User:Sacuyan/Ideas/XP



World of Warcraft: Rise of the Fallen is an idea for an expansion developed by me. It is meant to be WoW's fourth expansion and a direct sequel to World of Warcraft: Cataclysm. It happens after the death of Deathwing and focuses on the adventurer's assault on the remaining forces of the Twilight's Hammer Clan, the Naga, the Dark Iron dwarves and the Old God N'Zoth.

= Introduction =

It is generally accepted that there are five Old Gods living in Azeroth. One of them, Yogg-Saron was hidden in the Titan complex of Ulduar in Northrend and was slain. The other one, C'Thun, commanded the Qiraji from Ahn'Qiraj in Silithus and was also killed. That leaves us with three remaining old gods. A third old god, called N'Zoth, which will be the main antagonist of this expansion, is known to be the cause for the Emerald Nightmare and the destruction of Deathwing. The other two are unknown.

= New Features =


 * Level Cap raised to 90
 * Guild level cap raised to 30
 * New hero class
 * New guild perks
 * New zones
 * New battleground
 * New feature: Guild housing
 * New dungeons and raids

= Factions =


 * Earthen Ring - A faction of Shamans that swore to heal Azertoth after the Cataclysm and destroy the Twilight's Hammer Clan, servants of the Old Gods.
 * New Council of Tirisfal - The new council, introduced in the WoW Comic books, formed by spellcasters and magic-wielders of all types and lead by the son of Medivh, Med'an.
 * [[Image:Combat Icon 16x16.png]]Twilight's Hammer Clan - Former Orc clan and followers of Deathwing, now serving directly the Old Gods.
 * [[Image:Combat Icon 16x16.png]]Queen Azshara's Naga - Known servants of the Old Gods who cooperate with the Faceless Ones in the depths of the seas.
 * [[Image:Combat Icon 16x16.png]]Dark Iron Dwarves - Although a small part of this clan joined the Alliance after the Cataclysm, a part of the clan also joined the Twilight's Hammer Clan and now serve the Old Gods.

= New Zones =


 * Ahn'Qiraj: The Fallen Kingdom - Level 85 to 86 - Players will face the wrath of the Qiraji and the remnants of C'Thun's minions. They must help the Earthen Ring cleanse the region from the grasp of the Old Gods.
 * Nazjatar - Level 86 to 88 - Huge underwater city, dominated by the Naga, where, in a way similar to what happens in Vashj'ir, players will face the naga underwater, aided by the Earthen Ring and the Horde/Alliance.
 * Twilight Deeps - Level 88 to 89 - A leveling zone in the form of an underground city of Dark Iron dwarves and members of the Twilight's Hammer Clan and a cave and tunnel system that connects Shadowforge City in Blackrock Mountain to Grim Batol in the Twilight Highlands. In this area players will progress into the Azeroth's depth's and gain acess to the final zone.
 * Lair of N'Zoth - Level 89 to 90 - Located in immense depths, under Azeroth, this fetid place is littered with Faceless Ones, cultists and gruesome creatures that befoul this underground lair.

= Guild Housing =

Blizzard has been improving guilds for quite a while now. In the last year we've seen Guild Achivements, Guild Levels, Guild Rewards, Guild Perks among other features that incentivate guild activities.

Now, I present to you Guild Houses. Guild Houses will be available for purchase to Guilds of level 30 and will reflect what the guild has acheived. They will be available in two different cities, depending on your faction and work pretty much like an inn.

Guild houses will be very expensive and will require the Guild to have the acheivement Stay Classy (Horde)/Stay Classy (Alliance).

Guild will be able to set up housing in the following locations:


 * Stormwind - Human-style inn in the Old Town.
 * Orgrimmar - Pre-Northrend undead style inn, like the one in Brill pre-4.0.1, in a new zone of Orgrimmar that harbors Forsaken and Blood Elves.

The houses will be instanced and you'll only be able to get in if you are a member of a house-owning guild or if you receive a 12-hour pass from a guild officer of a guild-owning house. These passes are meant to be used in players applying for the guild that wish to visit the facilities but can be used in any situation.

As the two models are pretty much the same, it will be balanced and no faction will get the better house. Inside the houses, the following NPCs will be present, with race and gender being the criteria of the Guild Master.


 * Innkeeper, in the main room.
 * Cooking Trainer, in the kitchen.
 * Butcher, in the kitchen.
 * Reagent Vendor, in the cellar under the kitchen.
 * Trade Goods Vendor, in the main room.
 * General Goods Vendor, in the main room.
 * Bartender, in the main room.

All of these NPCs will be wearing the guild tabard and reference recent guild activities on their speech, eg: "Congratulations on your promotion, " or "Good job, slaying, ." or even a welcome message, "Welcome to, ."

Another important feature of the guild house will be the decorations which will be chosen by the Guild Master and will change depending on what the guild has acheived. For example: if the guild has cleared all Burning Crusade raids and heroics in guild groups, a set of the Warglaives of Azinoth will be available for display. Or if the guild has acheived Critter Kill Squad, the Armadillo Pup companion will wander around the house or if a horde guild has the acheivement Night Elf Slayer, a pike with a night elf's head will be available for display. Legendary items that the guild has obtained will also be displayed.

Main room
In this room there are several paintings, which can feature a picture of the guild after clearing a raid boss, or simply a pre-existing painting. There are also several tables and chairs and a fireplace. A bartender will wander around the room selling beverages and an innkeeper will allow players to set their Hearthstone here.

Kitchen
In this small division the Cooking trainer will be chopping meat, that a Butcher NPC will sell. A chef's hat will be displayed if the guild has achieved Time To Open A Restaurant.

Cellar
A reagent vendor will be present here along with a cauldron if the guild has achieved Better Leveling Through Chemistry. Also, the guild bank can also be accessed from this room, through the use of a Guild Chest. Instead of the two huge barrels normally present, in the guild house these will be replaced by a forge, when the guild acheives Mighty Miners and an anvil when the guild acheives Master Crafter.