User:Julzwinfield/Emerald Dream Expansion Ideas

The Dream of Creation
Since the dawn of time, the created world has been mirrored by a vast plane of verdant, natural energies - known as the Emerald Dream. Consisting of huge forests, vast plains and other less identifiable naturalistic environments, the Dream is all that nature ever could be, if only it had been left unperturbed by the civilised races. Mirroring the shape and form of primordial Kalimdor, before the events of the Sundering, this level of creation has since time immemorial been the realm of the Green Dragonflight, lead by the emphemeral and elusive Dragon Aspect Ysera - She of the Dreaming. For untold ages, the green dragons and their allies the druids patrolled their ethereal kingdom and preserved it from the tumults and disturbances of the waking world. As the continents were splintered, blood was spilt, wild things became extinct and innocence was lost - the Dream remained serene and tranquil - its visitors and permanent inhabitants safe under the protective wings of their slumbering mistress.

All is not well within the Dreamways however. Recently, a dark force, known as the Nightmare, has appeared and has begun to wander the landscape at random. Originating from the warped nightmares of the many thousands of suffering mortals in the material world, the Nightmare perverts and warps the natural order of the Dream, converting healthy creatures into ravening beasts, withers and decays plantlife and torments those unfortunate sentients, druid, dreamer and dragon alike, caught in its path. Growing in strength and power, the Nightmare and those Unwaking who represent it are merely the tools of a much darker and more ancient evil. Older than the very Dream itself, the Old Gods have found a way to penetrate into the Dream after hundreds of millennia. Hoping to destroy the Dream utterly, and with it all life on Azeroth, the Old Gods are perhaps one of the greatest threats the people of Azeroth have ever faced. New races arise to challenge this terrible threat, old rules are broken and the warriors of the Horde and Alliance have finally been permitted to enter the Sleeping Realm while outside of their Dreams, in order to fight this great darkness. The drums of war thunder, even in our dreams.

Prehistory
Long before the Sundering, in the bamboo forests of central Kalimdor a race of bear-men known as Pandaren arose, and began worshipping and connecting with the spirits of nature. The Pandaren were also natural-born fighters, who developed unique and powerful fighting styles and religiously devoted themselves to perfecting them. While disciplined and spiritual, the Pandaren were also festive, and enjoyed brewing alchohol. When the Burning Legion first invaded Azeroth, Cenarius called upon the Pandaren to help combat the invaders, a call which they gladly answered. Yet when Kalimdor was shattered, the Pandaren found that their forested homelands had become an island chain, which the ursine warriors vanished back into. Cloaked by a dense fog and circumvented by a strong current, these islands were well isolated from outsiders, allowing the Pandaren to develop a unique and rich culture.

Emergence
Thousands of years after the War of the Ancients, the elder shamans of Pandaria felt a pain coming from the spirit world. Upon meditating, they saw the Burning Legion attacking Mount Hyjal, and realized that the Demons had returned to Azeroth and that the Pandaren had to help. The Pandaren elders appointed Mojo Stormstout, their brightest young warrior to lead a detachment of warriors to Kalimdor to aid their old allies, the Night Elves and Tauren. Arriving in Kalimdor, the Mojo found that only days ago, the Night Elves and their allies had defeated the Legion and destroyed Archimonde in the Battle of Mount Hyjal. Greatly relieved, Mojo and his warriors spent some time in Ashenvale with the Night Elves and also their Furbolg kin, learning the ways of these ancient races and sharing with them some of Pandaria’s ways (most notably their strong ales). Leaving Ashenvale, these warriors grew fond of the idea of sharing their alcohols with the rest of the world. Devoting themselves to perfecting their recipes and developing new concoctions, these Pandaren became the famous brewmasters, and spread out across the world. Among them was Chen Stormstout, Mojo’s younger brother, who had an amazing gift for brewing and would later be renowned as one of the greatest Pandaren brewers ever. As the months went on, more Pandaren set out to explore the world and interact with the other races. Wherever they went, the Pandaren were kindly greeted, and were quick to make friends with the races they encountered. One race with which many Pandaren enjoyed associating was the Dwarves of Ironforge, who heartily welcomed them. The Dwarves greatly enjoyed alcohol, fighting, and parties, much like the Pandaren, leading to a unique and special relationship between the two races. The other race whose company many Pandaren enjoyed was the Tauren, who shared the warrior tradition, discipline and spirituality of the Pandaren. Pandaren shamans were also greatly intrigued by the Orcs, who were originally a shamanic race, but were corrupted and turned into monsters, only to be saved by the actions of heroic individuals such as Doomhammer, Hellscream, and Thrall himself, who led the Orcs back to shamanism. While Pandaren individually formed friendships with other races, the Pandaren nation refused to form alliances with any race, not wishing to get drawn into a jumble of politics.

