WoW 2 Lore

Hey, y’all. I was writing up some ideas for WoW 2’s theoretical story (if it ever happened). Here are all my dumb ideas:

  • The story takes place about a hundred years into the future (technology has, unsurprisingly, not progressed beyond medieval times. Tragically, people still use outhouses regularly). The world’s leaders (Thrall, Jaina, Anduin, etc.) have all passed away due to age, and the immortal leaders, like Tyrande and Velen, have stepped back from world politics for the most part. Those appointed to lead are leaders with only second-hand relationships with the opposite faction leaders.
  • After all the wars have ended, the populations of the world’s denizens begin to skyrocket. Horde and Alliance nations begin to turn to more domestic issues, and the factions as a whole begin to mean less and less as each nation looks after itself. Eventually, the Horde and Alliance leaders elect to dissolve their factions entirely and create a type of “United Nations” council thing instead to see to international relations.
  • Oh, and all the heroes of Azeroth are pretty much dead too. No more god-like champions running around. Immortal heroes and whatnot fade into legend and step away from the world’s matters. Without the world’s champions committing genocide on everything that has shiny things in its pockets, many monstrous races like murlocs, gnolls, centaurs, and ogres also begin to have huge population spikes, making the wide world more dangerous for travelers.
  • As the nations begin to isolate themselves and expand their territories, occasional conflicts arise between the Horde and Alliance races for the diminishing resources, land, and other coveted gains. Some of the main races remain loyal to their nation, while others seek opportunity among even races of the former opposite faction in the form of pirate crews, mercenary groups, and neutral factions.
  • Now, it is up to YOU, a random nobody who will soon become a somebody as you prove yourself within this newly changing world.

Other random story-point ideas in no particular order:

  1. Goblin Imperialism and the Southsea War: The Steamwheedle Cartel holds a monopoly on the world’s major ports (like Booty Bay, Gadgetzan, Fuselight-by-the-Sea, etc.). They begin to get greedy (as goblins do) and employ a very aggressive system for their shipping and port economy. The Steamwheedle kick the former co-owners, the Blackwater Raiders, out of Booty Bay so they can retain their massive trade empire. The Blackwaters retreat to Zandalar to work with the Zandalari as they expand their fleet and island territory. They temporarily work with them to get by and even open up shipping lanes between the newly obtained Zandalari islands. Eventually, the Blackwaters start colonizing islands near the Maelstrom, including mainland Kezan. They plan to insert themselves in the world’s greater shipping industry and endeavour to take the abandoned island of Tol Barad, but the Steamwheedle have the same plans. Both goblin cartels run aground on the island not too long apart from each other, and conflict erupts. Then, the two have a big ol’ war in the South Seas, taking islands, having naval battles, and recruiting pirates to join them. What fun.
  2. The New Gorian Empire: The ogres of Dire Maul also increase in population and begin to rebuild the Gorian Empire in Feralas, converting the ruins of Eldre’Thalas into a massive imperial seat. Reluctantly, the world leaders negotiate with the ogres to grant them sovereignty as they begin finding their place in the new world. Ogres become a playable race, and they begin establishing a massive empire in the forest, complete with an abundance of roads, outposts, towns, and garrisons. They establish the New Gorian Legion, build up their army, establish a large harbor at Kalimdor’s west coast, and begin to open trade negotiations with races like the orcs, goblins, and night elves. The ogres also love land, so they’ll start to take Thousand Needles (which is drying up now) and make war on the centaur, invading Southern Desolace.
  3. Tol’vir, Yo. The tol’vir kinda just become super rich and get a bunch of land. No one wants Silithus. They take it. No one likes Southern Tanaris. They take it. No one wants to go into the dangerous wilds of Un’Goro (except the Venture Company looking for oil). So, they take it. They become a very powerful nation within Kalimdor.
  4. Those Darn Trolls. The troll tribes begin to grow in prominence. The Farraki tribe takes more land in Tanaris, and even the Southern Shelf area in Thousand Needles. They even open trade with the Tol’vir. The Gurubashi take the Swamp of Sorrows and engage in battle with Booty Bay as they take land deeper south into Stranglethorn. The Amani try to unite the tribes in the Northern Eastern Kingdoms and begin to control parts of Arathi, the Hinterlands, as well as Zul’aman itself. The Zandalari have been rebuilding their fleet for years to restore it to its former glory. They also want an imperial empire thing, and start taking lots of islands with the help of the Blackwater Raiders. They take the Isle of Giants (again) and lots of random islands around the Maelstrom and across the ocean. They have also built up a great animosity for the Kul Tirans and seize several of their vessels that travel into their ocean territory. They also take islands near Kul-Tiras, which escalates tensions with Boralus. Maybe a Cold War-type thing happens with lots of blockades and threats being thrown around, while nations like Stormwind, Orgrimmar, and even Ramkahen try to calm both sides down.

