This is my idea for a Great Sea expansion for World of Warcraft, a common idea for a future expansion. It would introduce neutral races as playable (although I can't take credit for this idea). These races would be the goblins and pandarens.
Some Instances: Sageran Fortress (a Legion fortification built atop the ruins of the Tomb of Sargeras), Zandalar, Caverns of time instance: Demon Fall Canyon (a 10-man instance where you must fight the Legion and later Mannoroth with Thrall and Grom Hellscream)
While they usually enjoy a peaceful and serene life on Pandaria, the pandarens were recently discovered by Naga patrolling the Great Sea. Queen Azshara saw the island's great wealth and natural resources, and ordered her Naga to attack. An enormous army of Naga, Mur'guls and Elementals attacked the island paradise. The Pandaren defended their home for a time, but were soon besieged. The greater races of Azeroth were unaware of the Pandarens' plight, save for roving Brewmasters. They alerted the Alliance and Horde, and with heavy hearts revealed the location of Pandaria. Chen Stormstout himself appealed to Thrall and Cairne, and both agreed to send forces without hesitation. Forsaken and Blood Elves, however, did not send reinforcments. The Alliance was at first skeptical, but were persuaded by the Ironforge Dwarves to assist Pandaria. The two armies together cleared out many of the invading Naga, and the rest retreated. Pandaria was devastated by the attack, and knew their secluded and peaceful lifestyle had come to an end. Chen Stormstout has unified the race, which has not fully allied itself with any one side; rather, they send out willing members to join either the Alliance or Horde, to continue their delacite balance between factions.
Classes: Warriors, Hunters, Mages, Shamans, Druids, Priests
Faction Leader: Chen Stormstout (Blademaster boss)
- Polearm Specialization
- +5 Nature Resistance
- Drunken Brawler (Racial Passive): Gives the user a +4% chance to dodge attacks.
- Racial Ability: Breath of Fire: Damages up to three lined-up targets in a 20 yard range. 1.5 minute cooldown.
At level twenty, there will be two quest givers at opposite sides of the island whose "exclamation point" signs are brigt red. These start a quest chain to join either the Alliance or Horde, depending on which you choose. If you change your mind while doing the quests, just press "Abandon Quest". At the end of the quest chain, you will be officially aligned with the Alliance/Horde, become Neutral to Pandaria, forget Orcish/Common (due to a magical memory wipe for security reasons) and be immediately put on a Griffon or Wyvern ride to either Ironforge or Orgrimmar. (If you choose not to do the quest chain, you will not be allowed off Pandaria).
-Thrall, Cairne and Vol'jin fondly remember Chen Stormstout, and so the pandaren begin Friendly with Orgrimmar, Darkspear Trolls and Thunder Bluff. The pandaren remember, though, that the Forsaken nor Blood Elves helped them, and so start out Neutral with them.
-The Night Elves, seeing the pandaren's relationship to their furbolg allies as well as their druidic ways, trust the pandaren deeply and so they begin Friendly with them. The Ironforge Dwarves were also quick to welcome them, and the dranei sympathize with them, knowing how it feels to lose one's true home. The humans and gnomes, however, are skeptical of the pandas, thinking of them as drunken bears, and begin Neutral.
By contrast to the pandarens, the Goblins were persuaded peacefully. The pressure to join one of the sides in the conflict was building, and Trade Prince Zakoor Gadgetzan (the founder of Gadgetzan) knew it was only a matter of time until resentment grew into pure hostility. So, he though of the perfect way to solve this: due to the increasingly desperate arms race between the two factions, they would sell them goblin mercenaries. And so, the profitable Undermine Recruitment Agency was formed, selling off willing mercenaries to the Horde and Alliance (for a fee, of course). The goblins maintain the neutrality, and the Alliance and Horde get their Goblin soldiers. Everybody wins! (Well, as long as the Steamwheedle Cartel makes a profit).
Classes: Warriors, Hunters, Rogues, Mages, Warlocks, Priests
Faction Leader: Zakoor Gadgetzan (Tinker boss)
- Dagger Specialization
- +5% Intellect
- +5 Arcane Resistance
- Racial Ability: KABOOM!: Causes 20% damage to the user, and does high damage to up to five targets in a wide area. 4 minute cooldown.
At level twenty, there will be two quest givers at opposite sides of Undermine whose "exclamation point" signs are brigt red. These start a quest chain to join either the Alliance or Horde, depending on which you choose. If you change your mind while doing the quests, just press "Abandon Quest". At the end of the quest chain, you will be officially aligned with the Alliance/Horde, become Neutral to Undermine, forget Orcish/Common (due to a magical memory wipe for security reasons) and be immediately put on a Griffon or Wyvern ride to either Stormwind or Thunder Bluff. (If you choose not to do the quest chain, you will not be allowed out of Undermine).
-Thrall, Cairne and Vol'jin are somewhat wary of the goblins' greedy attitude, thinking it does not match their own, and so they start out Neutral wth Orgrimmar, Darkspear Trolls and Thunder Bluff. THe Blood Elves accept them, however, and the Forsaken simply go along with the Blood Elves.
-The Night Elves and Dranei are also somewhat suspicious of the goblins and their greedy ways, and they start Neutral with Darnassus and the Exodar. The Gnomes have a log-lasting feud with them, and so they, too, start out neutral. The humans, however, see the goblins simply as new allies to help them survive, and accept them. The Ironforge Dwarves, meanwhile, are simply ready to accept everyone.
The WoW Great Sea Expansion will feature not one, but two hero classes with their own distinct features. (The Death Knight will still be availible).
-Two specialized items are recieved once you become a Tinker:
- MeknoSpecs of the Epic Tinker: Headgear, 460 Armor. +24 Intellect.
- MeknoPummelers: Back, 320 Armor. Unique. 130 damage per second. +24 Intellect.
-The Tinker recieves the MeknoPummelers, a specialized weapon/armor that is both back armor and a powerful weapon. When worn, it looks like the main weapon on the Goblin Tinker from Warcraft III.
-Obviously, since the MeknoSpecs and MeknoPummelers give a huge boost to Intellect, the Tinker is highly Intellect-based. This gives an advantage to Gnomes and Goblins.
-The Tinker has a kind of mini Engineering ability with certain buildable items usable and buildable only by the Tinker. This also allows them to build "mechanical combat pets" similar to Hunter pets. Some buildable equipment includes Clockwerk Goblins, Pet Mechanostrider, Pet Mechanoraptor, Rockets and Explosive Sheep. Specialized vendors are in every major city that sell ingredients of these items (if you don't already have Mining as a profeesion).
-The Tinker can use Cloth, Leather and Mail armor, One-handed Swords, One-handed Axes, One-handed Maces, Guns, Bows, Crossbows and can duel wield.
-Two specialized items are recieved when you become a Blademaster:
- Great Master's Blade: 240 damage per second. Two-handed sword. +30 Agility.
- Wind Walker's Pendant: Neck. +30 Stamina.
-The Blademaster is a light-armor melee DPS class. They are not suitable for tanking, but have very high burst DPS.
-Blademasters are mostly based around Agility (to increase chance to dodge) and Stamina (to compensate for low armor).
-Blademasters have the ability Wind Walking, which greatly increases chance to dodge. In addition, each time you dodge you automatically counterattack and stun the foe.
-Can use Cloth and Leather armor, One-handed and Two-handed Swords, Axes, Polearms, Idols and can duel wield.