[Expansion idea] The Cycle of Hatred

Hey folks. It’s your boy Boush. Today is Easter Sunday. About a year ago, I started writing this list of suggestions, story idea etc for a hypothetical wow expansion. Mostly because I enjoy it.

I’m aware a lot / most likely none of this will happen, but the idea is less of having these things happen, but more of a proof of concept. If a nobody like me can design an expansion bare bones, then what excuse does a multi-million business have?

Without further a-due, let’s go. Also, apologies for any and all typos and/or missing lines, text pieces. I tried to weed out the most, but it’s a bit inevitable with a document of this size.

World of Warcraft: The Cycle of Hatred

1) LORE/STORY

1.1) Epilogue from Shadowlands (Web-story/web-novel)

(The intention of the webstory is to help with worldbuilding of Azeroth as we move on to the next expansion, help describe the motives of different characters and act as prelude to the events that will be taking place in the Cycle of Hatred. In addition, it has timestamps of the new animated shorts similar to the burdens of Shaohao and similar productions, called “The Bloodletters”.)

After the conclusion of the Shadowlands, the Alliance and Horde leaders gather in Pandaria to discuss peace terms into the future. The location is chosen because it was the location where Alliance and Horde last agreed on terms with one another.

While tensions remain, particularly with Tyrande and Turalyon demanding reparations, even dismantling of the Horde, majority of leaders on both sides want peace and start rebuilding after the destruction of the fourth war and other recent conflicts.

However, things are not so simple in either of the factions’ cities and among their people. In the Horde, the goblins of Bilgewater, under the leadership of boss Mida, are undermining Gazlove for his takeover of the Bilgewater cartel leadership after he’s had to cut back on wages and benefits. The citizen of Orgrimmar are also restless, with the tensions between them and the refugee forsaken remaining at a tipping point, with many still associating them with the former traitor queen. Additionally, recent rumours about land reparations in both Azshara and Ashenvale to the Night elves causing unrest among the already impoverished citizen.

Even Chieftain Bloodhoof has begun losing the favor of the common tauren, with many of them being worried about their place in the Horde, the constant sacrifices they have made, and how the Alliance continues to encroach upon their ancestral homelands. Some even whisper of individuals actively spreading these rumours and accusations, and how Baine Bloodhoof has lost the interests of his people in favour of his friends in the Alliance.
(Animated short: Bloodletters, part 1. Magatha Grimtotem).

In Lordaeron and Quel’thalas, many forsaken have returned to their original homes, with great efforts put into cleansing the Undercity from the plague and resettling to Lordaeron. Many of them have also taken part in the work of helping the Blood elves restore Quel’thalas to its’ former glory, with the repaired city’s ruins being dedicated for the use of the Forsaken in compensation for their work.

Though Calia Menethil has reached out to many of them, the Forsaken remain apathetic and leaderless, striving to find a place in a world that seems to hate them. Amidst the despair and lack of direction, some forsaken have taken matters into their own hands, with a large group of like-minded Forsaken forming to counter the increasing agitations of the Alliance especially in Hillsbrad Foothills, Silverpine and Alterac under the leadership of one Executor Wraithbone, with a plan to try and capture the abandoned keep of the Alterac as a Forsaken base of operations against the increasing aggressions.

(Animated short: Bloodletters, part 2. Executor Wraithbone)

In the Alliance, the people of Stormwind and beyond have had enough of the Horde. Famine, crime and unrest has returned to the streets, with bandit attacks increasing and even rumours of the Defias Brotherhood’s return having surfaced. The only thing holding the people together is Anduin Wrynn, with his inspiring tales of their victories in the Shadowlands and faith in the light keeping many content that better times are yet ahead. Not all is good however, as many see the Light as a way to cleanse the world of evils like the Horde, inspired by the actions of Turalyon in Lordaeron. Indeed, Turalyon begins to have visions of saving Azeroth from the taint of the red banner, and he shall champion the cause.

(Animated short: Bloodletters, part 3. Turalyon.)

Among the gnomes and dwarves, they have worked hard together to rid Dun Morogh of their ice troll problem, and Gnomeregan is finally reclaimed with the help of the Mechagnomes and their expertise regarding contaminants. War almost seems like a distant memory, until the supposedly driven off ice trolls started reappearing once more, striking at their supply shipments and workers with renewed vigour and tactical genius, as well as better equipment. Rumours speak of one ice troll called Khima Icetusk, a stern and unyielding chieftain, who has sworn to reclaim the lands of her people and cast the gnomes and dwarves back into their mountains where they belong.

(Animated short: Bloodletters, part 4. Khima Icetusk)

In Lordaeron, the Alliance has settled in to the Arathi Highlands with the reclaiming of Stromgarde and intending on repairing Thoradin’s wall. The Gilneans, meanwhile, have also made efforts of reclaiming both Southshore and Gilneas, still thwarted and slowed down by the plagued land, with tensions high between them and the local Forsaken. Skirmishes race throughout the land, with the intention of claiming Gilneas, Hillsbrad Foothills and the rest of the lands under the blue banner, with former refugees and settlers racing into the land to grab their fill. Lead by Tess Greymane, the refugees find themselves guarded from the threat of the Forsaken by this stalwart bastion of her people.

The night elves, led by Tyrande Whisperwind have begun resettling their remaining people in Feralas, with intentions of settling on the island just off the coast of Feathermoon Stronghold. While their encounters with the local tauren remain mostly peaceful, some radicalized night elves still strike at the local Horde populations, with tensions slowly on the rise as the Horde leadership does not retaliate to these provocations. At the same time, Malfurion Stormrage continues his efforts to rid Ashenvale of the Horde, encountering stiff resistance from the local Horde forces. Not all is however going according to plan with the night elves, as with Tyrande’s return from the Shadowlands, many Night elves have begun to reject and outright hate their former goddess for having abandoned them, choosing instead a life of atheism.

(Animated short: Bloodletters, part 5. Tyrande Whisperwind)

The Horde and the Alliance leadership meet in Pandaria to discuss terms of a prolonged peace. Tensions are high, but there is genuine effort on both sides to try and reach compromise. The discussions are abruptly interrupted by the arrival of Queen Talanji at the start of the talks, who demands that the Alliance must answer for the death of his father and her imprisonment.

While Thrall and Baine find themselves opposed to Talanji’s demands and the atmosphere seems to shift against her, Rokhan supports the motion to everyone’s surprise. Jaina shares a tense exchange of words with Talanji, but is soon interrupted by Tyrande, who begins lamenting on the fate of her people, while Turalyon brings up the question of Lordaeron, which again provokes a reaction from the forsaken representative, Executor Wraithbone, in the meeting, which is only provoked further as Calia Menethil attempts to assert her authority over the Forsaken and asks them to calm down, with Executor Wraithbone telling her “she is not his queen”, which causes her to storm out of the meeting, hurt and angry at the thankless people of hers.

Tess Greymane scolds him for this, warning him that if any of the new forsaken so much as look at the way of the returning settlers, she will have his head. Wraithbone is quick to quip back, saying that unlike his former Queen, he will not spare her neck if they should meet in battle, before he is contained by Thrall and Baine. This provokes Genn Greymane and Turalyon to call for the head of the Executor, and soon the whole room is awash with pleas of calming down or threats of demise.

A schism begins to form between the Horde and Alliance leaders over the talks as Taran-zhu calls for a reprieve for a day until they will continue. Both the Horde and Alliance leaders adjourn for their own separate meetings to talk about what should be happening.
The Horde leaders are caught in a schism where some of the participants (Executor Wraithbone, Talanji) express their concern about the Horde council giving Alliance free reign over their lands and people, with Wraithbone making a jab at Thrall for “craving back to the internment camps” which nearly sparks a fight between the two.

Baine tries to reason with Talanji that she must learn to forgive if peace is to be made. Talanji questions him about losing his father and did he not want vengeance for it. Before Baine can answer, both Thalyssra and Lor’themar comment that while peace would be in everyone’s best interests, the Alliance has been using the ceasefire as a veil to spread into Lordaeron unlawfully and that light fanaticism is on the rise, and that the Kul-Tiran fleets are patrolling the coastlines, harassing Horde trade vessels and ports, which has caused famine and unrest in especially Orgrimmar.

The talk is tense, with eventually Rok’han speaking out and reminding the others why the original Horde was formed: To secure a future for their people that, while alone, were weak and susceptible to greater forces such as the Alliance. He reminds that they don’t always agree with one another, but when push comes to shove, they must stand as one. He says that he does not want war with the Alliance, but he has seen them force their hands many-a-time. Begrudgingly, the leaders agree.

Meanwhile in the Alliance meeting, Anduin tries to reel in Tyrande for her outburst in the negotiations but is quickly rebuked by her. Turalyon also speaks up in favour of Tyrande’s goals, reminding that the Horde has always struck back at them, and that the light is a force that could unite all of the people of Azeroth under one banner, and that they need merely to be introduced to it. Velen speaks up and warns him of trusting into the path the Light has set him upon blindly, but no conclusion is reached between them. Tyrande says that trusting in a god-like entity is a fool’s bargain, a lesson she learned in the Shadowlands.

Turalyon chastises their lack of faith, but Jaina stands up for Anduin, agreeing that she understands the pain of losing a father, and that perhaps she could try and reason with the Zandalari queen privately. Genn and Mekkatorgue immediately protest, saying that it’d be like adding fuel to the fire, but Jaina reasons that should things go south, she can always defend herself. Genn then brings up the question of Lordaeron to Anduin, where Anduin agrees that the Gilneans should be allowed to return to their homelands and Arathi could stay in the hands of the Alliance, but turns down plans to take control of the rest of Lordaeron, such as Hillsbrad foothills, wanting to avoid confrontations with the Forsaken, believing that with Calia’s help, peace can be reached.

This is strongly objected to by both Genn, Tess and Turalyon, who emphasize that a large portion of former refugees and settlers have already begun settling in the area. Anduin notes that he didn’t authorize such a move as he was in the Shadowlands, and ultimately Genn agrees to not opposing the plan, but Turalyon and Tess demand that they agree on future plans with the Forsaken, demanding that Calia’s role as their new queen is solidified and that no new forsaken are to be created.

Anduin finds it hard to disagree but tries to point out that Sylvanas ultimately redeemed herself, which only sparks the ire of Tyrande even further, who ends the meeting by leaving with her sentinel guards. Before the leaders disperse, The council of Three hammers share a quick talk with Anduin, proclaiming that should another war be on the Horizon, the dwarves and gnomes are currently locked in a guerrilla war against local ice trolls, who have been sabotaging and stealing their supply runs. Anduin agrees to help, after things are clearer.

During the evening, as people have either retreated to their chambers, enjoying the pandaren hosts’ festivities and entertainment, Jaina decides to go through with her plan and chooses to approach Talanji about her demands. As she arrives to her tent, she spots a group of three, a tauren, a troll and a forsaken leaving her tent, all hooded. Sensing something strange a foot, she regardless chooses to approach the Queen before, deeming it more important. Stopped by Talanji’s honour guard, she requests and audience with the Zandalari Queen. Surprisingly, she agrees and allows her inside her tent, though her staff is taken by one of her guards.

Talanji is in her tent as Jaina approaches. They exchange tense glares, but Talanji allows Jaina to present herself. Jaina starts her talk by saying she understands the loss of a father, having had the same happen to herself. She also claims to understand the lust for vengeance, having been driven by it after the destruction of Theramore. This is where Talanji interrupts her, stepping off of her throne and standing on her level. She asks her why she and the Alliance captured her and killed his father. Thinking about it, Jaina answers that they feared that the Zandalari would join the Horde, but sees now that their intervention only caused it.

Talanji seems to have expected this answer, and quickly explains to Jaina that she knows their intentions and has felt the reality. She then goes to explain that no amount of assurances from the Alliance will convince her, only reparations will, giving Jaina a threatening look. Jaina holds her own, saying that she and the Kul-Tirans have weathered storms before, and turns to leave. As she does, Talanji quips that “Only the blood of a king can pay for another”. Jaina throws her a confused look, before she takes her leave.

Troubled by the talks, she retrieves her staff and remembers back to the three figures that left the tent earlier. Worried, she finds Alleria, who was spending time with Ji Firepaw and Aysa Cloudsinger, discussing her talks with the Zandalari queen. Troubled by what they hear, Alleria adds that she has for some time now been worried of her husband’s growing zealousness toward the Forsaken and the Horde in general, and says that they must find a way to bridge the gap between the agitators. Ji comments that the whole meeting is like a powder keg, needing only a spark for it to ignite. Aysa agrees, suggesting that before they go forth talking about this with the other leaders, they should try to find out more what is Queen Talanji up to, and the four decide that Ji and Aysa shall try spying on the activities of the Zandalari before the final meeting, to see if they can find out anything useful. With that they disperse to the night.

Meanwhile, Thrall, Baine, Rexxar, Gazlowe and Rok’han are enjoying a visit to Chen Stormstout, reminiscing of the good old times, like the founding of Durotar and formation of the Horde. Baine thanks them for not letting the centaur eat him. They reminisce about his father. Baine says he misses him, saying he will never live up to how he had united their people. The others question where he’s gotten this idea from, after which Baine explains the current situation with his people, saying that they feel that he cares more about the Alliance than his own people. Thrall tries to encourage him, saying that Orgrimmar is going through similar times, people are hungry and angry, but time will heal all wounds and after they have peace, the slow rebuilding of internal affairs can begin. He goes on to say that he believes that the Horde and Alliance are more alike, and given a chance, could grow to be friends.

Gazlowe disagrees, quipping that people don’t change and that though he is no great warrior or tactician, he understands people. He then gives an example of the Bilgewater cartel and how they have been undermining him lately, and though he tried to shape and change the cartel toward a management style he preferred, he could not, not necessarily because he ran out of resources to do so, but because the Bilgewaters were not accepting of his methods. Equally, when the Bilgewater goblins did not go along with his changes, he was forced to use methods they were familiar with: Shakedowns and intimidation, which did not sit right with him. He concludes that you can try to change a people, but that you’ll be disappointed.

Chen asks what are his plans next, to which Gazlowe answers that he intends to hand over the control of the cartel to Boss Mida, and that he intends to return to Ratchet, because that’s where he belongs and that’s who he is. Though Thrall tries to change his mind, Chen applauds him, saying that there is no point in trying to fight the wind, which Thrall should know as a shaman. Irritated, Thrall asks if anybody among them shares his dream of a united Azeroth, with peace between the Horde and the Alliance. Rexxar is first to answer, saying that it’s not that he has anything against peace, he simply has seen the way Alliance conducts itself, and does not believe in a lasting peace, reminding everybody of Jaina’s father. Rok’han reminds him that they stopped him together, and that they can stop whatever threatens the Horde again, together.

Thrall asks him if that is the reason he stood up for Talanji in the meeting. Rok’han shrugs, saying he’s not sure whether he did it more because she and her supporters had legitimate grievances that needed to be addressed, or because all the things the two of them had been gone through since Nazmir. Gazlowe quips if he fancies her, to which he gets shoved off a stool by Rokhan, earning a laugh from Chen Stormstout. Baine scowls, telling that if everybody always sticks up to their friends like that, then the divide between the factions will only increase. Rexxar speaks, noting that water’s sweet but blood is thicker, which the Horde was forged with.

He goes on to explain to Baine that maybe the dislike of his people toward him stems from his lack of keeping their interests in mind instead his friends over the Alliance. Baine is clearly angered by the proposal, but doesn’t respond, thinking on the words. An awkward silence falls over the group before Chen Stormstout interrupts it and reminds them about what Rokhan said: So long as they stand together and united, no matter the outcome, things will be fine. He goes on to share more wisdom, explaining that while he knows that Thrall feels responsible for what happened to Garrosh and what he did, he was also the one who ultimately helped to bring him down. The old friends choose to end on those terms, agreeing that whatever happens, they will stand together, before retiring for the night.

In the meanwhile, Ji and Aysa are out in the grounds of the Tian monastery, having tracked down one of the hooded figures to a tent at the outskirts of the training grounds. Two Grimtotem tauren stand at guard around the tent. Ji suggests that he tries to distract the guards while Aysa should try and try and hear what the people inside the tent are talking about. She agrees, telling him to be careful.

Ji approaches the two tauren guards, asking what they are doing here. The other one says that it’s none of his business and that he should move along, while the other one remains silent. Ji tells them that there’s no reason to get upset, he was just trying to know why they’re here. Now the silent Grimtotem pushes off the tent and toward Ji, telling that he wonders why he’s interested in that. Ji starts to remember that the Huojin way of “Acting before thinking” may have backfired on him here as he awkwardly tries to find an answer as the other Grimtotem also approaches him, asking what is he doing here.