I hope some of these ideas were somewhat interesting. I think they’re fun to come up with, and I know some people like to think about “WoW 2” concepts. Let me know if y’all have any lore ideas in this way. I’d love to hear them.

Thanks for reading. Have a cookie: :cookie:

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Could have WoW end in some type of catastrophic defeat which results in a kind of 40k ‘Dark age of technology’ causing minimal advancement/regression in technology and magical ability.

in the future Azeroth strong women united all races. the only war left is for equality

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I think it’s fine. Perhaps start with WoW 2’s first big location first then spread whatever happens there across the world in later expansions.

Such as we begin in the Eastern Kingdoms which involves the Stormwind Alliance and Frostwolf Horde as our two starting zones under a new blue banner yet two red banner enemy foes with the Blackrock Clan expanding to the south and Stromgarde expanding to the north. Thinking we defeat them, we encounter them again and again in expansions later as they cause trouble in familiar locations like Kul’tiras, Orgrimmar, Pandaria, World Tree…

The concept I had for WoW 2’s gameplay would have the Eastern Kingdoms, Kalimdor, Kul Tiras, and Zandalar as the main continents. Though the Zandalari canonically interact with Pandaria and take the Isle of Giants, I feel like Pandaria, Northrend, and a lot of the newer areas are too far disconnected from the old world and wouldn’t be included.

In my vision, the game would allow you a lot of freedom to explore the world and wouldn’t be so focused on the “last raid” or “end game” like retail is. It would be more about building up your character’s identity by customizing them throughout your journey, more like Vanilla was in a way.

If Blizzard actually made it, this would never happen, but ideally, the game would not have expansions, or at least not ones that abandon old continents in favor of new ones as we have now. The idea is that the zones would be much bigger than the ones we have now, and would give players do play how they want, whether that be getting lost in the wilderness to go explore, crafting stuff, or doing some kind of instanced content.

I was thinking any kind of updates would simply build on what the game already has, and hopefully wouldn’t replace anything (and it would be primarily story-oriented). For instance, maybe a South Sea update would allow players to go out into the ocean on boats to explore islands or engage in naval battles, or updates would drive parts of the story and even escalate conflicts, ramping up as time goes on.

I dunno. I just have a big ol’ messy Google folder with a bunch of random ideas and story points, so I don’t really know how it would all work in the end.

I think I see what you’re going for, but 100 years is too short a jump. Firstly because some of the old cast would still be around. Dwarves live a lot longer than humans from what I recall, so Dagran Jr. would still be around, and probably Moira as well.

Secondly, I think this setting would stand out more with a bit more technological advancement. Not to the point swords and spears have completely gone out of use, but enough where your first ground mount is the choice between a horse, a bicycle, or a motorcycle (instead of the latter two being oddities to the common person). This way whatever engineering is called in this setting would get stuff like buggies and ATVs, or maybe an early jeep.

So I’d suggest the jump be between 200-300 years. This gives enough time for most of the old cast to die out and become relegated to the history books while looking distinct enough to not be called “WoW 1 but with better graphics”.

Edit: This also gives way for notable government changes. I doubt Ironforge and Stormwind would stay the same after a couple of centuries. Anduin talking about abdicating made me think he might end up doing so in a time skip and we would see the results of that in a sequel. Ironforge would probably become either fully unified or split into three states again.

It’s alright, I just assume WoW 2 will be a dream on a budget. Maybe more attention for the nostalgia of the Eastern Kingdoms too.

Personally my concept of WoW 2 begins with a different setting entirely.

First thing is first - we lose Azeroth as a planet. Either we won the war and she hatches from her egg and goes on a journey across the cosmos, or she was corrupted and we had to put her down.

Before the end, mass evacuations are made. Perhaps by this point, New Shattrath is built and doubles as a giant space station/Noah’s Arc, while Mages and Warlocks make portals and summon people to where ever they can - places like the remnants of Argus and Outland, and strange worlds we only heard of in legends.

The Vanilla era can be set in some new world. Now, every race on Azeroth is facing the same situation the Orcs faced - trying to survive in a new world after their old one is gone.

The Patches that follow can be about us finding the rest of the survivors spread across the universe, and helping them with what ever trouble they find.

I could see the opening cinematic being some strange new world, where a portal opens, and out steps an Orc, then a Night Elf, then a Human, then a Tauren, and then the rest of Azeroth’s races begin pouring out.

Perhaps we catch glimpses of Native scouts ominously positioned around us as we make our first settlement.

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Gnomes learn swear words

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After the leper gnome threat is neutralized, the gnomes make war on the troggs occupying Gnomeregan. They manage to repel them after a long year of fighting, and Gnomeregan becomes Azeroth’s Detroit, and they rule the streets with iron fists and foul mouths.