User:Sandwichman2448/Great Sea Expansion

Queen Azshara is done putting on her makeup. So what if she is a little late? With Deathy McPlowface-wing out of the way, and with the Cataclysm destroying much of the world, it is time to remake Azeroth in her own image.

New Horde race: Murlocs
While the dawn of murloc-kind is a mystery, they were not always the savage, xenophobic, ganking, monsters that they are today. Before the naga rebuilt their empire and began their campaign to enslave the depths, the murloc race was very culturally advanced. The jewel of their civilization was the towering city of Murktropolis, or in their native language, this noise. They were very happy and content.

At least, they were. Some of them heard whispers from deep below the waves, whispers telling some of them to conduct strange and dark rituals. Most other murlocs disregarded those receiving them, thinking the messages from their standard sea deities. These murlocs soon distanced themselves from their brethren, and formed a new order with other 'chosen' beings. A order that came to be known as the Underworld Minions. They were visited by, Zar'jira, the naga Sea Witch, and through her orders they put in action a plan to enslave their entire race for their new goddess. They gained new already-enslaved allies from the depths, including their ancient and savage cousins that had been mutated for generations by the Maelstrom, to aid in the siege of their homeland (homesea really) and capital.

The murlocs fought valiantly, but the forces serving the banished kaldorei were too strong. Murktropolis burned as much as damp stone could, and the murlocs that were not enslaved or killed went mad, stopped wearing clothes, and fled to land to escape. For ages, the ruined city lay abandoned until very recently, those who were not affected with the madness that befell so many of their kin returned to their homeland, and met up with the few murlocs who were already there in hiding. They also regained contact with some of their makrura allies.

Now these 'pure' murlocs have allied with the shamanistic Horde in retaliation to the night elfs accepting the pleas of the rebel naga, for regardless of who they serve, all naga and their allies must die for what has been done to the murloc race (I mean, it could be more contrived). Feeling likewise towards the murlocs, the trolls still have a grudge against all murlocs for nearly wiping them out and get along with them the least, eating Murloc Fin Soup in front of them whenever they can. The murlocs also do not like being the butt of more jokes than the gnomes.

Starting area
I see the murloc starting newbie area as a small twilight marsh with tall weeds and no-to-few trees on an island. The entire area is flooded up to a murloc's knees. The main light comes from small orange spheres on the weeds. The player would start off surrounded small ring of weeds covered in murloc eggs and baby murlocs swimming around. Here the recently matured player gets his first quest to go to a small (unique) group of hovels in the center of the marsh to get more.

Starting zone
The rest of the zone is swampy as well, even forested in the center of their island; the tropical island reef look goes to the alliance naga. Most of the zone is a swamp, but sandy beaches surround their island. The center of their island is a forest surrounding a freshwater lake, reminiscent of the northwest corner of this map or Crystal Lake. Players encounter wayward murloc tribes (both hostile and recruit-able), and try to save them as the island falls to the naga Deathtide March tribe. Burning hovels, glimpses at what a murloc sees when you attack its village in Elwynn Forest, and just how powerful murloc ganking can be (from sneaking up on naga to swarming a war-kraken that is the zone's final boss) will all be experienced here.

Murktropolis
Located on a jagged reef at the edge of the island, their capital of Murktropolis looks like giant, less-crude hovels connected by bridges on giant, jagged, wave-battered rocks with smaller hovels at water level. Ships and other things from the seafloor make up parts of the city. The city is roughly circular with shallow pool of water in the center and a decorated underwater cave in the center of the pool where High Über Murk Lord-King Gak holds court.

Gameplay details
Classes:
 * Warriors
 * Hunters
 * Rogues
 * Shamans
 * Priests
 * Mages
 * Death knights for some reason

Their mounts are turtles (Not the big submarine ones). Maybe sea slugs, to avoid possible redundancy with the tuskarr.