Before he can answer, a bony hand is placed on his shoulder from behind. He turns his head to look at who it is. It’s Executor Wraithbone. He offers his a crooked, rotting grin, before looking at the two tauren, asking them if there’s a problem here. Ji is certain at this point that a fight is imminent, and he tenses, but to his surprise, the two guards shake their heads, saying that this pandaren was trying to spy on them. Wraithbone calls that nonsense, moving past the still stunned Ji and tells the two that what’s there to spy here? They’re all Horde members and friends, after all. Before the two Grimtotem can bluster a response, the forsaken tells them to go along, enjoy the festivities in the grounds, buy some food and take the night off. The other one hesitates, saying they should ask for the crone’s permission, but he is quickly smacked across his muzzle by the other tauren, telling him to shut up and they hastily leave.

Ji looks after the leaving tauren, still perplexed why did they follow Wraithbone’s words so eagerly, before turning to look at the forsaken. Before he can thank him, Wraithbone wafts his bony hand at him, telling him not to mention it. Ji then tries to change the subject, saying that he’s surprised that he knows him, since they’ve never met prior. Wraithbone snickers, telling Ji that unlike all the other bigshots in this meeting, he’s a new man that so few people know about, so he’s made it his mission to know as much about others as possible. Following the conversation, Ji asks that what does he know about him then? Wraithbone answers that for one, he knows that he’s here to eavesdrop on the conversation in the tent. Ji’s completely thrown off balance about his words and tries to deny it. The Executor’s gaze turns into a frown as he approaches him and tells him not to lie, saying that there’s plenty of liars here already.

Ji tries to produce another lie, but finally concedes. He admits that he was eavesdropping. The Executor’s gaze softens, looking him over, before he snickers, asking if somebody else is working with him. Before he can answer, they hear a muffled scream from inside the tent. Ji rushes past the executor into the tent.

Aysa is in a tight chokehold of a large female ice troll, having brought a dagger to her face with her free hand, gazing down at her with a hateful look, before noticing Ji bursting into the tent. A robed tauren woman is facing the other wall of the tent, lowering her head as she too notices him bursting in. The troll tells the tauren that they should kill them both. Before Ji can rebuke her threat, Executor Wraithbone bursts from behind him into the tent and tells Khima to stand down. Khima snorts, letting go of Aysa. She falls forward, gagging for air as Ji helps her back up. Khima snaps, telling that now they definitely need to kill them, because he blurted her name. The tauren woman tells her that it won’t be necessary, revealing herself as she turns to look at the two pandaren.

It’s Magatha Grimtotem. Before either of them can ask her questions, Wraithbone scolds Ji for not telling him about her, saying that Khima could have killed her before she made a single sound. Magatha tells him to quiet down, saying that no doubt the pandaren have a great many questions to ask of them. Ji is surprised but goes right down to business. He asks why’s she here? Magatha answers that they were invited by Queen Talanji to take part in the peace negotiations. Aysa is quick to note that isn’t she banished since she murdered Baine Bloodhoof’s father? Khima answers on her behalf, saying that they are on neutral grounds. Aysa snaps back at her, asking if she thinks that the pandaren would be foolish enough to let another event like the trial of Garrosh to happen, and that whatever nefarious they were planning, they would be caught, because Alleria also knows. Magatha dismisses her ideas, saying that they have nothing nefarious in mind, unless Aysa thinks that talking is nefarious.

Surprised by this, Ji tells them do they intend to just attend the meeting tomorrow? They’re not invited, after all. Khima quips that they are part of Talanji’s personal retinue. Each representative can bring up to three with them. Aysa is quick to note that she doubts they are there to guard her. Magatha smirks, saying that it remains to be seen. Ji asks that is that their plan then, to ruin the peace talks? The Executor denies it, asking if he’d rather they didn’t tell them the truth. Ji asks what truth is he talking about. As the Executor is about to speak, Magatha raises her hand and dismisses him, telling that as Ji and Aysa are both part of their own retinues, they are free to hear their words on their own. Khima yaps in and tells Aysa she doesn’t care if they go and tell them about their arrival, because technically they are not breaking any rules.

Ji then asks that why then keep their presence quiet in the first place and not come clear with it? Khima says that if they knew of them coming, they’d try to stop them beforehand and they wouldn’t even get to speak their mind, but it’s too late now. Executor Wraithbone goes to explain that Magatha, Khima and himself represent the masses that the tables of the few mighty try and silence. The ambitions, wishes and voices of hundreds and thousands whose cries of reparations, fairness and justice have gone unheard of, all in the name of a small circle of “friends” carving up the world as if they owned it. He goes to finish by telling Ji and Aysa that they may do as their hearts wish, but no matter the reception they will speak their minds tomorrow.

Aysa and Ji then leave the tent, thoughtful and pondering on what to do. Aysa suggests that they go and tell immediately to both factions about the problem, so that they can call off the talks or rearrange them. Ji opposes this, saying that while he too wants to forge a peaceful Azeroth, he knows it won’t be done by silencing the opposing voices. He goes to on remind her about how they saved their home, Shen-zin su, despite neither side originally wanting to hear or work with the other one, but eventually they fixed the problem. Aysa is still not convinced, until Ji quips that for a Tushui, she’s acting very much like a Huojin now, by acting, while he, a Huojin, thinks they should let things play out. Aysa wants to protest his point, but finds it hard to. She decides to trust Ji and they agree to meet soon. They depart for the night, preparing for the meeting the next day.

The next morning, the peace talks commence once more. Everyone starts arriving to the meeting, With Queen Talanji and executor Wraithbone nowhere to be seen. Thrall is the first to point this out, looking at Calia and Jaina and asking if they have something to do with their disappearance. Jaina said that their talks were tense and fruitless, while Calia says that she’d removed Executor Wraithbone from her retinue, so that the peace talks could continue.

Ji starts to wonder if his decision not to tell the Horde leadership about her intentions was a mistake, giving Aysa a troubled look who returns it in earnest. Yet just as he’s about to approach Thrall and Baine about the issue, the Zandalari queen arrives, with Khima Icetusk, Magatha Grimtotem and Executor Wraithbone arriving with her, much to the shock of everybody else but Aysa and Ji.

Calia is the first to protest, saying that Wraithbone needs to be removed from the council because he’s not part of her retinue. Talanji informs her that he’s part of her retinue. Baine stays calm and collected, but can’t help to ask Talanji that why does she bring the murderer of his father into the talks, if not to antagonize him? Talanji hesitates for a moment before speaking, but Magatha is the first to speak, telling Baine that she’ll be the first to admit that she regrets killing his father, though only because she didn’t know what kind of a spineless fool his calf would be. Clearly hurt by her words, Baine goes to rebuke her but is interrupted by the dwarven retinue, with Moira and Muradin objecting to Khima’s presence, telling everyone that she’s the one who’s been sabotaging their rebuilding efforts and killing their people, with Muradin going as far as to bring out his weapon which immediately raises the tension in the room, Turalyon shouting that it’s all a forsaken plot and Tyrande’s retinue drawing their glaives at the ready.

Taran’zhu calls for everyone to calm down loudly and reminds them that Queen Talanji’s got the right to have the three with her, but he asks her to explain herself. She gladly obliges, addressing the stunned crowd by telling her that she’s brought these people with her as a reminder that the problems of their people won’t simply vanish or disappear simply because the leaders have decided to make friends with their enemies and chosen to ignore the issues with their people. Thrall, Baine and Calia try to object, but are shut down by Taran’zhu.

She begins by explaining that she has in fact been supplying Khima Icetusk secretly with both troops, weapons and other supplies to help her battle against the imperialistic advances and genocidal forces of the gnomes and especially the dwarves, earning a roar of frustration from Falstad and Magni who are barely contained by their retinue guards. Next, she’s brought in Magatha Grimtotem because while she was originally opposed to her reaching out for her because she murdered Baine’s father, her worry about the path where Baine is taking the tauren and the rest of Kalimdor was enough to convince her to bring her along. Finally, she explains that she knew that Calia would act like a spoiled royalty would and cast Executor Wraithbone out of her retinue out of spite long before the talks happened, and has brough her with her because unlike Calia, he has stood with the Forsaken right from the start and has seen the Alliance as the irredeemable monsters that they are. Calia screams out in rage, protesting that she is the rightful Queen of Lordaeron and that with Turalyon, they can stop their destructive path and find peace, before she’s shut down once more by Taran’zhu.

She says that future generations may and will judge her for being the one who ruined the talks of peace, but she says that is the reason why she must take that responsibility, because nobody else evidently can, as she brings a glare at the Horde leaders gathered. If she chose to remain silent, then the many issues that exist would be brushed off by the council dismissing them as necessary sacrifices, but when conflict would rise, they could all claim themselves blameless and instead blame the people that just want to rightfully claim justice.

Finished, the council bursts into yelling on both sides, with some like Jaina telling everyone that she’s heard Talanji threatening the Alliance yesterday and has no intentions to let that happen. She goes to say that she’s rebuilding a new Theramore in Dustwallow Marsh and intends to use it as a point to answer to any Horde aggressions Talanji or the others would admit pose. Thrall tries to calm her down, but is interrupted by Magatha who tells her that she will only find death in the swamps. Turalyon slams his hands on the table, telling that the Alliance needn’t listen to such bile and that the united Alliance will crush the Horde where they stand. Anduin tries to calm him down, but Tyrande agrees, saying that all the talks about helping with the famine of Orgrimmar is off the table and no trade with the Horde savages will be conducted, and that she expects the Horde to withdraw completely from lands past Ashenvale and Feralas.

Gazlowe reminds her that famine was the reason why Garrosh originally attacked Ashenvale and asks her not to repeat her mistakes, only to be instantly rebuked by Greymane and Tess who go on to say that his “Neutral” port will cease all its dealings with the Horde or they will consider it an enemy settlement. The rest of the meeting quickly devolves into more threats of violence, with many from their own retinues already drawing their weapons.

Baine finally loses his patience and bellows loudly, catching most off guard as he slams his massive hands on the table and tells that whatever the case is, they will not play into the hands of the agitators by starting to kill each other here. He suggests that they should meet again in some months into the future, and go their own ways for now. He goes on to say that he will deal with Magatha and help Thrall alleviate the problems within the Horde, while the Alliance can focus on their problems.

Regretfully, many of the leaders agree with his words, with Calia saying that she is going to work with Turalyon and the Worgen to put an end to the rotbrain threat of Wraithbone. To everyone’s surprise, Lor’themar stands up for Wraithbone and says that for their people’s help, any attack toward them shall also be directed against the blood elves and that the Alliance should tread carefully. Alleria speaks out, saying that she still hasn’t forgotten the treatment that she and the void elves suffered thanks to him, and that perhaps a regime change is in line. Thalyssra immediately says that any strike at the blood elves is also a strike against the Shal’dorei, which sparks another line of accusations from both sides, which is eventually broken up by Taran’zhu, who calls the talks over and tells everyone to leave.

With the air tense, Anduin talks with the Alliance retinue, asking Tyrande to reconsider the trade with the Horde, but she refuses. Now with more support than ever, all the representatives save for Mekkatorgue opt to gear for war. Jaina sympathises with Anduin, especially after all the things they went through in the Shadowlands, but must concur with the others: The Horde is gearing for war, only this time they won’t be caught unawares. Tyrande is the first one to agree with this, claiming that Malfurion is already clearing Ashenvale of Horde remnants, while she is going to lead the remaining night elves in Feralas to take over Dire Maul to strengthen their position there against the Horde.
Anduin is forced to agree, though grimly. He asks Jaina what Talanji told her, but Jaina says that it’s unimportant. So long as they work together, the Alliance stands strong. Though riddled with doubts, Anduin ultimately agrees, grimly, returning to Stormwind. Velen offers to help him deal with his doubts, but he says this is something he needs to consider on his own. Maybe Talanji has some point: Is he really that blind to the cries of his own people as well?

Before he can mull more on these thoughts, Mekkatorgue and the council of Three Hammers approach him, with Moira being the first to say that they should have been preparing for war all this time, instead of naively trusting the Horde to have changed. Mekkatorgue says that with Gnomeregan finally reclaimed, they should be able to start producing the various warmachines and equipment the Alliance military. Falstad also states that should things become heated in Lordaeron, Aerie Peak will answer the call of its allies. Muradin meanwhile asks if Anduin still intends to help with the ice troll problem, now that Khima Icetusk has revealed her hand.

Anduin gives it a moment of thought, but finally says that he will personally lead a retinue from Stormwind to help deal with the Ice troll problem once and for all. It will do good for the unity of the Alliance and help solve some of their problems domestically, before they begin to wonder what to do with the Horde.

Meanwhile, Genn Greymane and Turalyon make plans to deal with the Forsaken once and for all. Calia tells them not to blame the Forsaken as whole- With her, they too can be saved by the light and they will find a new purpose, they just need some… Troublesome elements removed. They agree that Executor Wraithbone should be eliminated, alongside his followers. Calia is troubled by the proposal, but ultimately agrees, telling herself that it is for the greater good of Lordaeron.

Among the Horde representatives, Rok’han tries to intervene but is pushed aside by Baine as he approaches Magatha and reminds her that he told her that he’d kill her if he saw her again. Magatha dismisses him, telling that she doubts that even he is bold enough to brutally murder an old woman in broad daylight in a neutral meeting. Before baine can rebuke her, she says that he will get his chance. She shall be arriving to the foot of Thunder Bluff, and that he may do with her what he wishes.

Clearly at his patience’s limit, Thrall joins in and accuses Talanji of intentionally sabotaging the peace talks and that she’d have to answer for that in time. Talanji is quick to remind Thrall that she is a Queen, not a servant, and answers to none but herself and her people, and goes to add that Thrall forgets his place: He’s no longer a warchief. None of them are. Rok’han tries to reason with her, asking what was she thinking by bringing Khima into the meeting? Ice trolls have historically been hostile to both Horde and the Alliance, why help her?

Talanji goes on to explain that as of late, she’s begun to see that though twisted, Zul had a point: Trolls all around Azeroth are racing toward extinction, their people and cultures being erased from all sides. She sees herself as not only the Queen of the Zandalari but all trolls, and has decided to offer a safe haven and future for all trolls that pledge allegiance to her- And by proxy, the Horde. Sand, Ice and Forest trolls alike. Those that refuse shall be left to their fate. Rok’han warns her about being too trusting of them, but concurs that it is nothing short of a noble goal, and that it resonates with the reason why the Horde was originally found. He supports it.

Executor Wraithbone is first to applaud her for this change and goes on to thank Lor’themar and Thalyssra for their support of their cause. Lor’themar quickly states that he did not do it because he believes in the path of violence he has chosen, but because he knows that the Alliance will encroach to any lands and annex all it wants unless stopped, though they claim differently. A cycle of hatred, he reminisces the words of Taran-Zhu in the Isle of Thunder.

Thrall asks what are they going to do now? Baine tells that he will journey home to meet and deal with Magatha and her allies, taking his Highmountain allies with him. Gazlowe tells Thrall to meet up with Boss Mida, who he has left in charge of the Bilgewater goblins, and thinks will be able to help with the famine in Orgrimmar and help kick the whole city into gear. He goes on to warn him not to treat her as his “pal” as he has dealt with him.

Thrall begrudgingly agrees, wishing back to simpler times in the past, but agrees to meet with her. Gazlowe goes on to add that she’s not all bad, on the contrary she’s got great ideas, ones that he thinks Thrall will like. She’s apparently even had a talk with Talanji. Thrall grunts, saying that she’s acting like she’s a warchief. Gazlowe quips, telling Thrall that maybe she should be. Thrall groans in frustration, dismissing Gazlowe before noticing Talanji and Rok’han talking about something in the distance.

As the group begins to disperse, Ji and Aysa meet. Aysa scolds Ji for having chosen not to tell the others, but Ji holds his ground, reasoning that even if peace is at the moment impossible, now all the cards are on the table. Now everybody knows each other’s minds and intentions, and if all goes well, peace can be achieved in the future. She calls him a fool and storms off, blaming him for the escalation of the talks. Ji stands there, sad about the events, before Gazlowe comes over and tells him that she’ll calm down. He hopes so.
With that, each of the faction leaders and their retinues begin to return to their own homelands and prepare for what is to come. Though peace is still in the minds of many of them, secretly many of them are relieved that they could avoid making the hard sacrifices and excuses for their factions and people- In the end, cycle of hatred envelops them all.

1.2 Bloodletters"

(Bloodletters are animated short snippets that help to tell the motivations of wishes of some completely new characters and old ones that will be taking stage and having major impact on the story of the Cycle of Hatred.)

1) Bloodletters: Magatha Grimtotem

  • The story tells the tale of the infamous crone, Magatha Grimtotem, revealing her past actions and tale, as well as where she has been recently. It also sheds light to her change from an egotistical, self-serving and ambitious old crone to a ruthless, but ultimately pro-Kalimdor and anti-alliance character. The story shows how she’s been busy helping the downtrodden and forgotten people’s of Kalimdor, such as the Stonespire tauren, Stonemaul ogres and a branch of the Quilboar, all having suffered under the colonialism of the Alliance, and wanting to be rid of them in Kalimdor.

The story ends on a sinister note, where the listener is left to decide whether she’s ultimately doing this to gain influence or power for herself, or has she truly changed and genuinely wants to help her people against the growing threat of the Alliance? Or maybe it’s a bit of both.

