What The Factions Could Be Like in an Alternate Timeline

What The Factions Could Be Like in an Alternate Timeline

I’ve been doing a lot of worldbuilding and speculation while playing the game lately, coming up with some ideas for a rebooted WoW. These are just some ideas I jotted down regarding the two playable factions and the inclusion of a neutral, third, (for now) unplayable Goblin faction to enhance the “Cold War tensions” of early Warcraft.

Some basic context: this made-up era of the lore roughly correlates to the early days of the Burning Crusade expansion, with elements of later expansions happening at the same time. Deathwing has begun to stir, causing pre-Cataclysmic events like the eruption of Kezan’s volcano, Pandaria was recently discovered and both factions are scrambling to colonize it. Basically, imagine a world roughly analogous to late vanilla, where the events of several major expansions are just starting to unfold.

Overall, treat this more like a lore description in an RPG sourcebook, and less like a direct reflection of game mechanics.

This is probably obvious, but we are working with the Pre-Chronicles lore, particularly when it comes to magic and how it functions.


THE THIRD WAY - KEZAN

First off, let’s talk about the Goblin nation of Kezan and the delicate balance they walk in the Alliance-Horde Cold War.

Generally, Goblins are neutral in the Cold War between the Alliance and the Horde. That said, Goblins have always been culturally closer to other “monster” species like Trolls and (later) Orcs. Historically, they’ve been largely dismissed by the more “fair” species of Azeroth.

Aesthetically and societally, Goblins hail back to Gilded Age America themes. This should be blended with less overt but still present piratical themes (Goblins are known for piracy thanks to groups like the Blackwater Raiders and cities like Booty Bay and Ratchet). Generally, the closer to a body of water a Goblin settlement is, the more piratical the aesthetic.

Goblin society is racially diverse, with members of most Azerothian species employed at various levels. Island Trolls (Jungle Trolls pushed out of Stranglethorn by the dominant Tribes), Humans from minor island nations, Niffen, and Pandaren form the majority of this minority. These individuals, typically, identify with neither the Horde or Alliance.

Goblins are technologically further along than everyone except for Gnomes and possibly Dwarves. Their technology and the culture surrounding it are reminiscent of the early 1900s, with newspapers, radio media, and “picture shows”.

In terms of the balance of power, this is crucial. Goblins are officially neutral, but individual Cartels (esp. the Stramwheedle and Bilgewater) tend to favor the Horde and maintain close diplomatic ties to Orgrimmar. Hell, the Goblins BUILT Orgrimmar. From a meta perspective, this obvious favoritism for the Horde helps balance out the strengths and weaknesses of the 2 main factions, and causes in-universe tensions to arise between the three factions.

The most visible Goblin Cartels are NOT the most powerful. Steamwheedle and Bilgewater are middle-ranked Cartels. These groups tend to be the most expansionist and visible outside of Kezan, but they’re all financially beholden to much quieter, more powerful Cartels back on the island. Imagine these powerful Cartels as investment firms or other businesses that cater directly to the capitalist class in real life. They’re less about producing anything tangible and more about managing money and artificially inflating value.

These high ranking Trade Princes rarely operate within Undermine, isolating themselves in villas tucked away in the most verdant regions of Kezan’s surface, making backroom deals with each other in exclusive neighborhoods where only the most wealthy Goblins can afford to live. not all Trade Princes live in the nice areas of Kezan. This is reserved only for those super-rich Trade Princes who run those powerful yet quiet Cartels I mentioned earlier.

Most of Kezan’s surface looks like a dingy tropical resort, with smokestacks, highways, and company shanty towns marring the otherwise beautiful island. The people that live on the surface are either the rich, the super-rich, or slightly privileged workers and servants who keep Kezan’s elite in luxury. Middle-class goblins on vacation flock to the surface for a brief taste of second-rate luxury. The most valuable and pristine real estate on the island is entirely dominated by the super-rich and completely inaccessible to the average Goblin.

Undermine is the sprawling metropolis beneath the surface of Kezan. It is the economic and industrial hub of the Goblin nation, and arguably the most important city in the world. Much like New York city, its seen as both a beacon of oppression and a hope of financial liberation. People come to Undermine with dreams of making it big and earning the financial stability to live safely and comfortably (a rare luxury on Azeroth).

A common saying about Undermine is, “Welcome to the best place ever. If you can make it here, you can make it anywhere”.

The Bilgewater Cartel, in our timeline, murdered Gallywix in a worker’s revolt shortly after they arrived on Kalimdor, democratized their business, and joined the Horde essentially as one giant union. This behavior has isolated them from the other Cartels, many of whom refuse to deal with them. It’s even caused tension between the wider Horde and the other Cartels. The Bilgewater maintains secret ties to the Defias Brotherhood of Stormwind, who share their revolutionary, pro-worker ideals. Bilgewater Goblins can be found funding the Defias in an attempt to undermine Stormwind for the benefit of the Horde (revealed in our version of the Deadmines dungeon).