Treachery
Yet one event would be the beginning of the end for Pandaren neutrality. A party of Pandaren had been visiting the Ironforge Dwarves and was on its way home by way of Dalaran. As they neared the city, a large force of human cavalry approached led by Grand Marshal Garithos. Since he had never seen Pandaren before, Garithos immediately took them to be his enemies and attacked. The Pandaren fought bravely but were overwhelmed by Garithos’ multitudes of armored knights. For his soldiers’ sake, their commander, whose name has been lost, surrendered to Garithos, who led the Pandaren into Dalaran as captives. Soon after, word reached Garithos that Kael Thas’ Blood Elves had reopened Dalaran’s portal and were preparing to escape through it. Seeing the Blood Elves’ formidable defenses, Garithos realized that he would need more soldiers to destroy the portal…and looked sinisterly at the captive Pandaren. Garithos forcefully ordered the Pandaren to charge the Blood Elf defenses, saying that if they destroyed the portal, he would let them go free. Appalled at the human’s arrogance, the Pandaren commander refused to fight for the brute. Without a word Garithos grabbed one of the shackled Pandaren, and with his own axe, executed the defenseless prisoner. Garithos again ordered the Pandaren commander to attack the portal. Despite being shocked and horrified, he stubbornly refused. Tears filled his eyes as Garithos’ knights executed a second, then a third, then a fourth Pandaren, yet he continually refused to serve this evil man. But when Garithos seized a fifth warrior and readied his axe, the commander sorrowfully agreed to fight for him. As they readied themselves for battle, the commander cursed all of the humans, and he cursed himself for allowing his comrades to be slaughtered. In the ensuing battle, all but one of the Pandaren was killed. Exhausted and terribly wounded, one young warrior continued to surge forward. As he finally reached the portal, he fell to his knees. Prince Kael himself then approached him, and took pity upon the brave warrior, sparing him. The young warrior then offered his services to Kael, and accompanied him to Outland, where he assisted Kael and Vashj in rescuing Illidan from Maiev Shadowsong’s forces. When Illidan’s forces returned to Azeroth, the young Pandaren returned home to tell his council of elders of the atrocity committed by Garithos. Upon hearing of this, the Pandaren council sent emissaries to the Human government in Stormwind to have them explain this outrage and punish Garithos. While the humans assured the Pandaren emissaries that they were ‘deeply sorry for their loss,’ they used their rhetoric and recitation of their laws and policies to justify Garithos’ actions. The Pandaren were no fools, and they quickly decided that they had heard enough, realizing that their plight had fallen on deaf ears. It was then that the Pandaren chose to break off contact with the humans of the Eastern Kingdoms. Over the next two years, Pandaren continued to visit with the other mortal races, but the council of elders stayed secluded, brooding. It seemed that the verdant, tranquil world which they had heard stories of had rotted away, along with the morality of Azeroth’s races. While the vile, decadent Humans did what they pleased without recognizing any consequences, clans of Orcs were felling massive forests in Kalimdor and attacking Night Elf villages. Thrall had also consented to an alliance with a nation of sinister, shadowy undead known as the ‘Forsaken,’ and with the devious, magic-addicted Blood Elves; both of whom seemed selfish and calculating. Yet even their friends, the Dwarves spoiled the Earth, digging wherever they pleased and showing no respect for the spirits or the land’s natives. Then one day, a large party of Dwarves arrived upon one of Pandaria’s southern isles by way of a zeppelin. While they were thrilled to have found the homeland of their ‘drinking buddies’ the Dwarves stated that their research had determined that an Earthen city was buried at these coordinates, and they must be allowed to excavate it. The land there happened to have been sacred to the Pandaren since their history began, and Pandaria’s elders firmly told the Dwarves that there was no such Earthen city and that they would not allow desecration of their homeland. Paying no heed, the Dwarves quickly set up digging operations on the island, and even forcibly drove out an entire village of Pandaren living in the region and destroyed a sacred Pandaren monastery. Outraged, the Pandaren decided this was the last straw. Mojo Stormstout led a small force to the island and ordered the Dwarves to leave or be killed. Defiantly, the Dwarves fortified their position, and then opened fire on the Pandaren. In two days of battle, the Pandaren quickly broke through the Dwarves defenses and drove them back, destroying their dig site and killing most of their expedition. Emissaries from Ironforge and Stormwind immediately began arriving and stating that the Pandaren had committed an act of war against the Alliance and that they were now enemies. The Pandaren scoffed at these emissaries, and subsequently sent their own agents to Kalimdor to pledge their support to the Horde.