2) Bloodletters: Executor Wraithbone

  • This story establishes the story and motivations Executor Wraithbone, a forsaken veteran who’s been around since the first time their kin broke free of the will of the Lich King. He’s been serving his people since those days, fighting alongside the Queen and the Horde on numerous occasions. The begins by showcasing his history briefly, how he’s been there since the very beginning of the Forsaken, how he has fought the Scourge, the Scarlets, the Alliance, and more, always serving the Forsaken and protecting them from a world that despises them. The story shows him protecting his people from the prejudice and hatred of the people of Orgrimmar, until Lor’themar and Thalyssra offer them work and temporary home in Quel’thalas to help with the rebuilding. For a while, things are good but the Forsaken still find themselves feeling like refugees, and long for their own lands.

And so, against the council of Lor’themar (though understanding), Wraithbone leads a sizeable chunk of Forsaken refugees to re-establish themselves in Lordaeron, but they are immediately met with resistance from the Alliance. He reminisces how the Alliance slew his kin all those years ago even when they reached out in a token of friendship, only to be murdered on the spot and branded as monsters. He claims to know that under the puppet rule of Calia Menethil, the Forsaken would only slowly perish and fade away as no new forsaken are to be created. Fortunately, under some help from likeminded forsaken, Wraithbone has begun amassing a new cult of forsaken necromancers that he plans to use to re-grow their numbers, with extinction being otherwise inevitable for their kin. The story ends with him reminiscing that the Forsaken were born from torment, have known war and persecution their whole lives, and yet, they are the monsters. So be it.

3) Bloodletters: Turalyon

  • This story goes over the motivations and mindset of Turalyon, as well as his slow but sure slipping into zealotry, as he watches the evil of the Horde and their treachery fester across Azeroth. He has come to realize that not even the Legion was as insidious as the red-tide, who caused Teldrassil, the whole Shadowlands event and more. He’s seen a vision from the light that through their faith, they can unite all people’s of Azeroth, including the Horde, and end all conflict once and for all across the whole world. His plans for Lordaeron and eventually the rest of the Horde are momentarily interrupted by Alleria, who exclaims her worry for her husband and his growing zealotry, reminding how it’s affecting their son.

They have a short argument about what they should do regarding the war and with their son, but end up agreeing to disagree, with Alleria parting confident that their love will overcome Turalyon’s zealotry. The clip ends with Turalyon watching her leave, before returning his eyes on the map of Lordaeron, and knocking over a banner resembling the forsaken, planting the symbol of the alliance over it.

4) Bloodletters: Khima Icetusk

  • The story tells the story of Khima Icetusk, an ice troll chieftain who watched her parents and tribesmen slaughtered by the dwarves and gnomes in Dun Morogh. She’d seen her people’s ancestral homelands stripped clean of their mineral resources, their sacred caves demolished by dwarven and gnomish technology. But the hard times and war forged a skilled guerrilla fighter out of her. She learned from the past mistakes of her people. Instead of facing the little people head on to brace their gunfire and cannons or attack their bunker homes and towns that were hard to get into, she chose to begin ambushing their supply and construction lines.

Even so, she could only do so much and their defeat seemed inevitable, they simply didn’t have enough time to replenish their numbers. That was until the fourth war begun, and now the Icetusks have powerful new allies. Who knows what future brings?

5) Bloodletters: Tyrande Whisperwind

  • The final entry in the bloodletters tells the tale of Tyrande Whisperwind immediately after the events of Shadowlands. Back in Azeroth and with the night warrior blessing depleted, she is faced with the re-establishing of her people and finding home in the world. Infuriated and once again abandoned by the Alliance and her goddess despite her council regarding the Horde, she sets off to Feralas with plans to re-establish the Night elves new home there. Things start off smoothly, but they quickly run into problems as their population puts a great strain not only on the food and material sources of Feralas, but also for dwellings. Many night elves are also spiritually in turmoil, trying to find new ways to live without the favour of their goddess.

There are attempts to negotiate peaceful resolutions with the Horde, but all of the attempts are turned down. It is then that she hears of the skirmishing and battles between her husband and the Horde in Ashenvale, which prompts her never to let her people be the victim again, and so she begins carving a bloody path through Feralas, scattering the much smaller and isolated Horde resistance. The video ends with Tyrande standing atop the ruins of a Stonemaul camp at the foot of Dire Maul, which she sets her eyes next to. Perhaps they can succeed in finding their place in those ruins, where their ancestors failed?

1.3 Pre-patch

Week 1, Alliance.

The pre patch takes place two weeks before the launch of the expansion. Its intention is to continue the story right from where the web-novel and bloodletters left the fanbase.
During the first week, the Alliance players arrive to Stormwind keep to meet Anduin, who is preparing a small and mobile retinue to hunt down Khima Icetusk and help the dwarves and gnomes deal with their plight. However, things are not so stable as the war and the conscripting of farmers has caused a localized famine in Stormwind and shortage of goods, and there is great levels of unrest in the city.

Anduin is faced with a dilemma, where he wants to fix the domestic issues first before leaving off to deal with the problem at Dun Morogh. However, he’s a man of his word and refuses to deny his allies the help he has promised them. He turns to the players as well as Mathias Shaw and the rest of the SI:7 to try and calm the people of the city down and find out if they can discover something else about these riots and places of unrest.

The players must help the guards deal with the bandits, troublemakers, and rabble rousers. They subdue some rioters and kill some agitators, much to the pleasure and horror of some of the citizen in Stormwind. Meanwhile, Shaw and the rest of the SI:7 try to infiltrate and find more about the agitators among the crowd, coming into first contact with a criminal organisation that seems to be parading themselves on one hand as a benevolent aider of the poor, but also as a criminal gang that seems to have even some of the guards bribed in their favour. They are quickly identified as “The Three Rings”.

They trace the criminals to an abandoned sewer system below Stormwind, finding a nest of gangers and scum consisting of humans, gnolls and other low lives. They find that a lot of the organizations workers also consist of ordinary citizens, who have voluntarily chosen to band together in the shadows in the absence of their king and the ongoing famine. A leader emerges from among the scum, called Lukas the Rat, who informs Shaw that the time of kingdoms is over and it is time for the people of Stormwind to take their own futures in their hands, and cast the royalty and nobles from their privileged lives. A fight ensues, with Shaw and the players giving chase to Lukas, but ultimately losing him in the sewer systems.

Not all is lost however, as the retinue manages to catch a wounded gnoll, questioning it for information. The players can choose to either employ soft or harsh interrogation on the gnoll, with the gnoll informing that Lukas is just one of three, rings, and that his boss resides in Elwyn. Before he is able to say more, he succumbs to his wounds. The players decide to follow on the lead while Shaw and the rest of SI:7 go out to look for more intel, with the players finding that Goldshire is currently burning to the ground under a surprise attack by a gnoll warband. While the players are able to fend off and slay the warband of gnolls, Goldshire is left a smouldering ruin, having been unprepared to deal with assaults for some time now because most of the guards had been drafted into the recent conflicts.

Shaw arrives to the scene, much to the dismay of the civilians who begin to blame him and the king for having let this happen, calling out his incompetence in their grief. Shaw takes the blame personally and blames himself for the state of things. However, he promises that while he can not do anything to the village or the dead, he has found out more about the local gnolls. He shares that the gnolls have become organised and dangerous under a new pack leader, one that is both brutal and cunning.

Shaw’s findings lead the Alliance to the farms in Elwyn, finding that many of them have been sacked clean of their food supplies by the gnolls. After killing some gnolls and reclaiming some of the stolen property, the Alliance forces are suddenly ambushed by a larger Gnoll band. They are led by a massive gnoll, the great Pogger, son of Hogger, who calls for the heads of the Alliance. The fighting is bloody, but the great gnoll is unprepared for the onslaught of the adventurers and leaves his lieutenants to deal with them as he makes out with the rest of his warband, brandishing a great fat ring on his finger.

Shaw and the players mop up what remains of the gnolls and meet up with guard reinforcements who take over the scene for now. Although they didn’t learn more, at least they know that the reason why the famine is hitting the city so bad is because the gnolls are stealing all the food supplies. They also know now who two of the leaders of The Three Rings are.

However, there is no time to investigate further, for now. After dealing with the immediate problem, the players and Shaw leave for Anduin’s retinue. They inform him of the events and though he is deeply troubled by the news, he promises he will make it his priority once they return from Dun Morogh to deal with this criminal syndicate.

The Alliance shortly arrives to the foot of Gnomeregan, where there is a total mayhem after the gnomes have had to deal with sabotaged mining equipment, machines and bombs, while being harassed by tiki masks. The Alliance retinue make quick work of them, but as no trace of the ice trolls is found, the retinue splits into three, with one group led by Mekkatorgue, one by Moira & Muradin and one by Anduin and Shaw. The player helps each of the retinues to track down the ice trolls, with the retinues of both the dwarves and gnomes suffering heavy losses, even when they manage to track down and kill Khima’s lieutenants, saying that for each one of their deaths, ten little people shall die.

The Alliance then rallies with Anduin, whose retinue is also worn down and battered from the hit and run attacks of the trolls, but they have managed to catch up to Khima icetusk herself, who has led her people into a deep cave system at the outskirts of Dun Morogh. The gnomes bring out their mining machines and begin their advance with the rest of the Alliance into the caves, to their surprise finding little to no resistance immediately, only to be suddenly get jumped on in the darkness by both Zandalari and Ice trolls. An in-game cinematic plays. Shaw is caught first by one of the ambushers and quickly dies, which enrages the Alliance.

Though the fighting is bloody, the Alliance pushes on and eventually reaches the end of the cavern, leading out to a shoreline with many temporary camps of ice trolls and a fleet of Zandalari waiting, opening fire onto the Alliance as Anduin erects a barrier of holy light to hold back the ballistae fire. The Dwarves and and gnomes cry for blood, but they can not advance as the ice trolls make their escape from Dun Morogh. The alliance succeeds in driving out the ice trolls from Dun Morogh once and for all, but at a great cost: Mathias Shaw lay dead and a great deal of alliance blood has been spilled.

Week 1, Horde.

Meanwhile, the Horde players begin their journey in Thunder Bluff, assisting Baine to call for the support of all the major tribes around Mulgore and its near vicinity, calling for them to stand with him against Magatha Grimtotem and her cronies who have come to Thunder Bluff once more. The players discover that some tauren tribes are very eager to assist the Chieftain (Highmountain, Runetotems, Winterhooves and Mistrunners), while others are less enthusiastic (Ragetotem, Thunderhorn, Stonehooves). Nonetheless, the united tauren tribes wait at the base of the great bluffs as Magatha arrives with a retinue of different tauren at her back, but she approaches alone.

Magatha stands in front of Baine, who tells her that she and her followers are not welcome in Thunder Bluff, and that if she leaves, no blood needs to be spilled. Magatha explains that she’s not come to spill any blood, but to apologize. Baine quickly tells her that he doesn’t want her apology, to which Magatha quips that she was not talking to him, but all the tribes gathered. She steps forth, explaining that many know her as the mischievous, backstabbing and scheming old crone, who took the life of one of the greatest Chieftains to ever live- And in doing so, he left his soft, weak successor drive their kin to the brink of ruin.

Muln Earthfury bursts in anger, saying that the deceitful crone has no right to speak of ruin, when she has schemed away the last few years for her own gains, trading with the Twilights Hammer and who knows what else. She’s quick to remind him that despite that he, the Earthen Ring and the Farseer were more than happy to grovel for her help when the Legion arrived. He almost barges into her, but is stopped by Baine.

Baine points out that he knows that Magatha has not come to merely insult him, asking her why has she come? Magatha thanks him for asking, explaining that she’s come to lead her people in the war-torn world of Azeroth, since Baine has let them down. Baine asks if that is a challenge, to which Magatha states that if it needs to be that way.

Baine quickly replies that if she thinks she can have him abandon his people at her mercy with mere words, then she’d best start preparing a challenge. Magatha laughs, exclaiming that it’d not be the first time that he’s abandoned his people. Baine rose his brow and there is muttering among the crowd, some seemingly privy of what she was referring to, some not. As the crowd grows restless, Magatha then turns to the crowd.

She asks if they have forgotten how Baine treated the massacre of Taurajo. A “valid military target”, as she turns her accusing gaze to Baine. Baine tries to explain that it is not that simple, only to be cut short by Magatha who tells the crowd that they all know that the human boy-king and he are well acquainted, so much so that he seems to prefer to meet his wishes, rather than those of his own people.

The crowd begins to turn agitated, with some yelling that they were at Taurajo, or their friends or family died there. Baine tries to calm them down, but Magatha continues to talk to agitate them. He points to her retinue, naming the Stonespires, now all but extinct because of the dwarves. Their lands, people and ancestry gone and defiled forever. The Stonemaul ogres, the ones who helped his father dethrone the mad Proudmoore Admiral, are now being slain in throes by the admiral’s daughter of the sea, the one who he parlayed with. As the crowd begins to almost riot and lines begin to be drawn between those who support Baine and those who stand against him, Baine tries his best to calm them down, but the venomous words of the old crone are too much.

Finally, she accuses Baine of having failed the whole of their ancestral land, with even their former mortal enemies, the Centaur and the Quilboar, having been displaced by his friendship with the Alliance, asking if he even wants to rule his people from Thunder Bluff, or if he’d prefer the throne room of Stormwind?

As Baine tries to calm the crowd down and respond to the accusations, all the memories of the past come flooding in. Almost dying at the hands of the centaur, Sylvanas nearly having him killed underneath Orgrimmar, and finally seeing his father dying in the arena at the hands of a genocidal tyrant, with Magatha grinning in the rafters. All the while this happens, the crowd is getting angrier and rowdier. His hate builds up, and he looks upon Magatha with spiteful eyes.

Something snaps in Baine as he suddenly strides forward, slamming into Magatha who is sent scattering to the ground. The crowd falls silent at this as they look in shock at their high chieftain, having struck an opponent so dishonourably, and out of place.

Baine snaps out of it, horrified by what he just did as he watches the elderly crone slowly get up from the ground. And despite the pain of her old bones, she does rise, smirking as he looks at the stunned, silent crowd. She admits not being a very nice person, but unlike Baine, she actually has the interests of Kalimdor in mind. She says that she will leave, for now, for she intends to stop the daughter of the sea in Dustwallow, before she succeeds where his father could not. Baine is left at a loss of words, Hamuul trying to encourage him, but it is clear from the mooring of the moot that the people of Thunder Bluff, and the tauren as whole, are divided, with some tribes joining Magatha’s forces as they make their way to Dustwallow.

Meanwhile, Baine receives a message that the Horde forces stationed in Ashenvale are being overrun by the joined night elf and worgen forces, with Splintertree Outpost being overwhelmed by their forces. All that remains are the Dranosh’ar blockade and the Warsong lumber camp.

Thinking quick, Baine tells the players and Hamuul that he will go, with any willing volunteers, to reinforce the outpost personally. He has sat idle too long, and it is time that he took action. With the players in tow, Baine leaves for Dranosh’ar Blockade, where they arrive just in time to assist the almost overrun blockade. Though Baine tries to subdue the night elves and worgen initially without killing them, when one of his retinues warriors gets brutally attacked by a whole pack of worgen and is almost killed, he single handedly slays all three in a single sweep of his Warhammer, including the packmaster of the assault.

With Baine’s presence bolstering the Horde and the leader of the Alliance slain, the Horde insist of a counter strike, to assist Splintertree Outpost. Baine refuses, saying that they should reinforce and tend to the wounded of both sides before they move on. While this earns protests from even his own retinue, they begrudgingly agree. He does, however, send the player(s) ahead to scout and relieve the outpost.

The players arrive to the Outpost, heavily outnumbered and outgunned by the Alliance as they begin a desperate last stand with the remaining Horde forces, currently under assault by ancients of war, worgen and night elves. The outpost commander and what few grunts remain pull back all the way to the entrance of the mine as they are being overrun, with the commander pushing the player(s) inside the cave before he’s impaled by roots from the ground, which cause the cave entrance to fall in on the players. The last thing the player sees is Malfurion Stormrage, who commands the forces to secure the base and move on, leaving the orcs buried alive in the mine.

The player awakens a short time after, with Baine standing over the flaming, destroyed outpost and the reinforcements digging the players and remaining grunts out. Surprised to find them, Baine asks if the player and the grunts are okay. One of the grunts states that they fought to the bitter end, but it wasn’t enough: Malfurion Stormrage himself came to break the siege and he’s now leading the remaining forces toward the Warsong Lumber camp, and from thereon, to Azshara. Baine realizes that if he had reinforced the outpost faster, he could have given Warsong Lumber camp more time to prepare. No time to waste, the same grunt informs that just before the siege started, they sent a flier to the lumber camp to warn them of the impending night elf forces.

With that in mind, Baine gathers those who are still strong enough to fight and taking the players with him to face the night elf army in the lumber camp. When they arrive, the fighting is already brutal with neither side able to take victory over the other, much to their surprise, until they see two figures battling it out amidst the two forces. Thrall is hurling lightning bolts and large boulders at Malfurion, who uses the winds and roots to retaliate, the two weaving eachothers spells apart and occasionally engaging in melee, with Malfurion entering in bear form and Thrall striking with his axe.

