Let’s say Blizzard is intending to update Kalimdor and Eastern Kingdoms and you have been given the job to redesign a zone with new stories, quests and areas. What would you like to see?
Here is an example of what I’d do:
Tirisfal Glades - I would invoke the original storyline. The Forsaken are weakened by the Fourth War, they no longer have the Val’kyr and they are spread far too thin. With the destruction of the Crown of Domination - and the zombie apocalypse that followed - things are dire as they were in vanilla. The Scarlet Crusade have retaken their holdings, funded by disgruntled nobles, new recruits and old veterans who blame the Forsaken for all that has happened. They use the crusade as a proxy war to reclaim territory, relics, treasures and otherwise keep the undead occupied.
The Forsaken are leashed by the Horde Councils new decree and cannot use Blight or the Val’kyr. This has caused strife amongst their Horde allies who in turn are unable to compensate with military support. Additionally, the Forsaken are at odds with those within their society who wish to look to the future of technology, science and invention, and those wish to remember their old lives and embrace a new faith as the Kingdom of Lordaeron. The Royal Apothecary Society and the Cult of the Forgotten Shadow as a result are at odds with one another on how the Forsaken should move forward.
Worst still the Chill of Death is an ever growing problem in Forsaken society as the Mindless State effects more as time goes on. Both the Cult and the R.A.S look for ways to curtail this extensional crisis.
Surrounded and outnumbered and curtailed by the Horde, the Forsaken have returned to the necromantic arts. Carts of dead flow into Deathknell each day from across Lordaeron. The dead of the Third War are exhumed from the earth and the mindless Scourge are captured in an attempt to free their minds. They are given a choice - a second chance of life, or to return to the grave.
Along with this story I would add:
- Deathknell - has increased in size, reclaiming the lower portion of the town and adding an inn, stables, tents and an apothecarium. Deathknell would keep to it’s old human look, but you would learn of the cultural clashes between the R.A.S and the cult. Those who want to remember their old Lordaeron lives, and those who wish to become something more. Players awake from graves, seeing bodies being buried in hopes of the tainted earth resurrecting them, and Necromancers trying to free the minds of zombies in the Shadow Grave crypt below. We get to learn about Forsaken free will and choice, the Chill of Death and it’s resulting Rotbrain / Mindless One problem.
- Brill - is rebuilt and stands testament to the ‘new’ Forsaken vision as before. But I would add more such as chapels, additional houses, tents and redesign the area to look more like the original Brill landscape looked in vanilla.
- Solliden’s Farmstead is used by the Scarlet Crusade to feed and supply it’s troops. It is a fortified town that harbours the last stubborn living Lordaeron humans who refuse to leave. We learn about the Alliance using the crusade to fund it’s proxy war off the table, with a dock added to transport both supplies and troops from the bastion to Scarlet Monastery. We learn beyond Solliden is a gateway into the Whispering Forest which acts similarly to Tyr’s Hand for the crusaders in the Plaguelands.
- Agamand Mills - is in the firm grip of the hands of petty Scourge warlords now free from Bolvar’s control. A powerful Necropolis looms overhead and raises the dead - acting as a beacon to the mindless in Lordaeron. Directly undermining Forsaken recruitment and a serious threat to Tirisfal Glades.
- Calston Estate - would be transformed into a Forsaken bastion. The military new recruits from Deathknell come here as they keep watch over encroaching Scarlet and Scourge attacks into Deathknell and the Undercity. We get to learn about the Forsaken army, seeing it’s blend of new and old as Lordaeron footmen and knights work with R.A.S and Deathstalkers. Without the Blight or use of plagues we understand how hard pressed the Forsaken are under the watchful eye of Horde enforcers.
- Garren’s Haunt - the undead Gnoll warbands still harass the Forsaken within the wilds. Stealing corpses for food or acting as petty bandits. From here to Blightwater Lake Scourge and their Gnoll beasts harass Brill and outlying settlements as the Forsaken try to cull, or capture the dead to grow their numbers.
- Scarlet Monastery - still stands as a testament to the stubborn human spirit. We learn the crusaders have mastered the arts of Whitemane, able to resurrect their fallen back to life and keep their long war going. In an ironic twist they are a mirror image to the Forsaken. A dock resides here, and the lower parts of the Scarlet Watch Post have been fortified and expanded as a settlement. Deathstalkers are here, working with the R.A.S to sabotage and instil fear.
- Cold Hearth Manor - has been improved upon and acts as a modern farm growing a variety of mushrooms and herbs for consumption and R.A.S alchemy. We get to learn how the Forsaken are blending their old lives with the new, twisting old professions into darker purposes. It’s outskirts are harassed by undead wildlife, Rotbrains bandits and wandering Scourge.
- Capital City / Undercity - the former ruins of the capital are occupied by much of the civilian population and the Church of the Forgotten Shadow who make this their twisted religious bastion. Dark Rangers have taken a great interest in this faith. The civilians here go about their lives as they tried to do when they were mortal. The Undercity is a different affair, entirely devoted to the scientific and military production. Deathstalkers are their own guild branch, while the cult attempts to create powerful new warriors for the military such as Dark Knights, Lightslayers and so on. The Royal Apothecary Society carries on under Horde scrutiny - withholding it’s sinister projects in secret and promoting technology and alchemical arts that would benefit their allies. Necromancers are also a new guild here, dedicated to the mastery of undeath and bolstering the Forsaken. The Desolate Council is bogged down in bureaucratic affairs and politics, displaying schism and difficulty in keeping all factions happy. The honey moon is over, and each branch wishes to promote it’s vision. It is clear a true leader is needed.
- Balnir Farmstead - and the region around it is expanded to include ruined villages and old Lordaeron. Lots of ghost stories, tragedy, learning of the Forsaken’s origins and so on. The cult work here to try and put these spirits to rest, hoping to finally claim this land for Forsaken inhabitants. Perhaps we see Forsaken undertakings carting in bodies reclaimed.
- Venomweb Vale - lots of spiders. Perhaps the Nerubians are here? The crusade attempt to clear out the spider infested wood for their own gain. We learn of the former Scourge Nerubians making this place their own - now free from the Lich King. Perhaps negotiations are had to join the Forsaken in a mirror of the original Scourge.
- The Bulwark - still acts in as a wall, but struggles to maintain a defense. The Argent Crusade are no more, and the Horde cannot send troops to support. Much of the R.A.S effort is producing constructs such as abominations to bolster the Forsaken against the mindless Scourge and it’s warlords who seek to dominate them.
- Whispering Forest - is greatly expanded upon, adding dotted ruined villages and the the Scarlet Crusade holdouts to the north that supply the Solliden bastion. The Worgen packs are here, along with old magics such as the Drust, witches and corrupted forests. A cold war brews among the Worgen and Forsaken, and both sides struggle against Drust and Scarlet Crusaders.
I have a lot of ideas for many zones, but I’ve already created a massive wall of text fantasy. So I am curious to see what ideas you’d have in your ultimate zone rework.