Present Day
Now proud allies of the Warchief, the Pandaren have gathered their armies and sent them across the world to aid their new comrades against the treacherous Alliance. The Pandaren have also recently become aware of their relation to the twin bears, Ursol and Ursoc. With the recently-opened portals into the Emerald Dream, they are now at liberty to discover more of this heritage. In this new era, the age-old traditions of Pandaria must be defended and the Pandarens’ honor upheld. As a descendant of this ancient heritage, the duty falls to you to bring honor and glory to Pandaria.

Racials: -Polearm Specialization: +5 polearm skill bonus -Drunken Brawler - Ability. When activated, gives the Pandaren an increased chance to dodge and score physical critical hits. Last 10 seconds, 5 minute cooldown. The boost for dodging and critical attacks is 1%/2%/3%/4% if the pandaren is sober/tipsy/drunk/smashed. -Martial artist: Attack speed increased by an additional 1% each level. -Meditation-Ability. Activate to increase the Spirit of all allies around the Pandaren by 10 for 5 minutes. 30 minute cooldown.

Reputation: Their shamanic friends, the Orcs, Trolls, and Tauren were quick to befriend the Pandaren, and thus start friendly with Bieshang (Pandaren capital). The Pandaren and the Forsaken and Blood Elves still have a mutual distrust for one another, causing them to be neutral.

Mount- The Pandaren ride the Camels of Pandaria. Colors: Tan, Gray, and Black.

Epic Colors: White, Scarlet, and Gold.

Available Classes:

Warrior: Pandaren culture is warrior-centered. Every single Pandaren is a warrior in their own right, from the lowliest farmers to the mighty Shodo-Pan.

Shaman: Pandaren have been deeply connected to the spirits since the beginning of their history, developing a shamanistic culture which they now share with their Orc and Tauren allies.

Priest: Priests have long been a part of Pandaren society, acting as teachers, scribes and judges. Recently, they have begun teaching younger Pandaren the arts of healing magic.

Rogue: While Pandaren warrior code emphasizes honor, exceptions are often made when a situation calls for stealth and quick kills. This is where the shady and lethal Pandaren rogues come in.

Druid: Recently discovering their relation to the twins Ursol and Ursoc, the Pandaren have also rediscovered ancient druidic magic used by their ancestors.

Paladin: A small sect of Pandaren has recently learned how to combine their combat prowess with their people's healing powers to form the basis of a paladin. Their recent pact with the Horde has seen a group of Blood Knights arrive from Silvermoon to teach these Pandaren the ways of the light and make them full-fledged paladins.

Furbolg-Alliance
Since the moon first rose on the north western forests of the twilit, primordial continent of Kalimdor, the ursine furbolg hunted, fished and gathered in the endless woodlands of that ancient land. Revering the twin bear brothers; Ursol the Shaman and Ursoc the Warrior, these bear-men were a peaceful race. Ever since the cataclysmic sundering 10,000 years ago, the noble furbolgs had been the staunch allies of the night elves, with whom they shared the forests of Kalimdor. Protecting plant and beast from those who would cause them needless harm, the furbolgs aided the night elves during the Long Vigil, using their innate link with the land to keep the wooded north safe from all adversaries.