Baine, the players and the reinforcements manage to briefly disrupt the Night elves forces, routing them briefly, but Malfurion gains an upper hand against Thrall in their duel, and mortally wounds him. The fall of Thrall instantly turns the tide as the Horde forces begin to lose cohesion and heart, with Baine attempting his best to lead them and he manages to make a somewhat organized retreat into the great hall of the Warsong Lumber camp. Thrall is also evacuated into the building, but ends up dying in the arms of Baine, asking him to take care of the Horde, that it’s up to him now, saying that he must save its soul.
A cinematic plays, where the remaining Horde forces are making a desperate last stand as arrow and glaive fire alike alongside ancients of war are tearing the fortress apart, Baine mourning the loss of his friend, all seems lost.

But, from the corner of the battlefield, a roaring sound of engines is heard. An army of goblin shredders, flying machines and a massive tree-cutting mech on tank treads enters the battlefield, led by Boss Mida. The night elf army is quickly routed, their ancient weaponry useless against the goblin machinery, even as some of them are cut down the following chaos, flamethrowers, and haphazard explosions tear many of the night elves forces apart. Malfurion manages to immobilize Mida’s giant mech by, painfully, forcing one of the great trees to fall upon it. However, the mech rises, cutting through the wood. The night elves retreat to lick their wounds, their intentions of reclaiming their ancient forest almost complete, only to be thwarted by the very same machines that over two decades ago cut their trees down.

After some time, the battered forces of the Horde rendezvous outside the gates of Orgrimmar to give Thrall a proper burial. While many of those present try and remind Baine that in part thanks to him they managed to buy enough time to save the camp from being overrun, Baine feels truly alone as he seems to have lost one of the very last good friends he had left, haunted by Thrall’s last words. He holds an emergency council with the leaders in Orgrimmar, who find themselves having a lot of trouble deciding what to do next. The Famine continues, Alliance is closing in on around them and there are internal conflicts. Some want retaliation, some want to reinforce their positions, some yet want diplomacy. Rok’han throws into the air the idea of electing a new warchief, to which most of them object, though some also have doubts. Baine thanks the player for their help and asks them to keep fighting the good fight and helping those in need, while they try and figure out a solution to this mess.

Week 2, Alliance & Horde.

As Alliance player, you are summoned by Jaina Proudmoore to accompany her to a “new Theramore”, a small city they’ve built and teleported into the crater left behind by the previous Theramore in Dustwallow Marsh. She asks for your presence and support as you make your maiden journey to the place- With a portal, this time. They’ve heard some reports about missing scouting parties and excavators that have yet to return, and the archmage asks the player(s) to investigate.

Meanwhile, on the Horde, a Stonespire tauren asks you to accompany him to the Dustwallow Marsh where Magatha Grimtotem is gathering a lay of the land and making up plans to stop the Alliance incursion on their and their allies´ lands. When you’re about to fly off, Baine asks to accompany you but the Stonespire tauren refuses, saying that the Bloodhoof has done enough damage already in both Ashenvale and in the past, during the Cataclysm. Reluctantly, Baine bids you two farewell and warns you not to trust Magatha as you take windriders to Dustwallow marsh.

As Alliance, you arrive to Theramore and as you arrive, one of the buildings immediately blows up by the docks as Jaina puts out the flames with ice while you look for survivors and what caused the explosion. Much to your surprise, you find the remains of a goblin sapper inside the hut that seems to have been a warehouse for ammunition, as well as a hole that leads to a tunnel system beneath Theramore. The player finds both quilboar and goblins burrowing and preparing explosives underneath the city’s important locations, but you manage to flush them out, disarm the explosives and seal the tunnels. You report this back to Jaina who thanks you for your efforts and you venture out with her outside the castle to investigate what or who is behind these attacks, with Jaina expressing her concern about Magatha’s words in their meeting in Pandaria.

Meanwhile, the player arrives to an ogre camp in Dustwallow marsh where Magatha is holding council between all the forces there: Crone Straga of the Quillback quilboars, Muk’rog of the Stonemaul Ogres, Bowan of the remnants of the Stonespire tauren and Gazlowe with his mercenary goblins. She welcomes your hasty arrival and gives you a quick overview about how the Alliance has already cleared and dried much of the swamp to rejuvenate their previous road project from Cataclysm, and on top of that they are trying to establish a coastal highway to Northwatch hold to strengthen both holds and Alliance presence in the coastline. She explains that she’s tasked Gazlowe and Straga to arrange for sapping and sabotaging tasks to disrupt the Alliance’s supply lines, while both the Grimtotem and Stonespire tauren alongside the Stonemaul ogres will be conducting hit-and-run ambushes on the Alliance.

When Gazlowe asks that what about the Proudmoore, Magatha tells them that they should leave her to her and avoid all confrontation at all costs. She leaves Bowan and Muk’rog in charge of the hit-and-run attacks, giving them full control of even her own Grimtotem raiders, much to the surprise of those gathered. She pulls you to the side as the others disperse to their tasks, and explains that they are at a material, manpower and power disadvantage that skews heavily in favour of the Alliance- And that it shall be precisely their downfall.

She explains that until now, she’s let the Alliance be comfortable and lark in the swamps, letting them do their constructions and do their scouting, get used to routines, a steady run of supplies, so much so that they’ve become sloppy because they’ve become used to everything working out exactly as they planned- And that is the weakness they will exploit. She tells you she will tell you more soon, sending you off to assist Gazlowe and Straga in their sapping efforts. You arrive to one of the tunnel entrances where Gazlowe and Straga await you, who give you an overview of what’s happening.

They explain they sent a squad a week in advance to burrow underneath New Theramore and trigger an explosion in one of their warehouses to divert attention away from the coastal highway project of theirs. You assist the two to the best of your ability, helping them set up explosives, murdering alliance laborers and scouts and destroying their communications, culminating with you blowing apart a large section of the highway, making repairs nigh impossible. A job well done; you return to camp.

Meanwhile on Alliance, Jaina and the player(s) arrive with a small retinue to investigate what’s happening just outside of the gates, before a massive explosion is heard from the distance. Jaina instantly teleports the player and herself to investigate, finding the highway destroyed and goblins and quilboar killing the remaining alliance. After dealing with them, Jaina is convinced that Magatha is behind this and asks the player to go and seek out the missing scouting parties, while she tries hunting down the Grimtotem crone.

She makes a comment about cutting the head off a snake, and that she would not let another Theramore happen ever again. To their surprise, Magatha arrives from an effigy left behind by the Quilboar beside a tree, telling Jaina that she is giving her and the rest of the Alliance a chance to leave, but Jaina freezes the entire spot and the tree in solid ice in hopes of detaining her, blinded by anger, as the effigy breaks apart and the ruse is revealed. Jaina retreats with the player back to the crossroads where they began their search.

On the Horde, the player(s) have moved on to help Bowan, Muk’rog and their forces take out a mobilized steam tank battalion headed for the entrance to barrens, to occupy it and stop any future reinforcements from arriving in. The PC assists the tauren and ogre assault as it begins, killing alliance soldiers as well as disabling the steam tanks by setting their engines alight with firebombs. You are also required to slay some of the officers of the alliance, after which the alliance forces rout and are quickly cut down by the ambushers.

The last officer you kill manages to fire a flare into the sky. Muk’rog and Bowan are about to send you off to see Magatha for the last parts of the plan while they clean up the ambush site of stragglers, until Jaina arrives with the Alliance reinforcements in a blink, instantly massacring a retinue of tauren and ogres by creeping ice javelins along the ground. Muk’rog quickly sounds the retreat, but Bowan refuses to leave, saying he’s done hiding from the people that murdered his people, telling Muk’rog and the PC to escape while he and the remaining Stonespire hold the archmage back for them to retreat. With that, the remaining Grimtotem and ogre forces and the players flee, leaving Bowan and the last Stonespires to their last stand.

On the Alliance, Jaina sends the PC to look for alliance scouts and tell them to return to New Theramore, while she holds the crossroads with the other Alliance forces. Along the way you are ambushed by several Horde scouts. After dealing with them you manage to find each of the missing scouts, all but one are dead, and you decide to return to Jaina. It is then that you notice a flare in the sky in the distance. Jaina attempts teleporting to the area, but for some reason has her teleportation backfire at her, as if something were blocking her spell partially. She’s strong enough to muscle through it however, and after some effort, she teleports you and the rest of the retinue to the steam tank massacre site.

You fight off and kill the remaining haggard and venerable Stonespire warriors to the last, until only Bowan stands. Jaina orders him to stand down or he will die like the rest, to which Bowan replies that he’s no home nor people to return to, thanks to her. He then makes a desperate charge at Jaina, but is easily frozen into a solid block by her mid-way through the charge, before being shattered into pieces by another flick of her wrist.

The sight enrages Jaina, until a sudden arc of lightning courses through the Alliance ranks and even the very ground breaks up around them as even Jaina is caught off-guard by the assault. Standing atop the hill, they see Magatha Grimtotem, wielding the doomstone as she lay waste to Jaina’s forces. Jaina quickly conjures a barrier around them, pushing back against the might of the elder crone, matching her strength. Jaina and Magatha have a brief monologue where Jaina vows to put the Grimtotem crone down, while Magatha scolds her for childish notion of right and wrong and points out she’s the invader here.

Jaina tries interrupting her spell, but finds her casting being hampered by something or someone, asking the PC to go and check out the disturbance. The PC finds several quilboar donning strange looking stone effigies on them that thrum with arcane power, almost as if they are absorbing Jaina’s powers. The PC kills the quilboar, who are easily scattered, and with them gone, Jaina presses her advantage as not even the doomstone in hand Magatha is powerful enough to subdue Jaina alone. She is forced to retreat. Jaina wants to give chase but is left winded by the encounter, and one of the officers suggests that they should regroup and not chase into the swamps like heir predecessors did.

Meanwhile on Horde the PC returns to the camp, where he finds the others reeling from the attacks. You’re told that Magatha should be arriving shortly, which she does. She’s winded but holds her composure, telling everyone that things are going a bit faster than she’d expected, but everything is still, more or less, going according to plan. Muk’rog points out that they’ve already lost the Stonespires and they’ve all seen how powerful the Archmage is, feeling a bit wary. Magatha is quick to quell his doubts by stating that the Stonespires were already dead, they just wanted their death to serve a purpose. Now, it is up to them to ensure they didn’t die for naught. Muk’rog agrees, after which Magatha turns to Straga, asking if she’s prepared her magic debilitating runes. She says she has, but that the amount they’re going to use this time will be so potent that she won’t be able to cast any spells either, and that even then it might not be enough. Magatha tells the PC and the remaining forces that their main focus is to keep Straga’s spellwarders safe, while she deals with the Archmage.

You prepare for the Alliance coming by reinforcing the camp against assaults by helping to build palisades and gathering materials from the nearby swamp for the soldiers, after which Magatha begins a ritual that summons a powerful storm above the swamps, which is slowly drifting toward Theramore.

Meanwhile, the Alliance’s trying to devise what they should do with the situation. One of the captains suggests holding up in the keep until they get reinforcements, but Jaina refuses and argues that it’d allow Horde to amass in turn against New Theramore. While they are arguing over what to do, the Alliance notices the storm conjured by Magatha with her doomstone, ending their Argument. Jaina mobilizes what quick forces she can before they wade through the marshes, sending the player ahead to scout and disable any Horde traps on their way.

The Alliance arrive to the camp after the player advises what he’s learned about the camp, after which the Alliance assaults the camp, with the PC helping to deal with the different Horde defenders, while Jaina goes to deal with Magatha. Jaina says that she senses a trap like in their previous encounters, and bids everyone to be careful. The Horde in the camp are quickly overrun by the Alliance.

Meanwhile, on the Horde, the PC has been told to help the Quilboar and the goblins with the tunnels below the village to get ready with their spellwarding runework, as it is revealed that the runework is a bastardized version of the Gorian Ogre’s own magic breaking runes that the quilboar have crafted into crude, expendable and fragile stone tablets and then carved runes onto them to ward off magic when they are activated. Gazlowe tells you that the goal is to spring the trap on the Alliance once they hear a big boom from the surface, after which he will blow open two exits underneath the Alliance so that the hiding Horde forces can swarm them. You help with the cinematics, as a cinematic plays for both sides.

A cinematic plays, where just as Jaina arrives to stop Magatha, she uses the doomstone to not fire a bolt of lightning at Theramore, but rather the Alliance forces, springing the trap as her forces are struck from above by an enormous lightning bolt that crackles through their ranks. Whilst Magatha is preparing another bolt, Jaina interrupts her by firing a bolt of arcane at the old woman, and she’s sent smashing into the rocks, dropping the doomstone in the process.

As Jaina prepares to deal the killing blow with a lance of ice, another explosion rocks the camps as Horde troops, Quilboar, ogres and Grimtotem are seen swarming the Alliance outside. Jaina hesitates but decides to quickly deal with Magatha, yanking her hand down to send the lance into her, only to have the ice melt into a splash of water as it hits her. Confused, Jaina tries to cast again but she can’t. And neither can Magatha or anybody, as a heavy disruption aura is erected by the spellwarding stones of the Quilboar underneath the village.

Confused, Jaina tries to turn and run to help her troops, but has her ankle grabbed by Magatha. She falls onto the floor, trying to get away but soon realizes that in the grip of a tauren, even as old as Magatha, she’s powerless as she drags her to her reach. Jaina tries to fight her off, kicking and screaming at her, but Magatha merely states “just like your father” before she unceremoniously snaps her neck as she struggles. Jaina drops her staff to the ground, lifeless.

Magatha carries the dead body of the Proudmoore outside where the remaining alliance are putting up a desperate fight for their lives, but she calls for the violence to stop, casting the dead body of the Proudmoore afore the Alliance, explaining to them that they may have her remains, and that they are not all corpse-defiling monsters as they would have them believe. She bids them to leave and for them to never return, as the cinematic ends with her gazing at the burning village and the dead people around her, before looking toward Theramore with a satisfied smirk as Horde cheers of victory echo behind her, the alliance retreating to mourn their losses and the loss of Jaina.

After the cinematic ends, the players then return to their respective faction leaders, explaining what has happened. Baine’s shocked by what has happened, even disgusted at the mention of the Doomstone, but before he can speak more of his mind, Magatha herself arrives and explains to the rest of the council that they should all be thanking her: She accomplished what all of them collectively didn’t manage over the past decade. Baine tries to object, but holds his tongue, his own failure over what happened in Ashenvale still weighing heavily upon him as he bodes to merely listen.

Mida is the first to congratulate her and ask what she’s planning next and if she can assist her. Magatha turns her offer down, explaining that she’s intending to return the staff of the Archmage to Talanji in Zuldazar, as a proof of having brought the one who murdered her father to a swift justice. To everyone’s surprise, he asks Baine and his honour guard to accompany her, as he’s familiar with the place. He hesitantly agrees but is sure there is some trickery going on, saying that he will not let his guard down around her.

Lor’themar grimly congratulates Magatha but warns her that the Archmage’s death will only lead the Alliance into a more violent warpath toward them. She ignores his advice, before leaving the council room as soon as she arrived. The council is left arguing on what should be done and what should their next step be, just as Rok’han points out that can’t they see that this indecisiveness is precisely why unsavoury individuals like Magatha can manage to garner favour among the Horde populace, because they act on the needs of the Horde, while they argue about things in the throne room. The question about electing a new Warchief comes up once again, but they are too indecisive and decide to disband for now, with Thalyssra and Lor’themar returning to Quel’thalas, and Boss Mida, Ji Firepaw and Rok’han are staying for now in Orgrimmar, working with the others to try and figure out what they should do regarding the increasing Night elf aggressions to the west, and more. Baine states that she will follow Magatha along on the journey, if only to try and learn what her endgame truly is. Rok’han bids him farewell and tells him to be careful, and not let his emotions get the best of him.

On the Alliance, the PC returns for Stormwind to take the dire news of what has happened in Dustwallow to the leaders there. In Stormwind keep, the leaders of the Alliance are discussing what should be done with the Ashenvale situation, until the PC arrives with the solemn news. Anduin is completely broken by the news, while Genn, Tess and Turalyon swear revenge to the Horde. The Lightborne swear that all evil, undead and Horde alike, shall be purged from not only the Eastern Kingdoms, but Kalimdor as well.

The recent news manages to turn the atmosphere of the council to a more aggressive one. The Alliance agrees on a split offensive that will focus on Eastern Kingdoms on Lordaeron and Quel’thalas, and on Kalimdor to support the night elves. Vereesa tries to object, agreeing that some things need to be done, but the mobilization of their already spent armies in revenge is not a wise, nor a good act. Turalyon reminds everyone in the briefing room that everyone there has lost something to the Horde. Night elves, humans, draenei, all of them. The red beast has always been the same, and they have always been in league with the forces of darkness, be it void, fel, or something else. The light will cleanse them all.

