Originally Posted by
KingAelle
Well like I said, you needn't take any of these concepts on board but it might be helpful to give them a little consideration (I also grant that some of these alterations may seem a little drastic):
Rebranding:
Like many others in this thread, I too share the sentiment that 'World of Wacraft: The Spider Kingdom' is a relatively weightless name and one that does not sit well on the ear. However, to introduce the main antagonist element I wished to suggest, let me put forward the name 'World of Warcraft: Rise of the Underking'
This name fits well with the concept of the Nerubian expansion and also allows me to introduce the expansion's primary antagonist..
Anub'Arak
Though many before sought to slay the mighty tomb king, he could not be so easily defeated. Maddened by the silence that befell him falling Arthas' fall, he began to retreat further back in to his dreaded city of the spider. There in the cavernous deeps, he headed the call of a new voice. One that was only just awakening, one who's hour of twilight yet lay before it. Strengthened by necrotic magic and twisted by the Twilight's Hammer's evil magic, Anub'Arak has become a paragon of the dark powers that dwell in Azjol-Nerub.
New Race: Vrykul
Following the rise of the Lich King, the dark lord of the dead sought control of the mighty Vrykul people, appearing before the mighty King Ymiron as the Death God of their kind. Despite this sudden enthralment of the ancient, reawakened Vrykul, there were some who rejected this new deity of darkness. Vidar Ymironson, son of the king and of Queen Angerboda, opposed the Lich King and his sway and was exiled for it.
Exiled from his people's ancestral home of the Howling Fjord, Vidar and his Varghelm followers fled outwardly across the sea. Discovering an island uninhabited (save for a few Naga) far off the coast of Kalimdor, he and his people settled there. Naming the island 'Vygarm', Vidar prepares from his island hold to retake Utgarde Keep by force and overthrow the rule of the Lich King and his puppet Ymiron forever.
Classes Available:
-Warrior
-Hunter
-Rogue
-Priest
-Shaman
-Mage
-Warlock
Racial Abilities:
-Forgemaster: Blacksmithing skill increased by 15.
-Heart of the Fjord: Reduces the duration of all freeze effects by 1 sec.
-Rune of Victory: Cast a runic spell, increasing energy, focus and mana regeneration by 20% for 7 seconds. (30min cooldown)
-Rebel: Increases resistance to charm and fear effects.
New 1-10 questing experience: Vygarm
As one of the Varghelm Vrykul, it falls to your character to bolster the strength of Vidar's forces and retake the Howling Fjord for your worthy clan. Vygarm is an island of dark and sombre character, enveloped in a thin mist (almost reminiscent of Gilneas in some ways).
Regions and Activity:
1-5 Varghelm Village - You begin in Varghelm Village, among a crowd of Vrykul as Vidar gives an inspirational speech about the future of your people and your rightiousness and worthiness. You then descover that the coastal village is in fact under attack by Naga who have swum ashore in droves. Completing the 1-5 quest chain, Vidar will send you to Varghelm Keep in the center of the island.
5-8 Varghelm Keep & Vygarm - The majority of your questing would take place on Vygarm's mainland, completing a number of tasks and facing a number of enemies. After completing a triggering quest at level 8 however, a cutseen plays where you see a Horde gunship fly overhead, under attack by swarms of Nerubian Flyers and Dwarven Gryphonriders (who are also trying to fight off the Nerubians) before being brought down. You are sent to investigate.
8-9 Wildhammer Camp - Heading to the Wildhammer Camp, you meet with Biran Ironfeather who tells you of uncovering of Azjol-Nerub and the dangers that have amassed in the north. The Dwarves there send you on a small number of quests.
9-10 Warsong Gunship Wreckage After heading back to Varghelm Keep, you meet with an Orc who sends you to the Warsong Gunship Wreckage. There you meet Nazgrel, who too was headed for Northrend. After completing the quest chain, ending with a big battle against a Nerubian Crypt Lord, Vidar meets with you and tells you that the Varghelm will need the Horde and Alliance's aid if they are to combat both the Vrykul and the Nerubians. You are then given the option to join the Alliance or Horde, much in the same way the Pandaren are.
Pit of Narjun
Though I do like your alterations to Northrend, I felt too much was taken away and not enough was added if you get me? =)
Therefore, rather than expanding the pit, I would introduce the Gate of Narjun, a Nerubian arch that leads in to...
Azjol-Anak: The New Kingdom
Aided by brave adventurers, Seer Ixit and his brave, still-living Nerubians have reclaimed a small portion of the upper kingdom. Fortifying their position and naming it 'Azjol-Anak: The New Kingdom', they now stand as a front to Anub'Arak and his twisted army of Crypt Fiends and Twilight's Hammer Cultists.
Azjol-Anak will act as a new Neutral Capital and end-game questing hub for level 90-93 players, including justice vendors etc.
Well here are just some of my ideas, do let me know what you think of any of them =)