However, when the Burning Legion returned to claim Azeroth and have vengeance on the night elves and their allies, it was precisely their affinity that the furbolgs had with their forest home that proved to be their undoing. As glade and river fell to the demons and became sullied with the Nether's taint, the furbolgs soon lost themselves to a mindless rage that spread like wildfire through the tribes. When Archimonde and his hordes were finally defeated at the Battle of Mount Hyjal, only a single tribe could aid the mortal armies. After the dust settled and the demons were banished, the night elves feared that the bear-men had been all but obliterated – and that those who had survived were corrupted beyond saving. The wizened elders that had lead the furbolgs for centuries were replaced by fierce firebrands, and generations of wisdom were forgotten as the bear-men retreated further and further into their home territories and attacked any who came near.

Hibernation
And yet, hope remained for the children of Ursol and Ursoc. Deep beneath the shattered glades and blasted slopes of Mount Hyjal, a small proportion of the furbolg race had managed to escape the corruption by retreating into the bowels of the earth – taking refuge within the vast network of caverns and tunnels known as the Barrow Deeps, which lay beneath much of the forested heart of Kalimdor. Three tribes – the Purespring, the Barkskin and the Timbermaw managed to evade both total annihilation and the Legion's corruption, gathering under the totem of Celeritas, a wise shaman who had aided and been aided by Priestess Tyrande Whisperwind during the war. Though many of their number had been slain by demons or corrupted wildlife, the furbolgs had managed to discover a tract of tunnels – only recently vacated by the slumbering Druids of the Claw – that due to protective druidic magics were devoid of dangers. Naming their region of dominance Urstaran, meaning “Home of the Bear Brothers” in their own language, a beacon of ursine culture was relit, and Urstaran became a centre of influence for the Purespring Tribe, which Celeritas lead. Furbolg hunters wandered the lands again, searching for food to support their families, whilst furbolg druids and shamans worked to soothe the spirits of the tortured land and to fill the tunnels and caverns with life. Safe at last from the troubles of the world outside, furbolg culture blossomed, villages became filled with the sound of laughter once more and the holds and dens became centres for art and spirituality as much as they were for military strength.

Years pass. Despite the pleasant environment and safety within Urstaran, many furbolgs longed for the wide forests of the lowland woods, and to discover what was going on in the world. The Timbermaw in particular, lead by the aged warrior Gorn One-Eye, wished to return to their old holdings, and to see if anything could be reclaimed. They argued that, had the demons been victorious, the furbolgs would surely have been aware by now and, if the Legion had indeed been defeated, then there was no reason why they shouldn’t claim back their old haunts. The other tribes however were far more cautious. It was felt that even if the Legion had been defeated, the peoples and forests outside would be so impure that they would be dangerous to even contact. Still Celeritas resolved that he would keep no one within Urstaran against their will and so he permitted Gorn and his people to leave, so long as they sealed and guarded the exit tunnels behind them and refused to tell any outsiders, even night elves, about the furbolgs’ new home. The Timbermaw split into two groups, one, consisting of those who felt less inclined to leave Urstaran headed south and exited through an old Earthen fortress, before sealing it and claiming it as their own. The remainder of the tribe turned north, and exited into their old home of Timbermaw Hold, at the northern boundary of the forests that had become known as Felwood. The Timbermaw, expecting to see the crystal streams and verdant vales that they had known, restored after the defeat of the demons, instead bore witness to the accursed, noxious land their territory had become. Frightened by this change, the Timbermaw realized their folly at leaving Urstaran, and resolved to seek out allies who would aid them fight against their corrupted kinsmen – whom the pure furbolgs had dubbed “felbolgs” – and to defend their new homeland at any cost.