Alleria leaves the meeting, disgusted by what she hears. The Alliance is left united against the Horde, but divided within itself between those that want a holy-light united grand alliance and those that refuse or do not belong in that shared world-view. Additionally, the Night elves grow more isolated by the day, save for their Worgen allies who remain close with them.

Pt1. Also funny little tidbit: Today I found out that there is in fact a limit to forum post lengths! It’s 99 000 letters. Mine was 166 000.

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2) EXPANSION FEATURES

2.1 World revamp

Much like the Cataclysm, it is time for a world revamp! This expansion takes place in Azeroth, and many of the zones you used to know have changed, sometimes drastically, to facilitate the new total war sweeping through Azeroth. For example, Orgrimmar now has a port, and Gnomeregan is finally accessible as a faction city for the Alliance, connected to Ironforge through the Deeprun Tram. Elsewhere in places such as Hillsbrad and much of Lordaeron, the zones have become center pieces of Horde and Alliance conflict, with many outposts reinforced and changed forever. Alliance once more holds Southshore, while the Forsaken have claimed Andorhal, withdrawing from the Tarren Mill and reinforcing the plaguelands. War has also come to Kalimdor, with particularly the Barrens, Feralas and Ashenvale being at the heart of conflict. In addition, both the Azuremyst isle and Quel’thalas have seen extensive revamping and are now part of the map of Azeroth, no longer instanced from the rest of the map.

As Horde and Alliance gear for war, the need for new resources, new landmasses and new forward bases become ever more important. Both factions send exploring crews alongside the PC and a few notable faction characters to discover new and old islands, secure resources as well as potentially new allies among the islands habitats.

The Lost Isle chain and Tel-Abim have become playable and are intended to work as the level 60-70 leveling zones, as well as facilitating some end-game activities (Tel Abim will have an open-world pvp zone not dissimilar to Ashran). However, once you have levelled once through these zones to max level, you will be able to level your character in any of the zones, both the revamped zones as well as the old ones via chromie time, should you so wish. Once players reach max level, they will reach Kezan as the end-game zone, where both Horde and Alliance race to try and be the first ones to plunder the secrets and riches of Undermine, having been thought lost since Cataclysm.

For more specific information re: zones, you can prop a specific question re: a zone in this thread (e.g. “What changes in x zone?”. Note that some zones, just like in Cataclysm, receive more changes than the others, based on their relevancy to the current narrative.

2.2. Player housing

The much-requested feature is finally here. Build, customize and share your own personal home, choosing a place for your home from a selection of different pre-determined locations, customize it with trophies, furniture, and other things, and share the location with your guild and friends. While very basic and bare bones at start, the intention is to test out ideas that work with player housing and continue to develop it in a manner that matches the feedback received from the players. Unlike WoD Garrisons, the home has no gameplay attachment or purpose whatsoever, and is simply intended to function as a gold and time sink that is completely optional for you to take part in at your own leisure, such as pet battles. You can also gather and get materials, special items, set up trophies etc by doing achievements in multiple content types. Initially, player housing is only available in capital cities and is accessed via a special phase, but the goal is to expand this feature to other locations across Azeroth.

2.3. Campaigns

A new and exciting feature of this expansion are campaigns of conquest, which are weekly rotation events not dissimilar to the BFA warfronts, where the two factions lead an expeditionary assault upon their enemies, trading place each week. Initially at launch, there is two, one for each faction. These are:

  • Campaign on Quel’thalas: The Alliance has disabled the great barrier holding the blood elves safe and has launched an assault upon the ancient city with the intention of usurping the grip of Blood elves on Quel’thalas. As a Horde player, your mission is to stop the Alliance from advancing and defending your city. As an Alliance player, your mission is to put the territory to the torch, remove the pesky blood elves, and arrange for a swift regime change!

  • Campaign on Stormwind: The Horde, primarily with Talanji’s fleet and the help of the ice trolls, launch a daring assault to Stormwind, beginning by ransacking the countryside of the Elwyn Forest and Westfall. As Horde, your job is to repeat what the old Horde did and lay low the human gits! As Alliance, your task is to push back the Horde heathens and protect the homes and lives of the civilians!

  • Each campaign takes three weeks, starting with initial preparations, gaining ground and finally a push to the heart of the city, after which the rotation changes to the opposing factions’ assault, and the cycle repeats. During these different cycles, different dailies and catch-up systems are available.

This content offers rewards and activity for both the players enjoying the Warmode (conquest + honor rewards) and those that do without it (valor points), though only the warmode players get to experience the attempt of slaying the enemy faction leader for great pvp rewards in the capital! For the players who are familiar with how the Isle of Thunder and Wintergrasp/Tol Barad battlegrounds worked in the past, this is essentially a mix of the two design features. Note that for Roleplay servers, the warmode phases of the said locations will be cross-server, but the non-pvp ones will be server specific, to not break up the roleplay potential of the said zones. Other rewards these conquest offensives give to players include cosmetics, mounts and story moments. However, if you prefer not to take part, that is also an option.

2.4 Brawl’gar Arena reworked

Brawl’gar arena returns for both Alliance and Horde players in a changed way. It has gotten some new design philosophies from both past and present (namely Torghast, Magetower and visions of N’zoth), with the idea being that this arena functions purely as a time sink for SOLO players looking for a real challenge. It will offer both seasonal as well as expansion specific rewards, all being non-gameplay altering ones such as mounts, cosmetic items, titles, pets, player housing upgrades and items, and most importantly, bragging rights. It also allows players to learn their class in controlled environments, similar to class trials.

  • The arena is completely instanced and located in Orgrimmar and Stormwind city. Multiple players can enter the same phase as the group or raid leader, but the other players can only spectate from the rafters and cheer their companions on.

  • All the encounters are done under a template specific to your class/spec. This means that this content is accessible for both low-and-high geared players, with skill being the only thing that matters.

  • Most of the encounters are shared by all the classes, but there are also some class specific encounters. You can also take some debuffs deliberately for specific encounters to earn even greater rewards.

  • Players that fail to do the challenges during a season can access the past seasons rewards from vendors within the instance, who offer them for varying amounts of Arena tokens that are awarded from both beating and losing challenges. This way even players that lack the skill can eventually get rewards that they desire if a bit later.

One big point with this system is to try and create a repeatable single player content type that players from all walks of life can take part in, regardless of the patch they are in or an expansion. Equally, it respects the players time by not being mandatory and allowing them to opt if they wish to participate in it. Further, this system will allow players to get rewards that have since been removed several expansions ago. Be it legion artifact skins, past elite pvp appearances and items and mounts.

2.5) Gameplay system reworks

The gameplay systems of WoW have been fundamentally reworked and/or reintroduced back into the game. These include, but are not limited to:

  • A new row of talents for every class: It’s been years since the players got their hands on some new, cool abilities. Some of these new abilities also include some going away covenant abilities, such as Mindgames for priests and Divine toll for paladins. Many of the underperforming and under picked talents for different specs have been replaced. Additionally, talent tree purpose is now homogenized across all the classes, meaning that all of them will have a talent row that will be touching on:

Row 1: Mobility
Row 2: Sustain/defensive
Row 3: Utility
Row 4: Quality of Life
Row 5: AOE damage
Row 6: Damage boost
Row 7: Rotation/gameplay changer
Row 8 (new): Ultimate ability. Mostly class wide abilities, some spec specific abilities.

The intention with this change isn’t to homogenize the classes or to make everyone be able to perform exactly as well as the other. Priests for example are still intended to be a slow, immobile class, but with this change they will have at least some mobility choices. The idea isn’t to purge the differences between classes and specs, but to narrow the gap a bit. This will be an ongoing iteration process, where player feedback is appreciated. The other reason why this change is made is to make the choice fair across different specs, so that classes do not need to sacrifice damage in favour of utility and vice versa in talent choices.

Further, the way how talents are meant to affect your gameplay have had some changes: instead of having one obvious choice for one situation or every single one, I’m attempting to make a system where talents help you tailor your gameplay to your liking. To give you an example, if you’d like to spread the damage of your destruction warlock to more than just one of your abilities (chaos bolt), the talents should allow you to buff your basic abilities to the point where using them meaningfully will become a big part of your damage.

  • Class talent tree: On top of having another row of spec talents, all classes now have a class talent tree that is unlocked immediately upon reaching level 10, which is based on the old talent trees. However, instead of having different trees for different specs, this tree is intended to function more like a legion artifact weapon talent tree that you gradually unlock as you level to max level, giving you access to some cool ability improving effects.

While the spec talent tree is with this change intended to host the more active talent choices and changes that affect the players gameplay significantly, this talent tree is all about passive increases and improvements for your class’ base abilities all the way to max level, which gives you something to look forward to while you level up your class. There are three paths you can go to either one at a time or all at once, but in the end, you will unlock them all. Some of these passives and their effects are already familiar to the players, while other ones are new.

  • Crowd control changes: When engaged in PVP, crowd control DR’s have been changed. For example, currently, polymorph lasts 8 seconds upon landing, then 4, then 2, then the target is immune. In this new change, the initial polymorph lasts the full 8 seconds, the following 2 seconds, and then the target is immune. This is to bring repeatable CC abilities more in line with other CC, who will also be subject to this change. Diminishing returns cooldown remains the same.

  • Interrupts now only put the spell that was kicked on cooldown, rather than the entire spell school. Over the years, uptime on more stationary specs has increased to nigh constant uptime. There’s been a couple of attempts to resolve this, but with this change, the idea is to change the meta quite drastically, so that only the “important” spells are kicked, rather than every spell in that school. This will hopefully allow classes that suffer from being more stationary than others to deal with the near constant uptime of some specs. As with the previous crowd control changes, depending on the player feedback these changes may be subject to change.

  • Stealth changes: Stealth has been altered slightly. When detected by players, the stealthed player appears more visible (as a white/gray silhouette, instead of a transparent one). Stealth detection range has also been increased slightly for all classes.

  • Major glyphs are back once more. Primarily crafted by the inscription profession, the intention of the glyph system is to allow for players to customize their classes to better fit their preferred style by tweaking or adjusting how an ability works, rather than fundamentally changing them. These tweaks and changes work accordingly in different glyph categories:

Major glyphs: Glyphs that majorly affect a class ability, such as halving its’ cooldown at the cost of halving its effectiveness, causing CC that is normally breakable to be unbreakable but with an increased cooldown or other penalty, or buffing the power of one ability (e.g. removing the global cooldown of a minor ability or allowing it to be used on a wider amount of targets). For more specific glyph examples, see the class change’s part. You can have up to three major glyphs equipped at a time, and once you have learned a glyph, it is automatically available to you in the glyph menu. To change glyphs, you need to be in a rested zone, preparation room or have a tome with you.

Minor glyphs: These will remain as non-gameplay affecting, cosmetic changes to different classes and specs, allowing players to customize their abilities looks and visual effects. These include but are not exclusive to things like changing monk animations to better fit the race they are playing as rather than the default pandaren ones or giving hunters different sound effects for their weapons. See more examples in the class change’s part. You can have as many minor glyphs as you like, but some minor glyphs overwrite or don’t work with other abilities.

  • Versatility (stat) has been removed.

2.6) Class design revisited

In the Cycle of Hatred, class design is revisited majorly for the first time since Legion where the main goal is to fix under-represented specs, bring back old (and new) abilities to all the classes and reducing the impact of cooldowns and do-it-all buttons. At the same time, historically, the most looked-forward-to things in a new expansion has been to look forward to new class iterations and changes.

Below, I have compiled a quick summary of what one should expect from their class after these changes are implemented. Note that some classes have gone through complete mechanical overhauls, while some have had only their utility tweaked. Altogether, there are a few goals with these changes:

A) Make constant damage higher:

Overall, damage is now spread across more abilities than before, slightly less for classes that are intended to have more bursty damage (e.g. Rogue, Mage). This should, in theory, result to more predictable damage that can still be high enough to be threatening constantly in PVP (Meaning that in arena and other pvp environments, healing mana consumption should increase), rather than resulting to the “one shots” seen in SL. As a result, many damage cooldowns have been adjusted to give slightly less damage. You might for example find a damage cooldown that used to grant 20% more damage now only grants 10% increased damage. This also means that in PVE environments, classes now deal more damage outside of their cooldowns.

B) Doing away with do-it-all-abilities:

Over the past 7 years, the game’s had abilities that make mistakes too forgiving or forcefully tunnel people into having “one-button-solves-all” solutions. Some of these additions or passives that have been added to abilities have been done out of quality-of-life demands, some to make them more usable in a wider variety of scenes. So, to fix this situation, the idea is to give classes more separate tools for different problems to deal with them, while reducing the things a single skill can do. Ultimate abilities are exempt from this rule.

C) Defensive secondary stats from major stats (e.g. Agility, Strength) have been increased substantially.

This means that for example classes that use agility in melee will be able to dodge attacks more often than before, while classes that use strength will be able to parry and block blows more than before. Therefore, abilities that ignore blocks, parries and dodges are also making a return to offer certain specs unique advantages against these situations.

D) Healing across all the classes has seen some significant changes. In general:

  • Cast heals now heal significantly more than they currently do. If they are slow cast, they retain their mana efficiency. If they are fast, they cost a lot more mana.

  • Instant healing spells that are targetable on others have been nerfed across the board. Overall, instant cast heals heal less than their cast counterparts, and instead their purpose has been redesigned around buffing the primary cast heals in some way or helping to deal with movement requiring encounters.

  • Area of effect healing remains relatively unchanged, with it retaining moderate healing and high mana cost across all the specs.

  • Large healing cooldowns (Tranquility, Divine hymn, Healing tide totem) remain mostly unchanged.
    Over the years, instant heals, procs, and alike have become more and more important in high end content, and they have started to become way too rewarding for their cost. With this change, hard cast heals retake their place as primary source of healing for both PVE and PVP encounters.

E) Tank specializations across the board now deal increased single target damage, while their AOE damage has been decreased. Threat generation for AOE attacks has been increased accordingly.

Additionally, below you fill find a more class-specific list of changes:

WARRIOR:

Major changes:

  • To reinforce the idea of warriors as weapon masters, Stances are making a brand-new return for warriors, and with them, warriors can now equip and carry more weapons than before. Swapping stances now automatically changes you an appropriate weapon combo from your equipment. For example, if you are an arms warrior, swapping to defensive stance now equips you with a shield and a one-handed weapon. If you are a protection warrior, swapping to either berserking stance or battle stance equips you with a two-handed weapon, and if you are a fury warrior, your off-hand weapon is swapped for your shield upon swapping to defensive stance.

This will allow the warrior to be equipped for any encounter or foe appropriately and encourages the player to make smart use of the different stances and their advantages/disadvantages. Swapping to different stances also allows warriors to access debuffs and abilities normally outside of their ordinary state such as shield block and shield wall.

  • Rage generation is still tied to auto attacks (battle/berserking stance) and taking damage (defensive stance), but all warrior specs now have baseline rage generating abilities (Mortal strike, Blood Thirst, Shield Slam), as well as rage draining abilities.
  • Single minded fury has been removed. However, all warriors can now transmog two-handed weapons as one-handed weapons and vice versa.
  • Arms’ AOE abilities have been changed a little. Cleave takes more priority as the primary damage source, while thunderclap is your small cooldown rend/bleed spreading ability, replacing whirlwind.
  • Both fury and arms warrior have access to mortal wounds as a standard debuff that is tied to their basic abilities (Mortal strike, bloodthirst). Shield slam now removes a beneficial magical effect from the target each time it is used.
  • Sharpen Blade has been removed.
  • Death sentence has been removed.
  • Barbarian has been removed.
  • Intervene now only redirects the first attack or spell used against the target.
  • Charge now stuns targets for 1,5 seconds. Shares diminishing returns only with itself.
  • Colossus smash has been removed
  • Revenge can no longer be dodged, blocked, or parried.
  • Gladiator stance has returned as a talent!
  • Warbringer and Shadow of the Colossus have been removed.

Examples of new baseline abilities:

Adjust weapon (arms): Adjust your main weapon according to the need. No cost, 1 second cast. Crushing blows: Your melee attacks reduce the armour of your target by 5% for 6 seconds, stacking up to 5 times. Reaching blows: Your melee attacks can now hit targets up to 6 yards away. Sharpen blade: Increases the healing reduction of your mortal strike by 5%. This adjustment only functions in battle and berserker stance.

Berserking stance: Instant cast, 6 second cooldown. Enter a berserking stance, increasing your damage by 15% and the rage generation of your abilities by 50%. Lasts 20 seconds. During this time, you take 10% more damage. Swapping to a different stance cancels the effect. Cooldown 1,5 minutes. Shares a 6 second cooldown between other stances. Once the duration ends, automatically returns you to your appropriate default stance.

Throwdown (arms, fury): Instant cast, no cost, 30 second cooldown, melee range: Knock your opponent down, stunning them for 4 seconds.

