With more information coming from the BfA alpha testing pointing towards mag'har/Draenor orcs being a new an allied race, a part of me feels like this is the time to post my concept for a Mok'Nathal allied race. I was holding out for them being implemented personally, and I believe my concept details lore/gameplay reasons why they could work.
Enjoy it if you can/are able to. If not... that too. It was cathartic.
NO FLAMEARINO.
Mok'Nathal
ALLIED RACE
Faction/affiliation: Horde, independent
Character classes: Hunter, Monk, Warrior, Rogue, Shaman
Main language: Orcish
Starting zone: Mok'Nathal Village, Blade's Edge Mountains, Outland
Racial leader: Leoroxx (formerly), Rexxar
Capital: Mok'Nathal Village, Orgrimmar
Racial mount: *Plainsrunning (the epic return!)
*This version of Plainsrunning would serve closer to what Running Wild currently is. The animation would be the sprinting animation and trail of dust effect would appear behind the legs when in motion.
RACIAL TRAITS
Summon Boar - active, 2 minute cooldown - Summon an angry boar to attack your enemy for ___ Physical damage every 2 seconds for 12 seconds.
Summon Hawk - active, 2 minute cooldown - Summon a proud hawk to fly around you, absorbing incoming Physical damage for 6 seconds.
*The 2 active traits will share a cooldown much like the Goblin racial traits. You will not be able to use both at the same time. The damage tuning for Summon Boar will of course not be too high to the point of overpowered as well as the amount of damage Summon Hawk can absorb.
Lion's Courage - passive - Duration of Fear and Horrify effects are reduced by 20%.
Master of the Wilds - passive - Your attacks and abilities have a chance to charm nearby Beasts into fighting for you for a short while.
*This is a niche/flavor passive. Potentially good for soloing content; a small percent chance while attacking a NPC with the "Beast" creature group designation to fight a long side of you. Only 1 beast NPC can be charmed when the passive procs, and it does not have to be your main target. Example: if a group of 3 boars are attacking you, any of the 3 can be charmed.
ALLIED RACE HISTORY
This is just bullet points of the story that explains the recruitment of the Mok'Nathal. I leave it to imagination on how it would play/feel when actually doing the unlock questing:
PLAYABLE MODEL/CUSTOMIZATION- The faction war is heating up and casualties are quickly piling up on both sides, Sylvanas needs more forces
- Sylvanas calls upon the legendary "Champion of the Horde" Rexxar to help them, drives home the fact that this war could determine whether there will be a Horde left at all
- Rexxar, who wished to stay neutral from faction conflict, remembers the promise he made to Thrall (back during the "Founding of Durotar" campaign) that although he belongs in the wild, he would always be there for the Horde when he was needed
- Sylvanas, Rexxar, and the hero (player character) make the plan to try and recruit Rexxar's people, the Mok'Nathal, into the Horde
- While traveling to Outland, Rexxar and the hero are constantly targeted for assassination by the SI:7 of Stormwind; they found out the Horde means to recruit more allies
- Making it to Mok'Nathal Village in Blade's Edge Mountains the player character and Rexxar quickly notice a resurgence in the ranks of the Mok'Nathal
- Years have passed in Outland since the demonic threat of the Burning Legion (and to an extent the Illidari) was present, and this has allowed the Mok'Nathal to expand in their numbers
- A not-so-good-homecoming of Rexxar presents itself, as he and his father Leoroxx are still on neutral-ish terms with each other
- Rexxar explains to Leoroxx the state of affairs back on Azeroth and tries to explain on how this war could come to Outland
- Leoroxx is steadfast that the Mok'Nathal can handle their own, as they have done before, without the help of outsiders
- SI:7 follows them to Mok'Nathal Village and a battle happens (of course) seeing the destruction of most of Mok'Nathal Village
- Leoroxx perishes in the battle, but before he dies he finally accepts his son's choices while also asking him to preserve the Mok'Nathal
- Immediately contention arises between Rexxar and Matron Varah, who was a driving force behind the Mok'Nathal resurgence and does not believe Rexxar can lead their people the right way (shades of Garrosh and Thrall contention)
- This establishes Matron Varah as a secondary leader of the Mok'Nathal, and the quest ends officially bringing the Mok'Nathal into the Horde
So we come to the real way Mok'Nathal can function fine as a playable race:
Model. The NPCs that are Mok'Nathal all share the current playable orc model and skeleton. Prior to the Burning Crusade expansion Rexxar was just a random orc model NPC but he was then updated, however, his model still uses the orc skeleton. As we do not have any official artwork that depicts the Mok'Nathal to look anything really different from orcs, ogres, or the combination of the two, it is very easy to use the current orc playable model/skeleton for playable Mok'Nathal and fall back on the customization to fill in the gaps.
Personally, I would make the Mok'Nathal model slightly taller than orcs but not as tall as tauren. But, hey would do I know.
Customization. This part will be the fun part because I have a very neat idea that will help bring home the identity of playable Mok'Nathal:
- Face: Instead of being able to custom facial expressions, I propose having the Mok'Nathal race have beast masks on by default. Taking a queue from the customization of Demon Hunters (blindfolds) this is really something we haven't seen in customization. We have seen the traditional wolf skin mask, but customization could add bear, boar, cat, even a hawk. How would this work with gear that goes on the head? Well, I couldn't imagine the beast masks being too bulky or too large that any sort of clipping would happen, which can be an easy fix for a developer.
- Hair: Pretty straight forward. Wild, unkempt hairstyles probably. Perhaps even recycling current orc hairstyles.
- Tattoos: All of the allied races have tattoo customization options, so why not. I think it should be a mixture of primal looking markings and scars, or just regular streak-like tattoos.
- Skin Color: Brown, tan, dark gray, or just enough of that spectrum of color to fill the "brown orc" niche.
HERITAGE ARMOR
Here is the tricky part. The Mok'Nathal do not really have any iconic/definitive style that matches their culture. Most, if not all, of the armor that is iconic for the Mok'Nathal is available in game, so the question becomes how do you build upon that?
Looking into history, I attempted to find certain cultures that put emphasis on animal-skin-armors or at least used that concept within their own culture. I immediately thought of Aztec and Mayan civilizations, however, I believe the Zandalari trolls will be heavily emphasizing that style of culture... so blah.
- HERITAGE ARMOR: COMING SOON -