New Alliance race: Naga
After seeing the Cataclysm for what it was, a real estate scam, a group of rebel naga begged the night elves to accept them back as allies. To show their loyalty they magically removed their gills to sever the tie they have to the seas and Azshara (Removing that gameplay issue). Everyone still hates them. They may be a Horde race because they and the blood elves are both Highborne-ish. Though Vashj is allied with a group of blood elves, those are separate from the Horde-aligned ones so that does not count for or against anything.

They get snap dragon mounts.

Darkspear Islands
The Darkspear islands were blown apart by the actions of the Sea Witch. However, the Cataclysm undid that. Now, the Darkspear trolls have returned just because.

Instance: The Underworld

Kul Tiras
Kul Tiras (with Crestfall) appears far out to sea (because it could never fit in Baradin bay now). The Cataclysm made Kul Tiras turn invisible for a while, but it is back now with more navy than ever. The spired castle of Boralus is built over the largest shipyard on Azeroth. Anchor motifs are everywhere.

Tel Abim
Tel Abim is an island full of Bananas. On it dwell a newly discovered race called the Bananalings. The sinister naga want to eat them because the naga are elitist like that.

Instance: The City of Banananananana'nar - Banananananana'nar is the former capital city of the Bananalings. The naga have turned it into a restaurant where the Bananalings are serve themselves to naga nobility.

Plunder Isle
Plunder Isle/Hiji

Instance: Bloodsail Hold - It could be a true faction-instance, like Auchindoun was said to be.

Zandalar
Zandalar is the island home of the Zandalar tribe. The naga have invaded and enslaved Zanza, Zul, and Mueh'zala, the three most powerful Loa gods.

Neutral Capital: Zuldazar. The first quest you get in the zone is from a wounded troll on the Destroyer docks. He gives you a buff that makes you look like a troll so players can save the island. Zuldazar is the capital city of all trolls. Every troll mount is stabled here. Hand of Rastakhans give quests. Rastakhan's evil dyslexic cousin Rahkastan can be found somewhere. Troll ambassidors/speakers are having a meeting. Korrak the Bloodrager's brother Korrag the Foodbaker is a cook here.

Temple of Zul - Raid instance. A massive ziggurat rivaling Zuldazar in size. Located north of Zuldazar and northeast of Mount Mugamba. The naga have captured Zul  to use his powers to flood the planet.

Mount Mugamba - The last 'stand' of the ice trolls (in that it is the last place you will ever see them in-game), this bit of their architecture is overrun by Loas.

Rain Forest - Located east of Mount Mugamba, southeast of the Temple of Zul, ans northeast of Zuldazar. Full of hostile lesser loa spirits.

Goblin Camp - Located midway along an aqueduct between Mount Mugamba and Zuldazar. Goblins mercenaries working for the naga are trying to blow up the aqueduct to cut off the water supply of Zuldazar.

Sal'jin Dock - Southeast of Zuldazar. On a sandy beach. Where players arrive. Troll Destroyers are here and they look cool.

Naga Landing - East of the Temple of Zul. Main beachhead of naga forces. Created by raising buried Kaldorei structures to the surface.

Broken Isles
The Broken Isles are what is left of the ancient night elf city of Suramar. Satyrs, remnants of the Stormreaver clan, naga, Twilight's Hammer clan cultists, and all creatures of the deep can be found here. Players may become friendly with the forces Mak'aru at Izal-Shurah by not eating them.

Instance: Tomb of Sargeras

Maelstrom ("The Eye")
The seafloor below the Maelstrom has been raised to the surface. Thrall and the portal to Deepholm are still in the center of all this, albeit a bit confused. The outer parts of the zone are a reef with Mak'aru as a neutral town. The inner zone is the massive naga city of Nazjatar and the ruins of Zin-Azshari. Images and statues of Queen Azshara are everywhere. At the northern edge of the Rift, the end of the Path of the Titans can be seen, but whatever was at the end seems to have been cleanly... removed. The naga have taken the titan facility there and have moved it under their Queen's palace. In it lies the Grand Override, a system that will grant access to any other titan system on the planet. From this new "Altar of How Great I Am" Queen Azshara will remake Azeroth... into a sculpture of her own, perfect, head.

Instance: Nazjatar - Azshara's palace