Examples of new talents:

Meteor strike. Instant cast, no cost, 1 minute cooldown. 15-yard range. Leap into air and crash down onto your opponent, dealing a high amount of damage to your opponent and knocking back hostile targets around them within a 6-yard radius. The impact ruptures a crater around the target, creating impassable and obscuring terrain for 4 seconds.

Taeshalach technique (arms, fury). Instant cast, 1 minute cooldown. Perform a three-strike-combo inspired by the legendary titan, changing the ability each time you press it. The use of each ability in the combo gives you 6 seconds to use the next part of the combo. Once the whole combo is executed or the time for a combo runs out, the cooldown begins:

  • Foe shatter: You cleave all targets in front of you with a masterful blow, dealing x amount of damage and setting your opponent’s alight in flames of rage for 6 seconds, that increases the damage they take from subsequent combos of the taeschalach technique by 20%. This debuff stacks.
  • Wrathful rend: You return an undercut at all targets in front of you, dealing x amount of damage and knocking them back slightly. Adds another stack to the flames of rage.
  • Arc of obliteration: You swing your weapon in a devastating overhead blow to the ground in front of you, dealing damage to all enemies around the point of impact in 8 yard radius and knocking them up high in the air from the force of the blow.

Unbreakable (protection). 1 minute cooldown, no cost. Instant cast, channeled: You raise your shield and critical block all incoming ranged and melee attacks from a cone in front of you for 6 seconds, becoming unstoppable in the process and protecting all allies within 4-yard radius around you from all damage as well. You can move freely while channelling this ability.

Major glyph examples:

Never surrender: Halves the cooldown and duration of your die by the sword.

Cut them down!: Hamstring no longer incurs a global cooldown, but costs double the rage.

Unstoppable force: Your charge now knocks your targets back slightly rather than stuns them.

Minor glyphs examples:

Hidden arsenal: Hides your current weapon(s) on your person when you are not in a stance that actively uses them.

War banner: Allows you to hoist a war banner with your race’s colours on your back.

Blaze grease: When you critically strike with your attacks, your weapon catches aflame briefly.

WARLOCK:

Major changes:

Overall, warlocks are remaining relatively like how they play currently. However, affliction warlock is returning toward how it played in legion with drain soul becoming a much more prominent part of your rotation and destruction warlocks now have more options to spread their damage between different abilities. Finally, demonology is seeing some significant changes, with the talent tree allowing you to customize your playstyle in the following fashion: Do you want to summon a lot of demons to do your bidding and kill your enemies, do you want to have one big demon that does your fighting for you, or do you want to absorb and learn the power of your demons to briefly become one yourself?

  • Fel hunter kick is now a baseline ability for all warlock specs.
  • Call dreadstalkers is now instant cast.
  • Warlocks can access their own demonic gateway every minute, down from 1,5 minutes.

Examples of new baseline abilities:

Life tap: 1 minute cooldown, no cost, instant. Sacrifice 20% of your own health to gain full soul shards.

Examples of new talents:

Pit Lord’s Wrath. 2 second cast, 1,5 minute cooldown, 40 yard range. Rip open a temporary rift into the jail of a contained annihilian. The Pit Lord lashes out in anger, breathing a long patch of fel fire in front of it, dealing high amount of damage. The fel flames in the centre linger for 4 seconds, creating an impassable terrain.

Demonic transcendence (Demonology). Instant cast, 30 second cooldown. Costs 1 – 5 soul shards: Your knowledge of the dark arts allows you to temporarily transform into a demon for 3 (per soul shard consumed) seconds, transforming your shadow bolt, hand of gul’dan, summon dreadstalkers, demon bolt and summoning circle into alternate improved ones. Also increases your armor by 200%.

  • Shadow bolt - > Carrion swarm: 1,5 second cast, costs x mana, generates 1 soul shard, 40-yard range: Hurl forth fiendish swarm, causing x amount of chaos damage to them and all enemies within 8 yards of them.
  • Hand of Gul’dan → Hand of the Legion: 1,5 second cast, costs x mana, uses 1-3 soul shards, 40-yard range: Call down a comet of fel energy dealing x damage on the target and all other enemies within 8 yards of them. Also, upon impact releases dreadflame imps who attack your enemies.
  • Call dreadstalkers → Call Void Terror: Instant cast, costs x mana, 2 soul shards, 40-yard range. Summons a powerful void terror to devour your enemies for x amount of time.
  • Demon bolt: Obliterating bolt. 4,5 second cast, costs x mana. Generates 2 soul shards, 40-yard range: Send forth an obliterating bolt of pure malice and hate, which deals high damage to the target. Also extends the duration of your demonic transcendence by 1 second each time it is used.
  • Summoning circle → Demonic leap. 45 second cooldown. 2 charges. No cost, instant cast: You leap to the targeted area, up to 30 yards away.

Gorefiend’s feast: Instant cast, 45 second cooldown. 30-yard range. You summon a soul vortex at the targeted location which pulls your targets souls into it, drawing them toward the centre and dealing damage over time to them. Targets caught in the vortex find their movement speed snared based on the distance from the centre of the vortex.

Major glyph examples:

Grim Reaper: Your drain life ability can no longer be interrupted but has a 10 second cooldown.

Enduring resolve: Your unending resolve’s cooldown is reduced by one minute, but it no longer provides immunity to interrupts.

Bright embers: Your health stones now heal their targets for 10% more of their maximum health, but the healing is distributed over 6 seconds, every 2 seconds, instead of instantly.

Minor glyph examples:

Verdant spheres: Your soul shards now appear as floating verdant spheres over you.

Fel-infused: Your body now shows the taint of fel on you, turning your eyes bright fel-green and giving your hands a bright fel-glow when casting.

Glyph of demoniac: Your demonic Transcendence’s look is now altered.

HUNTER

Major changes:

Hunters have gone under some significant changes. First, survival has returned to a ranged dps, dot management class. Second, marksmanship hunter no longer uses arcane shot or rapid fire, but relies solely on steady shot as a focus generator and aimed shot and chimaera shot as major, baseline spenders. Aimed shot is also once more usable on the move. Third, Beast mastery hunter has remained relatively the same, but Beast masters now have access to a talent that allows them to prefer melee over ranged attacks, if they so wish.

Further, all hunters can now once more wield melee weapons (both two one-handed weapons or a single two-handed one), and deadzone (being unable to use ranged abilities if a target is closer than 6 yards) is back. These changes are aimed to bring hunters back and closer together as the main ranged class of the game and embracing their main strength of being able to deal their full damage rotation while on the move, while also introducing some counterplay options.

  • Ancient hysteria has been removed. Instead, all hunters now have access to a baseline ability called “Hunting Horn” which grants the user and their raid/party the effects of bloodlust, which doesn’t require a pet to be used and can be used by all the specs.
  • Pets now have a talent tree, regardless of the pet you choose. The talent tree splits into three paths: Cunning, Ferocity and Guardian. Beast mastery hunters are granted access to all of the path’s passive and active abilities, while Survival and Marksman hunters can fill up to two of the trees, as they level up. Exotic pets still have access to exotic abilities.
  • Scatter shot is now a baseline ability available for marksmanship and survival hunters.
  • Camouflage is now available to all hunter specs as a baseline ability, but no longer at baseline provides stealth (unless standing still), but rather reduces the range at which the hunter can be detected by mobs, as well as making the hunter unable to be targeted. No cooldown can only be used outside of combat.
  • Roar of Sacrifice is now baseline.

Examples of new baseline abilities:

Raptor strike (all specs). No cost, instant cast, melee range. All specializations. Replaces your main spender (aimed shot/cobra shot) when an enemy gets within 6 yards of you. Deals moderate damage. Each use of raptor strike reduces the cooldown of your disengage by 1 second.

Wing clip (all specs). No cost, instant cast, melee range. Snares your opponent by 50% for 6 seconds. Replaces your concussive shot when an enemy gets within 6 yards of you.
Deadeye (marksman). No cost, instant cast. 1 minute cooldown. Your next shot cannot miss and will find your target even out of line of sight.

Examples of new talents:

Way of the Mok’Nathal (Beast mastery). No cost, passive. You forego most of your ranged attacks and some of your utility in favour of improved melee attacks. Your damage taken is reduced by 10%. In addition, you gain spirit bond with your pet.

  • Cobra shot - Mongoose Bite
  • Barbed Shot – Flanking strike: Instant cast, no cost, generates 20 focus over 8 sec, melee range: You and your pet tear into your target in a coordinated strike. If the target is attacking you, your pet’s attack deals 200% more damage and causes 400% more threat. If the target is attacking your main pet, your strike has a 30% increased critical strike chance. You and your pet’s auto-attacks have a chance to refresh the cooldown of Flanking strike.
  • Kill command – Kill command
  • Multi shot – Butchery. In addition, grants you beast cleave for 4 seconds.
  • Spirit bond: Passive. You and your pet(s) share a spirit bond, causing you to regenerate 4% of your maximum health every 4 seconds.
  • Disengage – Harpoon
  • Aspect of the turtle – Aspect of the monkey: 1,5 minute cooldown, instant cast, no cost. You enter the aspect of the monkey, allowing you to dodge all attacks from in front of you for 8 seconds.
  • Counter shot – Muzzle

Vaulting shot: 30 focus, instant, 30 yard range, 1 minute cooldown. You fire an explosive round at your feet, propelling you high into the air forward toward the targeted distance while firing a patch of shots between your starting point and the destination, dealing x amount of damage.

Power shot: 30 focus, 2 second cast, 40-yard range, 40 second cooldown. You wind up a powerful shot, which hits all enemies between you and your target, as well as knocking them back.

Major glyph examples:

Overwatch: Your flare now has 50% increased radius.

Keen senses: When tracking hidden targets, you can now detect them from a further distance.

Chameleon: Your camouflage now grants you full stealth, but it no longer heals you and it incurs a 30% movement speed penalty.

Double-dose: Your tranquilizing dart no longer removes magic or enrage effects, but instead causes all beneficial enrage and magical effects to run out twice as quickly.

Minor glyph examples:

Caltrops: Changes your tar trap visual to that of caltrops.

Blessed projectiles: Grants you the ability to bless your shots, changing their visuals slightly.

Top of the food chain: Trivial beasts far below your level now fear you.

ROGUE

Major changes

Rogues are one of the classes that are mostly remaining the same, as Shadowlands already gave the specs back a lot of their shared utility. However, Outlaw rogue has undergone some more significant changes than the other two specs. Some of the passives provided by the roll the bones have either been removed or added as passives into the outlaw spec baseline.

  • Subterfuge and elusiveness have been removed.
  • Gouge is now a baseline ability for all rogue specs.
  • Crimson vial has been replaced by Recuperate.
  • Roll the bones has been replaced by slice and dice.
  • Hemotoxin has been removed.

Examples of new baseline abilities

Gouge: Costs 25 energy. Instant cast, melee range, 25 second cooldown. Gouges the eyes of an enemy target, incapacitating for 4 sec. Damage will interrupt the effect. Must be in front of your target. Awards 1 combo point.

Smoke Bomb: Instant cast, no cost. 1 minute cooldown. Creates a cloud of thick smoke in an 8 yard radius around the Rogue for 5 sec. Enemies are unable to target into or out of the smoke cloud. Allies take 10% less damage while within the cloud.

Recuperate: Instant cast, costs 30 energy, + 1-5 combo points. Finishing move that consumes combo points on any nearby target to restore 3% of maximum health every 3 sec. While recuperating, you receive 15% increased healing from other sources. Lasts longer per combo point.

Examples of new talents:

Doppelgangers (subtlety): Instant cast, replaces symbols of death (30 second recharge): For the next 6 seconds, the abilities you use are recorded. After that, 2 shadowy doppelgangers of yours appear and repeat the same abilities you used on the same target(s) you used them on. If the said target(s) die during the assault, the abilities are instead used on any other enemies you’re in combat with. You also generate 40 energy, and your damage is increased by 10% for the duration of the doppelgangers.

Brace of pistols (outlaw). Instant cast, 1 minute cooldown, channelled for 3 seconds: You draw and fire your strapped pistols in rapid succession with both hands, shooting a barrage of bullets at all targets in a straight line in front of you for 3 seconds. You can move while channelling this ability.

Crimson rush: 1 second cast, 1 minute cooldown. 20-yard range: You coat your blades in venom and rush forward toward your target, slicing all opponents between you and your target. You then embed your blades into your main target, dealing high damage before kicking yourself away from them, back to where you started.

Major glyph examples:

Venom cocktail: You can now have all your poisons applied to your weapons, but their effectiveness is halved.

Craven strategy: The cooldown of vanish has been halved, but it only provides greater stealth for 1,5 seconds.

Diversion: Your distract now summons an attackable clone of yours to fool your enemies for 6 seconds or until it dies.

Minor glyph examples:

Venomancer: When you have poison applied to your weapons, your weapons drip, leaving behind a trail of sizzling venom.

Black powder: Your pistol shot now produces a lingering, larger puff of smoke.
Partner in crime: You can choose to have a companion sitting on your shoulder while out of combat. Options: Rat, Raven, Bat, Hawk, Parrot.

Hidden dagger: Your main hand dagger is now stored behind your belt instead of on the left side of your hip. Works only on daggers.

PALADIN

Major changes

Paladins aren’t going through many mechanical changes, much like the rogues, but there are some changes to their current playstyle options, especially holy paladin. For holy paladins, the talent tree now facilitates a battle-healer-like pathway. Visually, all paladins can now access more visually appropriate class animations via the new glyph system. Also, Long arm of the law is back!

  • While a target is under the effects of the Divine shield, their damage dealt is reduced by 50%.
  • While a target is under the effects of Blessing of Protection, they can not use melee attacks or abilities.

Examples of new baseline abilities

Pursuit of Justice: No cooldown, costs 1 holy power, instant cast: Removes all movement impairing effects from you.

Protected by the light (Holy). Passive: When using a two-handed weapon instead of a one-handed weapon and an offhand, your armour is increased by x amount.

Examples of new talents:

Purifying Sanctity: Instant cast, 9 second cooldown, costs x mana, replaces Consecration: You call down a pillar of light down upon your location that heals your allies for x amount and burns your enemies for y amount. While you stand within the sanctity of the spell, you and your allies take 5% reduced damage. Your enemies suffer 5% increased damage.

Dawnbreaker: Instant cast, replaces avenging wrath, 2-minute cooldown: Light infuses you, increasing your damage, healing, and critical strike chance by 15% for 20 seconds, and causing you to pulse out waves of light around you for the duration, starting slower and weaker at the start and increasing both in frequency and power until the end. Deals high burst of damage at the end of the ability.

Light’s Vengeance (Retribution): Instant cast, channelled for 2 seconds. 1 minute cooldown. You wind up a powerful strike for 3 seconds, becoming unstoppable and uninterruptable, and you gain an absorb shield for x amount, taunting all enemies within 15 yards. After the shield is broken or the channel completes, you release a devastating swing, striking all enemies in a wide arc in front of you within 12 yards for x amount of holy damage. Any damage dealt to shield the adds to the final damage. Also clears all your threat after the swing. Must remain still while channelling.

Major glyph examples:

Ride on: Your divine steed removes all movement impairing effects from you and grants you immunity to them for the duration, but its recharge’s cooldown is increased by 30 seconds.

Inspiring words: Your word of glory now heals for x amount more, but the healing is delivered over 6 seconds, every 2 seconds.

Divine intervention: Your divine protection now reduces all damage taken by 40%, but its cooldown is doubled.

Minor glyph examples:

Many deities: Your abilities now use animations that are appropriate to your race’s culture.

Last light: Trivial undead and demon enemies that are far below your level now fear you.

Champion of justice: When you critically strike with your abilities, your body and eyes glow faintly with holy light.

MAGE

Major changes

Mages aren’t going through many mechanical changes on their own, however the way how their damage is generated overall has been slightly changed in accordance to the previously mentioned overall class changes: Casted main generator abilities like arcane blast, fireball and frost bolt all now deal noticeably more damage, while burst phase abilities and cooldowns like pyro blast, arcane power, combustion and glacial spike have had their impact slightly reduced. This means that mages now deal more consistent damage than before, with a slightly reduced burst damage output.

  • Deep freeze is now back as a talent option for all the mage specs in the CC row of talents.
  • All the barriers available now only absorb damage.

Examples of new baseline abilities

Final flash: Passive (Fire): When you die, you burst into flames, dealing x amount of damage to all enemies around you.

Mage armor: No cooldown, instant cast, lasts until cancelled: Allows you to choose from three magic armor types. Only one of them can be active at a time:

  • Frost armor: Increases your armor by 100% and enemy melee attacks have a chance to freeze them in place for 2 seconds. Same target can only be frozen by this effect every 20 seconds.
  • Molten armor: Increases your armor by 100% and all enemy melee attacks cause them to suffer x amount of damage.
  • Mage armor: Increases your armor by 100% and reduces the magic damage you take by 10%.

Examples of new talents:

Glacial advance: Instant cast, channelled for 3 seconds. 1-minute cooldown: You skate over a rapidly advancing path of frost that leaves behind a trail of slowing frost for 5 seconds. All enemies caught in the path of the glacial advance as you ride it are hit for x amount of damage and are treated as frozen. During glacial advance, your damage taken is reduced by 50%.