Return to the surface
After a time, Celeritas and his elders became concerned. The elderly shaman had expected the Timbermaw to return, he himself suspecting that the forests had been corrupted irrevocably. When this did not take place, Celeritas worried that the Timbermaw had been enslaved, destroyed or worse, imprisoned and forced to reveal the location of Urstaran. Not knowing of Gorn’s vow to guard the gates of the Barrow Deeps, Celeritas declared that the united tribes would return to the surface, to discover the fate of the Timbermaw, and the state of the world outside. Knowing that the tunnels the Timbermaw had used were blocked and probably dangerous, the remaining three tribes decided to try an alternative method for ascending to the surface. Using the prolific moonstones that studded their underground home, the Timbermaw used the potent nature magics that surrounded them to create a portal to the heart of Elune’s power on Azeroth – suspecting that such a place would surely be free of the Legion’s taint. As such, the brave pathfinders who volunteered to go through the portal first found themselves stumbling into the moonlit sanctum of the Temple of the Moon in Darnassus. Upon hearing the news that the night elves had not only survived, but were proliferating and allied to a powerful union of races, Celeritas hurried from Ustaran through the portal to meet with Tyrande, and once the pact of friendship between the bear-men and the Kaldorei was renewed, the furbolgs travelled to the Eastern Kingdoms, to pledge their allegiance to the Grand Alliance. The Purespring and Barkskin tribes joined the Alliance, but the Timbermaws remained neutral, considering it better to keep on friendly terms with both factions in order to enlist both in purifying Felwood. Now, with allies to aid them and a defensible homeland to call their own, the furbolgs have a brighter future ahead of them. Their renewed confidence and political power has resulted in many changes – firstly, they have begun to extend their territory further into the Barrow Deeps, which due to their location underneath Felwood still bear the scars of the Third War. As word has spread of Urstaran, those furbolgs who have managed to avoid corruption or who have been cured of it have flocked to the capital of Ustaran, turning it into a centre for trade and learning. As one such furbolg, your destiny within that world is yours to shape.

Available Classes:

Warrior- Furbolgs have always been confident and powerful warriors, using their pure strength as a deadly weapon.

Druid- The Furbolg are deeply connected to the Emerald Dream like their Night Elf allies, thus being perfect Druids.

Shaman- The Furbolg have been in harmony with the spirits of the Earth for generations, giving rise to powerful shamans within their tribes.

Hunter- Furbolg society has always been hunter-gatherer. The Furbolg have long since been at peace with the beasts of the wild and many have struck up companionships with them.

Warlock- The Legion's corruption has seeped forth from Felwood and tainted the minds and hearts of many Furbolg. The tainted ones who retained their will have delved into warlock magic, hoping to turn the dark force against its creators while increasing their own power.

Racials: -Unarmed Specialization: +10 unarmed skill bonus -Enrage: Increases Attack Power, Defense and Armor by 10%, Decreases Weapon Skills. Lasts 15 seconds or until death. Only usable with less then 25% Health -Protectors of the Wild: +10 to all healing and regeneration spells.

Reputation: The Furbolg start out friendly with Darnassus and Exodar, and neutral with Stormind, Ironforge and Gnomeregan Exiles.

Mount: The Furbolg ride Stags. Colors: Brown, Black, Purple

Epic Colors: White, Emerald, Gold

New Battleground- Azshara Crater
This land was once the favorite haunt of the Twin Bears, Ursol and Ursoc when they roamed Azeroth before the War of the Ancients. The Sundering blasted a crater into the land, reducing the villages, temples and wells built by the brothers into rubble. Both Furbolg and Pandaren once dwelt here, and both still hold the land sacred, leading to open conflict.

Brotherhood of Ursol
The Brotherhood of Ursol is an organization of Furbolg Druids and Shaman who seek to drive the Pandaren from Azshara Crater and claim the sacred ruins for the Alliance.

Champions of Ursoc
The Champions of Ursoc are a Pandaren warrior order who fight to remove the Furbolg and Night Elves from Azshara Crater and claim its sacred grounds for the Horde.

The Green Dragonflight
Protectors of the Emerald dream for countless centuries, the mysterious Green Dragons have recently come forth to enlist the aid of bold adventurers against the Nightmare. Ysera has even opened the gates of her stronghold, the legendary Eye of Ysera, to all enemies of those who would harm her realm. The streets of this great fortress-city now teem with adventurers from both the Horde and Alliance, ready to enter the service of She-of-the-Dreaming.

Cenarion Vanguard
The discovery of Druidic magic by the Tauren has not sat well with many Night Elves. One ultra-conservative sect, the Cenarion Vanguard has vowed to do all they can to strip the Tauren tribes of their newfound powers. They now fight to keep Tauren Druids out of the Emerald Dream and save its power for the Night Elves.

Wildhoof Clan
Currently possessing the most powerful druids of all the Tauren tribes, the Wildhoof Clan was the first to gain entry into the Emerald Dream. Almost immediately, attacks came from the druids of the Cenarion Vanguard. The Wildhoof clan now battles the Vanguard in order to punish them for their arrogance and show them that the Tauren have as much right to the Dreamways as they do.