THE COLD WAR BALANCE - Technology, Magic, and Agriculture

THE ALLIANCE

The core Grand Alliance species (Humans, Gnomes, Dwarves) live in generally fertile regions, have far superior technology and Arcane magic compared to the Horde, but they’ve been territorially and financially devastated by the Third War, and the decimation of the Silver Hand has greatly weakened their Divine magic skills. The inclusion of the Night Elves and Draenei into the Alliance helps counteract these weaknesses.

Humanity, as a species, is still reeling from the zombie apocalypse imposed upon them by the Scourge. Varian Wrynn recently re-emerged and reclaimed the crown of Stormwind. He is as militant and uncompromising as his early portrayals in the setting, but Magni remains the defacto leader of the Alliance.

Humans owe much of their culture to Dwarves and High Elves. In ancient times, the Dwarves taught them law and statecraft, and the High Elves taught them the secrets of Arcane magic. They did this, not solely out of the kindness of their hearts, but to enlist the humans as soldiers in the ongoing Troll Wars. These wars shaped humanity significantly and contributed to their culture of “monster hunting” that survives to this day.

In modern times, Humans and their various nations should each have a distinct vibe and aesthetic inspired by different cultures:

Stormwind: Classical western fantasy, with hints of “wild west” aesthetic (esp. in Westfall) and colonialist “safari” aesthetics near Stranglethorn Vale. Broadly see themselves as a nation of “monster-hunters”. Known for their comparatively fair justice system, and a zealous dedication to destroying those they perceive as “monsters” (which often undermines their justice system). Has recently developed a streak of violently left-wing, anti-feudal revolutionaries (most notably the Defias).

Gilneas: The most classist, xenophobic, and stylish elements of Victorian England. The Worgen curse is infesting their citizens. Their fight against the Worgen and the Undead give them subtle “Frankenstein” vibes. Ironically, these vibes mirror those of their greatest enemies: the Forsaken. Large differences between the upper and lower classes who live worlds apart. These differences are reflected through distinct accents (cockney vs. posh).

Kul’Tiras: Spain at its naval height. Extremely militant and self-righteous. The only kingdom not decimated by the Third War. Extremely anti-Horde.

Alterac: The Alps, particularly Switzerland. Presented themselves as a neutral force among the human nations, but held a long-standing rivalry against Lordaeron. In ancient times, they were a semi-nomadic people, and the modern Syndicate’s mobile leadership harkens back to this time.

Lordaeron: Holy Roman Empire mixed with Byzantium (the idea is that it is a successor state to the original Arathi empire, but not based in its original location)

Stromgarde: Scottish blended with Greco-Roman (the latter being cultural holdovers from humanity’s origins as Titan creations). Descendants of the warrior-clans who stayed behind to guard the old Arathi heartlands as power moved north to Lordaeron. These clans became noble warrior-houses. Currently a broken and divided kingdom, after Prince Galen Trollbane murdered his father and failed to defend the nation against the Syndicate, Forsaken, Boulderfist Ogres, The Orcs of Hammerfall, and the Forest Trolls. The Arathi Basin was once the breadbasket of humanity. Its now under constant assault by the Horde.

Dalaran: The Near East, especially Turkiye. Destroyed during the Third War. Currently being rebuilt under a giant arcane dome that shields it from the outside world. Pro-Alliance, but unsure how to deal with former friends and allies who are now part of the Blood Elves and Forsaken.

Theramore: an eclectic blend of all kingdoms (but especially Dalaran and Lordaeron) with subtle night elven, and even subtler Tauren, influences

Lordaeron, Stromgarde, Dalaran, and Alterac are in ruins, and Kul’Tiras lost a massive portion of its fleet against the Horde and the forces of Theramore. Stormwind has only recently recovered from the first Orc invasion and several years without a king, and Gilneas has become a hermit kingdom with rumors of a worgen infestation devouring the kingdom from within.

Because of this, Dwarves and Gnomes have largely filled the vacuum of Alliance leadership, with Ironforge becoming the defacto capital of the Grand Alliance. Their superior technology gives them an edge against the Horde despite the devastation of the wider Alliance. Magni is determined to win back territory and resources lost to the Horde, drive the Frostwolf Orcs out of Alterac, The Dragonmaw from Dwarven territories, and to wipe out the burgeoning Forsaken Empire.