A world in flames (Fire): 3 second cast, lasts until cancelled. Replaces combustion. You give yourself to your pyromaniac desires, becoming engulfed in flames until cancelled. All your fire spells now always grant you hot streak, and you apply ignite to any enemies that strike you in melee. The benefit from your mastery is halved while in this form. Cauterize no longer damages you but using ice block cancels the flame form.

Arcane Dome: Instant cast. 2-minute cooldown: You push out a dome of arcane energy with a 6 yard radius around you that knocks back and damages enemy units for x amount of damage. Any damage taken by you or your allies while within the barrier instead drains the barrier until it breaks, or 8 seconds have passed. The barrier follows you as you move.

Major glyph examples:

Flash ignition (fire): Combustion can no longer be dispelled, but it lasts half as long.
Bumbling tongue (arcane): Your slow spell now reduces the casting speed of your opponent by 15%, but it now has a 30 second cooldown.

Adapting ice (frost): You no longer suffer hypothermia from ice block, but ice block is now an absorb instead of immunity.

Minor glyph examples:

Phenomenal cosmic powers (Arcane): Your Arcane blast now takes the form of a massive genie fist punching your target.

Rogue mage: You can no longer teleport and make portals to specific cities or locations, but you can instead choose a zone that you wish to teleport or portal to. This is extremely illegal and dangerous. You must have explored at least one part of a zone before you can teleport to the said locations.

Supreme Sorcerer: Your hands now form levitating runes around your hands when you are casting spells.

DRUID

Major changes

Druids have gone through some fairly big changes, notably guardian and feral have been merged back together as one feral spec. This has been done because druids were from the start created as a class that is a jack of all trades and capable of fulfilling multiple roles. Many of their abilities are being shared across bear and cat form, with changes that are appropriate for the said role. Meanwhile, Balance and restoration druids respectably can choose an affinity with either of the other two specs, or heart of the wild.

Also, many spells are back to requiring a specific form to cast, such as heals (no form), skull bash (Bear/cat form), and so forth. Like with other classes, this is to reduce the number of do-it-all abilities and to offer counterplay options against the class, while also giving them overall more tools to work with. In general, the gameplay of druids outside of their main spec activities has been altered so that they are encouraged to use their forms for different situations more than before.

  • Cyclone is now a baseline ability for all the specs.
  • Predatory swiftness now only applies to entangling roots.
  • Owlkin adept now only affects entangling roots.
  • Many affinity abilities have been made baseline to all the specs, with the new affinities for balance and resto druids offering them ways to boost the said abilities.
  • Wicked claws has been removed

Examples of new baseline abilities

Nature’s swiftness: 2 charges, 1 minute cooldown. Makes your next healing spell, rebirth or entangling roots instant cast and castable in any form.

Stampeding roar: 2-minute cooldown, instant cast, no cost. Requires bear or cat form: Let loose a wild roar, increasing the movement speed of all friendly players within 15 yards by 60% for 8 sec.

Faerie Fire. Instant cast, costs 7% base mana. Can’t be used while transformed. Can be used in moonkin form: Decrease the armor of the target by x% for 25 seconds. While affected, the target cannot stealth or turn invisible.

Examples of new talents:
Alpha Predator (Feral), (passive). Your baseline abilities in both cat and bear forms are improved.

Bear Form:

  • Every 20 seconds, your next mangle causes you to charge to your target, up to 15 yards away.
  • Maul now strikes two additional targets adjacent to your main target.
  • Thrash now has two charges.
  • Ironfur now also reduces spell damage taken by 15%.

Cat form:

  • Ferocious bite now has a chance to consume no combo points or energy when used.
  • Rake: Every 1 minute, rake grants you full combo points when used out of stealth.
  • Thrash now has two charges.
  • Tiger’s fury now also increases your movement speed by 50% for its duration.

Bastion of Nature (Restoration). 1,5 minute cooldown, instant cast, no cost:
A tree rapidly sprouts from the ground, elevating you up a fair distance. While atop the tree, you take no damage from most ground targeted attacks and are out of reach of most opponents. The tree rapidly crumbles, showering the area around the root of the tree with healing leaves that heal allies at the foot of the tree for x amount. While the tree stands, it also acts as a temporary obstructing terrain. Lasts for 6 seconds. Enemies can target the tree stump to bring it down faster.

Hurricane (Balance). Replaces typhoon. 30 second cooldown, instant cast, no cost. 25-yard range: You push out violent winds that knock all enemies back in a cone in front of you. For the next 10 seconds, all enemies moving against the wind have their movement speed reduced and are being pushed back by the winds. Additionally, all your friends moving in the winds have their movement speed increased by 60% for 2 seconds, refreshed until they leave the area.

Major glyph examples:

Iron feathers: Your moonkin form now provides x % more armor.

Swift healing (feral): You can now use predatory swiftness to also make regrowth instant cast, but it now costs 5 combo points to do so.

Swift shapeshifter: Your shapeshifting abilities now only incur a global cooldown with other forms, but their baseline mana costs are slightly increased.

Minor glyph examples:
Copycat: You are now able to copy the form appearance of wildlife with the appropriate form. This includes for example bears, cats, and other animals in Azeroth and beyond that share the same animation rig. To copy an appearance, press this ability when close to them while within the appropriate form. If the appearance can be copied, the channel will succeed.

Fowl play: Your baseline moonkin form takes on a more dire and crazed appearance.

Claws of Shirvallah: Your cat form now takes the appearance of an avatar of Shirvallah.

PRIEST

Major changes

Holy and Discipline Priests are going through some small changes, but the changes are caused primarily through the talent tree changes that will allow them to have for example some more mobility options. The changes to crowd control and interrupts also affect priests more than many other classes, as holy and shadow priests particularly are tied usually to just one spell school. Nevertheless, cast heals for priests are seeing buffs across the board. Just like in the case of warlocks, the new talent trees are constructed in a way that will hopefully allow players to pick a playstyle for healing and dps that fits their own playstyle.

Shadow priests have been majorly changed from their SL iteration. In this new iteration, void form, and its related abilities (void bolt, insanity, surrender to madness, etc) have been removed. Shadow priests now, in terms of game design, lie somewhere between affliction warlocks and elemental shamans. Their new, primary source of damage comes from mind blast, which has had its damage significantly increased and now additionally reduces the spellcasting speed of targeted enemies by 15%. Its cooldown can be reset and made instant from procs that are caused by shadow word: pain dealing damage.

Devouring plague is now a high damage dot that has a cooldown that can be reduced by casting mind blasts, and is now 12 second, heavy hitting damage over time spell. Shadow priests now primarily generate AOE damage through mind sear, which now spreads their shadow word: pain effects to all targets around the main target. In the AOE talent row, shadow priests can choose different ways with which to enhance this aoe damage.
Additionally, many new glyphs have been added to allow the priests of each respective race to customize their ability animations to better match their racial identities.

  • Many old favourite talents have made a return, including (but not limited to): Cascade, Spectral guise, mindgames and void tendrils.
  • San’layn has been removed and has been integrated to the baseline vampiric embrace, save for its cooldown reduction.
  • One of the mobility talent rows now includes a buff to levitate, which makes it unable to be removed by damage and allows you to cast some of your baseline abilities (smite / mind flay / mind sear/ heal) while moving. It retains its original use when casting on others than the player character.
  • Surrender to madness has been removed
  • Void volley has been removed
  • Improved mass dispel has been removed
  • Shackle undead has been renamed to shackle aberration, and it now works on undead, aberrations and demons.

Examples of new baseline abilities

Inner fire: Instant cast, costs x mana: Your faith bolsters you, increasing your armour by x amount, stacking. Whenever you are struck by an attack, your faith grows stronger, stacking up to 40 times. Once you reach 40 stacks, you release a burst of flames (Holy/discipline) / shadow (Shadow) around you that deals x amount of damage, and increases your healing received by x amount for 6 seconds, resetting your stacks. Lasts until cancelled.

Dominate mind (Shadow/discipline). 2 second cast, costs x mana. 20-yard range. 5-minute cooldown: You dominate the mind of a targeted humanoid, turning them into a guardian for 5 minutes or until they die. Cannot be used on players.

Power infusion: No longer castable on others, and now has a 1,5-minute cooldown.

Examples of new talents:

Flailing Shadows (Shadow, discipline). Instant cast, 1 minute cooldown. 10-yard range. Your shadow flails out in a massive sweep in front of you, dealing x amount of damage and knocking back your foes. The flail strikes three times, increasing in damage and knockback with each swipe.

Angelic choir (Holy). Channelled, 8 seconds. Replaces Divine hymn. You begin an angelic choir for 8 seconds, healing yourself and all-party members within 40 yards. Every player that is healed by the choir joins into the choir, healing all friendly targets within 8-yard radius around them. Can be channelled while moving. If this ability is interrupted, other players can still continue the choir unless they are dispelled.

Agents of Faith (Discipline). Instant cast, no cooldown: You fill yourself and another selected ally with divine purpose, causing you to apply atonement to yourself and your linked target until cancelled, or one of you moves over 40 yards away from each other. Additionally, the damage and healing of your targeted ally also adds to your atonement healing by x% efficiency.

Major glyph examples:

Calm mind: Your mind soothe can now remove enrage effects, but now incurs an 8 second cooldown each time it does.

Masochism (shadow, discipline): Your Shadow Mend’s damage over time now instead heals you when used on yourself.

Sap magic: Your dispel magic now removes 2 buffs instead of 1, but it’s cooldown is increased to 8 seconds.

Minor glyph examples:

Ravens (shadow): Your shadow form now consists of a dark hue with ravens flying around you.

Many Deities: Your shadow/holy light spells now use animations that are more aligned to your race’s deities and religion.

Dark barrier: Your power word: shield now takes on a more shadowy appearance.

Dark Arisen: Your levitate spell now holds you aloft a cloud of dark smoke.

DEATH KNIGHT

Major changes

One thing that death knight design is taking a return to is making death knights more self-sufficient than before, with many self-healing abilities like conversion returning in the form of talents and passives. Additionally, like with the other classes, some more gameplay style choices are offered for death knights, such as the talent tree of frost death knight allowing the players to choose between big, strong attacks with obliterate more reminiscent of old frost death knight rotations, or a quicker type that is more like that of post-legion frost death knight iterations.

Equally, Unholy death knights see choices in their talent trees that allow them to customize their playstyle around either leading an army of the damned where temporary summons and pets play a major role in their damage or rotting away their enemies in pestilence and rot. Further, festering wounds as a mechanic has been removed, and Unholy death knights now focus instead on maintaining their diseases on their targets and building and spending resources.

  • Anti-magic zone has -not- been removed.
  • Death strike has been buffed slightly
  • Rune strike no longer gets replaced by the main spender when a death knight chooses their specialization, but rather continues on as an anti-defensive tool for death knights, allowing them to shred through even the toughest of foes.
  • Dark Simulacrum is once more a baseline ability for all death knights
  • Rune of spellwarding has been removed

Examples of new baseline abilities

Rune strike. Costs 10 runic power. Melee range. Instant cast: Strike your foe for x amount of physical damage. Cannot be dodged, blocked, or parried, and reduces the armour of your enemy by 25% for 12 seconds.

Horn of winter: Instant cast, 10 second cooldown. No cost. You blow into the horn of winter, increasing the strength of all party and raid members within 40 yards by 10%.
Wraith walk: Instant cast, 1 minute cooldown, no cost. You let your soul leave your body temporarily, granting you 170% increased movement speed and clearing you of roots and snares. Lasts 4 seconds. Any other ability used while wraith walking will cause your body to teleport to the location of your spirit instantly.

Finger of Rot (Unholy): Instant cast, 15-yard range, 45 second cooldown: Your target decays before your very eyes, infesting them immediately with frost fever, crimson pox and ebon plague.

Examples of new talents:

Throne breaker: Instant cast, 2-minute cooldown. No cost. You stab your weapon(s) into the ground, erecting three pillars of frost around you, acting as obscuring terrain for 12 seconds, or until they are destroyed. Every 3 seconds, you may reactivate this ability to send one of the pillars flying toward your current target, dealing massive damage to the targeted area beneath them, split between all enemies struck within a small radius after a small delay.

Epicentre of Rot (Unholy): Instant cast, 45 second cooldown, no cost. Replaces Finger of Rot. 15-yard range. You turn an opponent into an epicentre of rot, instantly causing them and all targets around them to be infested with all your diseases. Additionally, they radiate a rotting area around them, slowing them and all enemies around them by up to 70% over the span of 8 seconds, decreasing till the ability reaches its end.

Horseman of apocalypse. Replaces Death’s advance. Instant, 2-minute cooldown. No cost. Your damned mount bursts forth from beneath you, immediately knocking all enemies around you back, and increasing your movement speed by 100%. For the next 15 seconds, your base movement speed cannot be reduced below 150%, and you deal x amount of damage every time you run over targets, trampling them. Additionally, your:

  • heart strike (blood), scourge strike (unholy) and obliterate (frost) abilities’ damage is amplified by x amount for the duration of the cooldown.

Major glyph examples:

Reverse Grip: Your Death Grip now pulls you to the target instead of pulling the target to you.

Double-edged: Your death strike now heals you based on all the damage you have taken over the last 6 seconds instead of 4, but it no longer provides a minimum amount of healing.

Violent magic: Your Anti-magic shell can now reflect spells if it manages to fully absorb them, but the absorption amount of your anti-magic shell is halved.

Minor glyph examples:

Aberration: When in cities, civilians oftentimes cower in fear of you.

Legacy of the Lich King: After scoring a killing blow, you drain the soul of your victim to your weapon.

Corpulent display: After scoring a killing blow, your enemies explode in showers of gore after a brief delay.

DEMON HUNTER

Major changes

Demon hunters are not going through major changes mechanically, as the pattern they currently fit in seems to work for them just fine. Perhaps too fine: In an expansion where the overruling design philosophy is to move away from abilities being able to do too many things at once, Demon hunters provide a unique challenge because their entire kit, no, the entire class is designed with things that do more than one thing.

Be it their AOE rotation being the same as their single target one, their mobility doubling both as damage reduction and damage dealing ability, or metamorphosis acting as not only a defensive but an offensive cooldown, the challenge with Demon hunter is bringing it in line with the rest of the class design, without sacrificing too much of the gameplay that the player base has grown accustomed to. The goal is to keep Demon Hunters as a hyper-mobile, high constant and burst damage class that is relatively squishy.

  • Soul rending now only increases all leech by 10%.
  • Isolated Prey has been removed.
  • Reverse magic is now a targeted ability usable on allies.
  • Baseline blur no longer reduces damage taken.
  • While in Metamorphosis, Demon Hunters are now susceptible to effects like Banish, Shackle aberration and Wake of the Ashes.
  • Consume magic is now baseline and has the blood moon effect baseline added to it.
  • Mortal dance has been removed

Examples of new baseline abilities

Crippling slash: Melee range, no cooldown, no cost. Instant. Slash at your targets and all adjacent enemies’ legs with your weapons, reducing their movement speed by 50% for 6 seconds.

Demon released: When you die, you lose control over your demon that escapes briefly. Your demon is immune to crowd control but decays rapidly, allowing you to fight after dying for up to 8 seconds or until you die again.

Examples of new talents:

Demonic embrace (Vengeance): 1 minute cooldown, melee range, instant cast, 4 second channel: You grab target by the leg, incapacitating them, and you repeatedly smash them to the ground around you, dealing x amount of damage to them and all enemies around you within a 6-yard radius before letting go. During the channel, you are immune to crowd control and interrupt effects and take 20% less damage. If your target can not be grabbed, you instead deal 400% damage to them and take 20% less damage for the next 4 seconds.

Circle of hell: 1 minute cooldown, instant cast. No cost: You spawn a large runic circle below you that after a brief delay flares, creating an impassable ring of fel-fire around you. Only targets in higher elevations (e.g. Double jumping) can get above and past the flames. The circle lasts for 8 seconds, but rapidly closes, dealing x amount of damage to all targets caught within the circle each time they touch the fires. once the circle reaches the center, it erupts, dealing a burst of damage to all enemies within the circle.

Felfire brand: 45 second cooldown, instant cast, no cost: You brand your target with felfire, marking them as your prey for twelve seconds and granting you absorb shield for the duration. For the next twelve seconds, the target gradually bursts into a nova of felfire either at the end of the duration, gradually pulsing x amount of damage around themselves, or after you have taken an y amount of damage, which causes them to explode immediately with the amount of damage that was left in the brand.

Major glyph examples:

Slippery target: Your blur now also allows you to dodge spells, but it lasts half as long as before.

Drain magic: Your consume magic now heals you by 50% more, but it no longer dispels effects in an area of effect around the target.

Stronger wings: When in combat, you can now leap higher and longer distances with the double jump, but you can only double jump every six seconds.

Minor glyph examples:

Licensed to fly: You gain a new ability that allows you to fly with your wings while out of combat.

