this for centuries, if not longer, and multiple nations at that may be under the lash, or eager participants, in the Iron Tide’s ambitions to dominate the seas of Azeroth and plunder those too weak to stand against their lust for plunder and slaughter.