Night Elves remain who they were in Warcraft 3 and their early concept art: a dark reflection of typical wood elf tropes. They are, on one hand, ancient, powerful, and knowledgable, and on the other hand wild, vicious, fracticious, and distrusting. Their power over nature, their terrifying warriors, and their connection to Elune make them a powerful asset to the Grand Alliance. Most male night elves are near-feral (a product of their pact with Y’sera which binds male Night Elves to the forces of nature. The same pact that granted the Night Elves immortality after the War of the Ancients), so they either live as solitary hunters or join the Cenarion Circle as Druids. Both males and females can be Druids, but men are more common. Meanwhile, female Night Elves fill out the rest of society as soldiers, craftswomen, and priestesses. Males can assume these roles as well, but it is much less common. As a people, they are currently reckoning with their lose of immortality, the creation of Teldrassil, and their sudden need for allies against the Horde.

The Horde villainizes the Night Elves, casting them as hoarders of Kalimdor’s verdant regions while the rest of the continent’s population starves in the desert. The Night Elves refuse to even trade with the Horde. They see the Orcs as savage invaders who will inevitably disrupt the balance of nature in Kalimdor. They see the verdant regions of Kalimdor as theirs to protect as part of their pact with Y’sera, and refuse to let the Orcs exploit the land. The Orcs quickly gave up trade talks and began to take what they need by force, particularly in the Ashenvale region. These efforts are led by the Warsong Clan.

THE HORDE

The core species of the New Horde (Orcs, Tauren, Trolls) are technologically primitive, distrustful of Arcane magic, and live in arid environments that are difficult to farm. Orc technology was always monopolized by the Blackrock Clan, who reject the New Horde. Tauren are deeply intelligent, but shun heavy industry. Jungle Trolls are skilled in all forms of magic,but the Darkspear share the Orcs and Tauren’s distrust for the Arcane. But, their mastery of Divine magic (especially through Shamanism), their rapidly swelling numbers, high morale, and the recent admission of the Bilgewater Cartel and the Blood Elves to the Horde keep them from falling completely behind in the military, technological and Arcane departments. The Bilgewater Cartel’s sudden inclusion in the Horde will soon revolutionize their technology. This process has already begun in Orgrimmar, as the Goblins are rebuilding it much like they did after the Cataclysm expansion. Goblin technology will slowly spread across the Horde from there, but the Alliance will retain their overall technological edge.

The Tauren have largely fallen out with the Night Elves, though they were once cautious allies. The Tauren believe the Night Elves look down upon them, and dont trust them to lead their new Orcish friends down the path of righteousness. As far as the Tauren are concerned, the Orcs and Trolls saved their species from being wiped out while the Night Elves did nothing, and now the Night Elves refuse to even trade with them. They agree with the Orcs that the Night Elves are hoarding nature’s bounty when it should belong to all. Mulgore is the Horde’s breadbasket, but it can only provide so much for the largely arid nation, furthering tensions by placing so much of the burden on the Tauren.

The Cenarion Circle still stands as a union of Night Elves and Tauren, but quiet murmurs of discontent have penetrated even Moonglade.

Meanwhile, the wealthiest Goblins exploit both factions through shell companies like the “Venture Co.”: a vague and difficult to trace company widely suspected of being funded by various Trade Princes. The Venture Company specializes in strip mining, clear-cutting, private security, and violent corporate land-aquisitions from both major factions. They frequently deforest and pollute once-pristine areas of Azeroth and kill anyone who stumbles upon their illegal operations.

These are vital factors that keep the Cold War running in our setting. All of this should be considered the roughest of rough drafts. I wrote most of this between going to the gym and jumping in the shower.

Let me know if this interests anyone. I just thought I’d put it somewhere in case anyone else is interested in re-framing the lore or dreaming of a rebooted WoW.

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This was an interesting read. I know that you cannot touch every aspect of the game’s story, but asfar as playable races:
Would the Worgen curse not occur amongst the Gilneans?
Are Pandaren seen much outside of the Goblin cartels?
And where would the Forsaken be in the story?

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The Worgen Curse is spreading throughout Gilneas. It was unleashed by the mad Archmage Arugal, who sees the Worgen “Curse” as a blessing and the key to stopping the Scourge and the Forsaken Empire. Arugal turned himself and his closest mage-advisors into Worgen, and set about spreading the curse. Unfortunately, most of the Gilneans turned Worgen are feral, and have been tearing the kingdom apart. Arugal was driven back to Silverpine, where he and his “Wolf Cult” search for a way to either restore the feral Worgen’s intelligence, or to find a way to “control the pack” and send them against the Forsaken. For now, Gilneas remains a hermit kingdom and very few know for sure what’s truly going on behind the Greymane Wall. This will undoubtedly change soon.

Yes to everything else! This is just a brief summary of what I’ve developed so far. I have a ton of plans for the Forsaken!

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