New Hero Class- Demon Hunter
The Demon Hunter is a heavy DPS class, mixing the abilites of a rogue and a warlock. Like the Death Knight, the Demon Hunter will be available to players after completing a long quest chain and then creating a new Demon Hunter character at a high level. Demon Hunters are unique in that they do not automatically regenerate mana when out of combat, but regenerate by killing enemies, with increased regeneration from killing demons. As in Warcraft 3, Demon Hunters will have the class ability to transform into powerful Demons with unique powerful abilities.

Available Races- Night Elf, Human, Draenei, Furbolg, Orc, Undead, Blood Elf, Pandaren

Yangchei Plain- Level 1-12
The Yangchei Plain is the heartland of Pandaria, where they have lived for countless centuries. It is a large grassland with rolling hills and rivers, surrounded by mountains. Following the sundering, the Yangchei plain became a large island off the northwestern coast of Lordaeron. Although usually a peaceful region, a previously unseen tribe of Centaur, the Ongak, also dwell here and have been fighting the Pandaren for centuries. The Naga and their murloc minions have also recently come ashore and began attacking Pandaren settlements. The Human navy of Theramore also has a coastal outpost here. Pandaren begin their training at Hu-Dang mountain before going on to the town of Stormstout retreat, and then the Pandaren capital of Beishang.

Hongtai Islands- Level 10-20
The Hongtai are an island chain south of Yangchei. Covered in rocky mountains and dense forests, they have long been home to the Pandaren but have recently come under attack from the Humans and Dwarves of the Alliance, as well as numerous Naga. The Ongak centaur are also an ever-present threat here. Most chillingly, the Scourge has also claimed one of the islands as their own and raised the unfortunate Pandaren living there as undead. A party of Blood Knights from Silvermoon has set up camp here to aid the Pandaren against the Scourge.

Barrow Deeps- 1-10
An ancient cave system beneath Mount Hyjal. It was the sleeping place of the Druids of the Claw for thousands of years until the return of the Burning Legion and the Third War. After awakening the Druids of the Talon from their slumber, Malfurion Stormrage and Tyrande Whisperwind entered the Barrow Deeps in search of the remaining Druids. Furion continued on in search of the Druids of the Claw. He soon found them but they were lost and feral, their minds gone into atrophy. Grateful to be awake and in their right minds once more, the Druids of the Claw agreed to follow Furion in the fight against the demonic Legion. Now, this system of caverns is used by the Furbolgs as their new nation of Ustaran. Young Furbolgs often end hibernation at the Greenpaw Vale and begin their training. Nearby is Purespring Village, and beyond are the gates of Ustaran, capital of the new Furbolg nation.

Mount Hyjal- 10-20
Mount Hyjal is the site of Nordrassil, the first World Tree created from an acorn of G'Hanir. The area was devastated in the Battle of Mount Hyjal, but is slowly recovering. The Furbolgs of Ustaran have built settlements here in an attempt to futher their influence and to help heal the area. Demons and Satyr from Felwood and Ashenvale have come here in an attempt to destroy the young nation, and corrupted Furbolgs are here also, and attack their brethren’s holds constantly.

Twilight Grove 65-70
The Twilight Grove in the Emerald Dream is the location of the portal to the Twilight Grove that sits in the middle of Duskwood. It is a beautiful place that looks like Ashenvale, and it is uncorrupted by the Nightmare.

Shadow Grove 65-70
The Shadow Grove is connected to Bough Shadow in Ashenvale. The grove appears to be slowly being corrupted by the Nightmare. None know what will happen if the Nightmare reaches the portal to Azeroth, but it would not be good. Demons have also entered the dream here and constructed the fortress of Gul'Danar.

Dream Grove 65-70
The Dream Grove is connected to Dream Bough in Feralas, the portal to the Emerald Dream. The Tauren outpost named Ap'Aro, after Malorne, the legendary Whits Stag is here.

Crystal Grove 65-70
The Crystal Grove is connected to Crystalsong Forest in Northrend, and was affected by the same draconic magic that turned that forest to crystal, thus resulting in the grove glittering like thousands of gems. The Nightmare is slowly entering this area, corrupting it. None know what would happen if it reached the portal.

