Hey all, I'm back! I moved cross country, and have had little play time, but I've still doodled on this idea from time to time. I've updated the OP with a few new dungeon ideas, a battle ground, and a link to a thread on the Dragonsworn hero class. Below are the first two patches, designed to match MoP's raid/lore patch alternation idea.
PATCH 6.1 - THE WILD SKIES
Green dragons and druids have long known that the skies of the Dream are filled with chaotic energies, dangers they have shied away from. But the Bronze Flight, exploring the Dream for the first time, were drawn to them. For these disruptions in the skies are fissures in Time, made of the same energy that empowers the Bronzes. Within the fissures are other iterations of the Dream. Wilder and more dangerous than the Dream that is, more power and resources can be found in them.
These fissures will create alternate versions of areas from the zones they are found in, filled with higher level and elite mobs. Terrain may vary slightly, while resources are more plentiful. New dailies will point the players into various fissures, offering more rep, new rewards, and PvP and PvE challenges.
Fissures will open and close each day. Don’t get caught inside when one collapses, as it will be a long fall to the ground.
PATCH 6.2 - THE SOUTH SEAS
(or, the Most Ambitious Patch Ever)
The Nightmare has been crushed, and the Naga have withdrawn from the Dream, but not before tapping its power. The Maelstrom has been engulfed with fog as volcanic activity boils the sea, shrouding what is happening. Tidal waves sweep across the islands as Naga raiders strike at coastal areas.
There’s a need for brave adventurers to set out to deal with the problem. To do so, you will train up your sailing skill. Set out in anything from a small trawler to a massive, guild-owned frigate, and explore the familiar-yet-different islands you saw in the emerald dream. Along the way battle Naga, sea monsters, pirates, and the other faction.
Tel Abim: This jungle island is home to a large pygmy population, with small fishing and smuggling outposts along its shores. Lush and dangerous, it is larger and more rugged than its Dream counterpart.
Kezan: The former homeland of the goblins was devastated by the Cataclysm. Now that the volcano has quieted down, scavengers are pouring over the island, searching for wealth and technology.
Plunder Isle: Headquarters of the Bloodsail Raiders. This small island is dangerous to approach, but rewarding to any who can make it out alive.
Broken Isles: All that remains of the Endless Plains in Azeroth. These islands are crowded with Naga, searching for buried Titan artifacts.
Zandalar: Once part of the north shore of the Inner Sea, the Zandalari trolls used their power to protect it from sinking in the Sundering. But King Rastakhan’s dismissal of the prophet Zul’s warnings left the island unprepared for the Cataclysm. The king now sits in a sinking city, trying to hold off Naga, Alliance, and Horde forces while his priests prepare a terrible ritual to save the island.
To safely travel the deep ocean, players will improve their sailing skills. This will give individual players access to small vessels, like the Goblin Trawler used for quests in Thousand Needles. Larger ships can be purchased by a guild, allowing players to work together for quests, raids, and sea-based daily quests.
Guild owned ships are built with materials provided by all professions, and plenty of gold. A guild may only own one ship, and there will be several classes requiring progressively greater expense. Guild ships will provide increased rewards for quests completed at sea, and offer benefits for the patch’s world bosses and certain raid encounters. NPC crew members can be hired to give the ship additional options for guild members, from repairs to portals, to an onboard spirit healer for convenient resurrection in world combat.
If you do not have access to a guild ship, or are building a PuG or running LFR, Captain Samir, Budd, and the rest of the gang are trying their hands at mercenary work again, and are available for hire.
RAIDS - SECOND TIER
World Boss - Ozumat
Azshara has released the kraken. Hunt down and kill the beast before he sinks every ship in the sea.
World Boss - Captain Smite
This Tauren pirate, once thought dead, has emerged as one of the most ruthless raiders in the South Seas. Board his ship and slay him.
The pirate stronghold is far too secure for a direct assault, but there is a hidden back entrance. All a raid must do is get through the basilisk infested Den of the Cold Eye alive, and they’ll have a chance to flush out the Pirate King and assault his mighty flagship as he flees.
Capital of Zandalar, the flooded city is still occupied by trolls too stubborn to leave. Fight through them and press up the slopes of Mount Mugamba, where Hex Lord Malacrass is channeling the energies of the Emerald Dream. Slay him for good and cross into the Dream to find Hakkar, preparing to slaughter a large number of captured Ancients and Loas to consume their power, giving him the strength to restore Zandalar and enslave the trolls forever.
The Infinite Raid
The Time Wardens have tracked their rivals into the distant past, into the era of Old Gods and Titans. Travel back and join five of the Titan’s greatest servants, the future Keepers of Ulduar, as they battle C’Thun’s armies and subdue the malevolent being so the Titan’s servants can bury him. Upon the Old God’s defeat, Velos Lightswift will attack your raid while the Infinite Raiders sweep in to steal the Titan technology that so easily split and reshaped the earth.
Even sinking, Zandalar’s main harbor is a strategic point for both the Alliance and Horde. Assault the harbor’s control points, or destroy the dangerous troll and naga forces present, to gain points toward victory.