Desperate flare: The lower your health drops, the more your runes glow.

Roaring immolate: Your immolation aura is now more pronounced.

MONK

Major changes

Monks are remaining relatively the same as they currently play, however mistweaver monks, like holy paladins, get an opportunity through their talent tree to become battle-healers, with much of their healing coming from their damage and weaving in and out of combat when there is an opportunity for it.

Additionally, monks are getting new animations (it’s about time!). Further, much like with the paladin, monks can now choose to use glyphs to customize their abilities looks to better match their races.

  • Chi Wave and Chi Burst have been removed
  • Turbo fists is now a baseline passive that windwalker monks learn while levelling.
  • Storm, Earth and Fire is now a baseline cooldown for all monk specializations.

Examples of new baseline abilities

Master strike (passive): When you dodge or parry an attack, you immediately counter strike, dealing x amount of damage and demoralizing your foe, reducing the damage they deal to you by 5%, lasting for 8 seconds.

Examples of new talents:

Stance of the Black Ox: 2-minute cooldown, instant cast, no cost: You hold your ground in a provoking stance of the black ox for 4 seconds, immediately taunting all targets within 20 yards to attack you for the next 4 seconds. During this time, all damage you take is absorbed, capped at x value. After 4 seconds, you leap in the air and release a mighty stomp onto the ground, releasing all the stored damage at all enemies and allies around you, split evenly as both damage and healing. Your threat generated is instantly reset (Mistweaver, Windwalker).

Celestial Burst: 1 minute cooldown, channelled, instant cast. No cost: You channel your chi into a beam of pure celestial energy after a brief delay, firing a wide beam of energy in front of you for 3 seconds. The beam deals x amount of damage to enemies and y amount of healing to allies. If you are interrupted while channelling this ability, your damage or healing is increased by x amount for the next 12 seconds.

Technique of the mists: 2-minute cooldown, 1,5 second cast. No cost. 15-yard range: You envelop your target in dense mists for 4 seconds, causing them to be obscured from all targets. During this time, their chance to hit is reduced by 80%.

Major glyph examples:

Inertia drift: You are now able to steer your roll and chi-torpedo mid-movement.

Trickster: You can reactivate your transcendence: transfer for 3 seconds after the initial teleport, immediately teleporting back to your starting point. Increases the cooldown of transcendence: transfer by 15 seconds.

Cauterizing brew: Fortifying brew now removes all bleeds, poisons, and diseases from you, but no longer increases your health.

Minor glyph examples:

Sudden realization: Your touch of death now causes your opponent to explode.

Menacing (windwalker): When you use fists of fury, menacing runes appear around you briefly.

Brawler: Your melee attacks, combat stance and abilities now use race specific animations instead of standard monk ones.

Favour of the ancestors: Your invoke spells now summon a figure more appropriate to your race’s culture.

SHAMAN

Major changes

Shamans have their class fantasy well set, but like with the other classes in this list, they have gone through some minor changes that are listed below. Additionally, many unpopular talents (e.g. Unlimited power, liquid magma totem) have been removed and replaced.

  • Ascendance is once more a baseline ability for all shaman specializations.
  • Echo of the elements is now baseline for all shaman specializations
  • Shamanistic rage has returned to both elemental and enhancement shamans.
  • Gust of wind returns as one of the mobility talent row options for all shamans.
  • All three shaman specializations now each have one specific utility totem that they can buff their party with. Enhancement shamans have Windfury totem, elemental shamans have Skyfury totem, and restoration shamans have Stoneskin totem.
  • Grounding totem is once more a baseline ability. It has a 25 second cooldown and now stops one spell.
  • Lightning lasso has been removed.
  • Counterstrike totem has been removed.
  • Ancestral gift has been removed.
  • Spirit wolf and spectral recovery have been removed.

Examples of new baseline abilities

Summon totem: Instant cast, 1,5% base mana cost, no cooldown. You summon a totem based on your specialization at your feet for 2 minutes:

  • Windfury totem (enhancement): Summons a Windfury Totem with 5 health at the feet of the caster for 2 min. Party members within 30 yds have a 10% chance when they main-hand auto-attack to swing an extra time.

  • Skyfury totem (elemental): Summons a Fire Totem with 5 health at the feet of the caster that increases the critical effect of damage and healing spells of all nearby allies within 40 yards by 7%.

  • Stoneskin totem (restoration): Summons a Stoneskin Totem with 5 health at the feet of the caster that reduces the damage taken by all party members within 20 yards by 5%. Limit 5 targets.

Shamanistic rage (elemental, enhancement): Instant cast, 1-minute cooldown. No cost. You enter a shamanistic rage for 8 seconds. For the duration of the spell, your abilities cost no mana and you take 30% less damage.

Examples of new talents:

Boon of Therazane (passive): Your ascendance now also grants you the favour of the Stonemother. During ascendance, your body is covered in slabs of stone that absorb any damage you would take and make you immune to interrupts until they are broken. In addition, while ascended, your:

  • Chain lightning / crash lightning (Elemental, enhancement) now automatically cast earthquake under the first target hit.

  • Earth shield (restoration) is now automatically applied to all allies that stand in your healing rain or are healed by chain heal. This shield can not be refreshed, and only one can be applied per cooldown.

Wrath of the Windseeker: 2 second cast, no cost, 30-yard range, 1 minute cooldown: You call down a bolt of lightning from the heavens, striking targeted ground with high damage. Once used, you can reactivate this ability within 6 seconds to immediately teleport to the location of the lightning strike, removing any movement impairing effects from you in the process.

Maelstrom: Instant cast, 45 cooldowns, 15-yard range: You summon a Maelstrom at the targeted location, which swirls healing waters in a wide circle around the centre, healing all allies caught in the wave by x amount, rotating three times. Enemies hit by the circling wave will take x amount of damage and slowed by 50%.

Major glyph examples:

Wrathful spirits: Your grounding totem now reflects the spell it normally absorbs, but its cooldown is doubled.

Reliable Resonance: Tremor totem can now be used while feared, but it now only affects you.

Flash-freeze (Restoration, Elemental): Frost shock is now without global cooldown, but it has a cooldown of 8 seconds and has its damage reduced by 50%.

Minor glyph examples:

Dark shamanism: Your spell visuals are now changed to tortured, sickly looking elemental attacks. There is no honour in this!

Great boar: Your spirit wolf now takes the appearance of a spirit boar.
Geomancer (elemental): Your earth shock now hurls a massive boulder at your target instead of shocking them with electricity.

2.6) Loot + catchup system improvements

  • Great vault is gone.

  • Players can now earn badges of justice and Valor (PVE) and Honor and Conquest (PVP) respectively for doing the said contents. Valor and Conquest are capped weekly, but the caps can be increased for both valor and conquest if a player participates in a higher form of content, such as heroic or mythic raids or high rated pvp. If a player doesn’t participate in an activity during a week, their Valor/conquest cap increases and keeps increasing until the player catches up. If a player joins into a content patch very late, modifiers for both PVP and PVE activities will cause these players to gain valor and conquest points in higher amounts until they reach the said caps.

In other words, everyone, including people that do not do high end content, will be able to earn the same gear as the players that do these content types at higher level, though much later down the patch. The reward for people that do content from the first weeks forward is that they get to have an advantage in their chosen content types over the others over time.

  • Pvp gear is now split into two ranks, honor and conquest, which start at normal and heroic item level, but scale up to heroic and mythic raid item level when engaged in pvp combat. The rewards that one gains from increased rating in pvp are simply increased conquest cap for that week, cosmetics and titles.

  • Both PVE and PVP activities reward item set bonuses that are appropriate for the said content types. Mythic + and raiding have their separate, content specific set bonuses.

  • PVE content and PVP content now have separate class adjustment sheets. For example, if a class has it’s damage buffed in PVE content, it remains unchanged in PVP unless done there as well, and vice versa.

2.7) New raids, dungeons and pvp content.

  • Many of the dungeons are faction conflict centric, in which cases if you play the opposite faction, your appearance is temporarily changed when playing through these dungeons. Some dungeons like Razorfen downs and the Stockades and have also seen revamps.
  • Two new arenas (Orgrimmar Arena + Tel Abim Kill-pit).
  • Soloque for RBG’s has been implemented.
  • Citadel of tides: A raid based in the sunken haven of the elemental plane of water, under assault by Queen Azshara. You must stop the mad queen and her naga allies from rising the ocean levels so high much of Azeroth is sunk beneath the waves.
  • 6 brand new dungeons.

2.8) New armor sets, transmogs, mounts and customizable combat animations

  • choose whether you want to use the new or classic animations for specific abilities in the interface menu. - weapon casting animations are introduced for staves, wands, daggers, maces, off-hands and swords.).
  • New bow/gun/crossbow animations!
  • Trolls (horde) are the next to get their heritage armor, which sends them to reclaim their ancient homeland isles in the name of Sen’jin and Vol’jin, all the way across the sea.
  • Night elves (alliance) get their own heritage armour by dealing with their current plight and finding their new place in the world.
3) CLOSING THOUGHTS

When I started to make up this whole wall of text about over a year ago, I have been adding, editing and changing a lot of things over time in it, whenever I’ve been bored or have had a minute to spare. Seeing as the expansion reveal is happening soon anyway, I thought what better time to post this than now?

The main reasons that prompted me to write this over 44-word pages long text were these things:

a) I genuinely feel that Blizzard is out of touch in multiple ways with the game and the player base. There is no twitter post short and stout enough to get the point across, so I decided to instead write my points down to this word over the course of a year.

b) I strive to make suggestions on how to improve the game, despite sometimes losing my cool with the subsequent ignorance the developers sometimes show the playerbase. At least with this thread, I can say that I have brought concrete solutions and ideas to the game.

c) I also genuinely enjoyed the process of creating this “what if” expansion. Even if if/when it never sees the light of the day, it’s been a fun process all the same. Certainly more than playing the game has been from time to time, ha.

Now, TLDR, what is my whole philosophy with these changes and suggestions?

a) Good narratives, multiple plotlines and organic, evolving story is not something that Blizzard can and should be excused from. If me, a complete amateur, can write captivating narratives and make good stories, then so can a million + budget story team.

b) Respect the player’s time. Stop with engagement metrics. It’s far more important for the longevity and long-term health of the game that the people that play it actually enjoy it than looking at how many people completed x content / got this achievement, etc. Return focus back to the casual player, crazy idea I know. Unironically it is not an issue if a player is done with their weekly catchup/activities in a matter of an hour or less. Rather than looking at are they logged in every hour of the week playing the game, ask them if they enjoy what they are doing. The sub is monthly anyway, I’d much rather pay for a game I genuinely enjoy that I play max 2 hours a week than something I dislike for 7 days a week and then I unsub after a month because I get burnt out doing stuff I don’t like.

c) Let players decide what they want to do. If they wanna do a world 1st race, let them. Same with m+ invitationals and AWCs. If a player wants to just do raiding / m+ /pvp, let them. If they wanna do all of those content types, that’s on them, not Blizzard, to ensure their gear works in their chosen content type.

Could I add something more to this expansion idea? Yeah. Some new allied races, a new class, etc, but right now I think that Blizzard, having lost so much of the old talent for better or worse reasons, really lacks a lot of the talent and muscles to get a lot of things done at the same time. So that’s why I’ve left the expansion very bare bones with features, so that in the hypothetical case that this’d happen they’d have time to actually get their act together and after that they could maybe trusted with making new races / classes.

That’s all. For those of you madlads who read until the end, thanks. I hope to hear your feedback. For those of you who read only parts they are interested about, I hope to hear your feedback too. And for those people who just skim through/don’t read at all, your feedback’s also welcome.

Peace.

Edit: @ Distantspeak, it’s done!

12 Likes

I’ve read through mostly the story-part, the conquest-stuff and the concluding thoughts, and less so through the class-changes, but overall I like most of it! Especially your inclusion of the Stonespire Tauren, the Stonemaul Ogres and the Quilboar in the Kalimdor-part!

Gameplay-wise I am not sure what else I would add, other than perhaps something similar to re-imagined Island Expeditions and ofcourse, allow these locations to be visited outside their respective scenario aswell for perhaps RP-purposes.

All in all though, it’s clear that a lot of thought went into it, and indeed, it’s telling that it was thought up by one dude instead of a multi-million dollar company.

2 Likes

Just noticed.
I’ll return when the sun’s up and I’ve had a read.

1 Like

Story reading complete!
I love how things are going back to more basics for the most part. The focus on home and old based issues at the start is good.
Acknowledging both those that want peace and those that want war is good for both the story and players.
Magatha is a he at one point, and Baine a she. I laugh.
Bringing back Ms Grimtotem to fill the void of the duplicitous scheming Horde leader is a good idea, it stops the faction falling into a tired goodie lul. Same with Mida.

I like it.
It’d be nice to see the return of glyphs and I like how you want talents to work, but my brain can’t read all those changes, I don’t play every class anymore.

3 Likes

Well written and thorough. Good job!

Wraithbone did nothing wrong.

2 Likes

You’re hired. Report for work tomorrow in time for the announcement.

1 Like

Thanks for all the kind comments! Glad to hear you have liked it so far.

When I set out to write the story, I wanted to include a lot of new characters into the story, whilst at the same time continuing/exploring the stories of characters that still had a purpose to give to the narrative.

Also I threw away/did away with characters that had expended their use for the narrative, so that new ones could take the stage.

@distantspeak, haha that happens. For a Finn, it is one of my moat common spelling mistakes with mixing up he/she when I am writing. In our tongue we just call everyone “it”, so i never pay too much attention to it.

@levey Wraithbone actually plays quite a big role in Hillsbrad/alterac in my idea of expansion.

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You clearly put a lot of thought and work into it but…please not another faction war. Anything but that.

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Give war a chance, Nhaenya!

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Allthough obviously a great deal of effort went into this! Why always Feralas as new home for the Night Elves? Historically and culturally they have zero connection to the zone, unlike Azshara, Darkshore, Ashenvale, Felwood, the Moonglade of Mt. Hyjal and Mt. Hyjal itself!

:weary:

3 Likes

i ain’t reading all of that
i’m happy for u tho
or sorry that happened

6 Likes

You build a good scene with evocative imagery. I could picture those novel bits as animations.

2 Likes

If only Talanji took an active role like that instead of what they’ve relegated her too, if the Zandalari actually acted like the Zandalari it would be great. I know people hate the faction war but frankly I can’t imagine WoW with out faction conflict especially when instead of the conflict we’ll get something worse from the devs. That doesn’t mean as well there can’t be cross faction play it could be like Everquest where the factions exist at war but the player characters, mercenaries, heroes or whatever you prefer to call them can still interact if they choose too.

Anyways, it’s really well written I like it a lot, playable ice trolls when? Too bad we’ll never get another Pandaria.

1 Like

Damn you Boush for making me read something interesting, immersive and downright brilliant.

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Thank you!

FyI: About customizations etc: For trolls specifically, theidea would be that troll players can now customize their trolls with forest, sand and ice troll appearances. While not complete model overhauls, they should add a bit more variety to the looks.

This is carried forth from the idea that Talanji has taken under her wing all troll tribes / folk who want to survive, and by her extension also the Horde.

Later down the expansion, the idea would be to make both ogres and Quilboar as playable races for the Horde, but the reason I didn’t add them in yet is because I could not figure out what allied races I’d add to the alliance. A ridiculously easy change would be to add high elves, but thats a bit sus if you ask me.

Also i chose feralas for NE’s because the Zone fit best for the from the perspective that they are already partly established there, have an island where they can grow a new tree / city to live in, and they can also do some aggression toward the Horde. One of the quest chains also takes the players to investigate a murder up in the mountain resort with the beach that was never used in Cataclysm.

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Pearlfin Jinyu/Waveblade Ankoan and Stillpine Furbolg.

Both are already members of the Alliance.

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Red sun over paradise…

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Honestly could you just replace golden as the main book writer, this is more compelling already

although I feel killing thrall and jaina is a step to far, it is certainly a step in the right direction,
perhaps leave them both wounded and effectively written out of the expansion, which would allow for a bit of statues que to be restored if needed and if nothing else, leave the suspends that anyone could be trying to finish the job to further their goals.
I could see grimtotem trying to finish off thrall and blame it on night elf assassins or similar

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Thanks, but I disagree. One of the hardest things to pull off in writing narratives is knowing when to let go of a character.

Thrall ans Jaina have expended their use for WoW story, several times over. Their continued existance in tge story would just serve to block any kind of new characters and narratives to rise up.

Silco from Arcane is a really good example of letting a character go. He started off as a pretty standard evil, wronged villain but eventually branched and grew into a father, an inspiration and a champion of the people, going as far as to betray his own goals just to save his own daughter.

He thrust the plot where it needed to be and changed the viewers outlook on him in the course of one season. He had done what he was supposed to do, and was let go to give room for other, new characters to grown in his place after he had established the foundation for the narrative.

Just like Robert Baratheon did in GoT and many other characters in other franchises that died soon after their introduction. It’s a hard thibg to get right, but crucial.

1 Like