Deadwood Bog 70-80
An area of the Emerald Dream that is completely destroyed by the Nightmare. Located north of what is presently the Maelstrom. Once a beautiful and verdant place, then known as Wispwood Marsh, it was destroyed soon after the Nightmare appeared. The wildlife was corrupted, and the wisps and druids that were here were corrupted, and now attack anything on sight.

Ley Fields 68-75
An area of the Emerald Dream where Durotar, the Barrens, and Mulgore would be today. It is a sprawling zone of verdant fields bristling with magical energy, thus called the Ley Fields. Many wisps inhabit these fields. In the northern area, the Nightmare is beginning to spread, and adventurers come here to try and stop it. The druids have an outpost at Cenarian Den, and travelers go there to help fight the Nightmare.

Stormrage Mountains 78-83
The Stormrage Mountains, named after Malfurion Stormrage, are a great mountain range that encompasses what would now be called the Redridge Mountains, as well as most of Khaz Modan. The Night Elf town of Malfuriar lies in its high peaks.

Emerald Paradise 75-80
The Emerald Paradise is a beautiful coastline in the Emerald Dream. Marine life of all kinds flourishes in the waters here. The Shamans of the Darkspear tribe have established the village of Zul'Jakkash here.

Iceshadow Fields 83-87
The Iceshadow Fields are located where much of Northrend would be. This area has been corrupted by the Nightmare, and it was once called the Icechill Fields.

Darkened Woods 85-90
The Darkened Wood is where the Nightmare first originated from, and it is the area where Tirisfal Glades, the Plaguelands, and Quel’Thalas would be in Azeroth.

Gnarlpine Coast 80-85
The Gnarlpine Coast is where the Azuremyst Isles, Moonglade, and Teldrassil are located in the waking world. However, they have recently been ruined by the Nightmare, which corrupted the Druids in the Dream here, as well as the Gnarlpine Furbolgs.

Emerald Trance 75-87
The Emerald Trance is a vision of the world as a verdant natural paradise. Tranquil forests stretch away in every direction, and rolling hills and majestic mountains mimic Azeroth's landscape. It is what in the waking world would be called almost all of Southern Kalimdor, the South Seas, and Stranglethorn Vale. Somewhere within its beautiful fields lies the Eye of Ysera.

Cavern of Fangs- Ley Fields
Brave the cavernous stronghold of the mutated Druids of the Fang and sever their sadistic connection to the peaceful druids of Azeroth.

Gul'danar- Shadow Grove
Using the malevolent energies unleashed by the skull of Gul'dan, demons have entered the Emerald Dream and constructed a massive keep here. Drive them out and restore peace to the land.

Wispwood Sanctuary- Deadwood Bog
For countless ages druids would come to this peaceful temple to worship Cenarius and expand their knowledge. The coming of the Nightmare has corrupted the sanctuary and transformed the druids and their allies into monsters. Put an end to their sorrowful existence.

Deepflame Spire- Stormrage Mountains
Once a beautiful and tranquil mountain, The Black Dragonflight captured and befouled it in their pursuit of Ysera to her own realm, seeking to enslave her and destroy her Green Dragonflight. Protect the Dreamer by destroying Deathwing's foul minions and cleansing the spire.

Trunk of Nk'shorssil- Gnarlpine Coast
Ascend the gnarled boughs of the horrid mockery of the World Tree and defeat some of the Nightmare's most powerful minions.

Boughs of Nk'shorssil- Gnarlpine Coast
Discover what unspeakable horrors the nightmare has created from previously peaceful beings and destroy them and their commander.

The Darkener's Sanctum- Gul'Danar
Storm the keep and vanquish the insidious dreadlord who seeks to reach the Dream portal and return to the physical realm.

Pit of the Destroyer- Deepflame Spire
Battle your way into the depths of the fouled mountain and defeat the vile Deathwing himself, putting an end to his threat to life once and for all.

Caverns of Time: War of the Ancients
Battle your way through Hordes of Demons and stop Queen Azshara from bringing Sargeras into Azeroth.

Roots of Nk'Shorssil- Gnarlpine Coast
Descend into the darkened roots of this monstrous, perverted mockery of the World Tree and confront the ancient, slumbering horror who created the Nightmare.

Nightmare's Den- Darkened Woods
Enter the very heart of the Nightmare, witness the most terrible horrors of the dream's corruption, and discover the horrifying reality of who now leads the Nightmare.