1. #1

    Suggestion: Another Temple of Kotmogu Brawl

    In this brawl, there is only one orb, instead of 4. The player who carries it (carry animation instead of hovering overhead) cannot attack, but can use defensive abilities and eat/drink. The closer you are to the center of the battleground, the faster you accumulate points, and slower the further away you are from it. Where the orbs are originally located, there will be portals, which will teleport you to another portal location at random - acting as an 'Oh Shit' mechanic, when you're low on health (only the one who carries the orb can use them).

    World of Warcraft: South Seas will introduce 4 new zones - Plunder Isle, Tel Abim, Undermine and Mak'aru. It will also introduce 2 new features: Workshop and Treasure Hunt.

    Plunder Isle

    Plunder Isle is as it sounds: a place where all of the riches the pirates of Azeroth plundered are hoarded. All kinds of pirates are welcomed here, and this is where they feel most at home. This place is a lawless island: with no rule to govern them, they evade paying taxes, having to abide by laws or have any moral compass whatsoever. This is where they can drink all day, pillage, hook up and brawl without any consequences. This has drawn the attention of the Kul Tirans, who are fed up with the trouble caused by the pirates of this place. Bloodsail Hold is where they store all of their stolen riches and will serve as a Raid where you will encounter legendary figures such as Blackbeard. The pirates of this island will conduct several plundering expeditions, which you'll have to stop: to Zandalar, where the golden treasure is said to be infused with the power of Bwonsamdi, granting its owners necromantic capabilities; to Helheim, where the horn of the Kvaldir leader, Drottin Hrothgar, is said to give its wielder the power to command aquatic creatures; to Pandaria, where the Pools of Youth are rumored to grant its drinkers immortality; and to Mak'aru, where the Trident of Neptulon is kept and which, legends say, holds the power to manipulate water. This is where the Workshop feature comes in, which will allow you to build your own ship. You will use that ship to chase down pirates, engage in naval battles and to reach and explore other islands. The looks of this place will be heavily inspired by the Caribbeans:


    Tel Abim

    Tel Abim is a tropical jungle where the famous Tel Abim bananas grow. These bananas are sacred to the local Pygmy tribes, and they protect them fiercely. Meanwhile, the pirates of Plunder Isle want to capitalize on that precious resource, as it is considered a delicacy by many communities. The Pygmies, however, are a savage people, practicing voodoo and cannibalism and are, therefore, feared for their dark nature. These pygmies also worship a Fire Elemental residing inside the Island's volcano. It will serve as a Dungeon where you and others will put an end to the pygmies' sacrificial practices. The conflict over the Isle's bananas will translate into a Battleground, where the Horde and the Alliance will vie for control of the banana supplies. Although the tensions between the two factions have subsided, the war left their economies in shambles, requiring a boost to the income of their kingdoms.


    Undermine

    Undermine, the subterranean capital city of the Goblins, is ruled by Trade Princes. They make deals with the outside world and, especially, the pirates of Plunder Isle. The truce between the Horde and the Alliance has left businesses kind of low, and so they turned to the closest organization that can guarantee chaos and warfare and keep the stream of money flowing - the pirates' coalition. The Trade Princes have slaves to do their dirty work. These are not the Zandalari Trolls, though, as their new allies wouldn't approve of that. Instead, it is entirely reliant on Hobgoblins. In Pyrix, the major sluicetown of Undermine, the Goblins mine the Kaja'mite ore. It is not just so their intelligence wouldn't wane, but for commercial purposes as well. The Goblins sell their Kaja'mite ore in the form of Kaja'Cola to the pirates of Plunder Isle. Since it does not only improve intelligence but also heighten senses, it is used as a drug among the pirates. They take it before they raid and pillage settlements for maximum efficiency. This has also led to an addiction problem among the pirates, which takes a toll on the organization. It causes obedience issues and rots the mind in the long term. The port of Edj is where the Goblins of Undermine make most of their business with the Pirates of Plunder Isle. This is also where your Workshop will take place. The Tinkers' Union of Undermine toil around to make the best gadgets and gizmos to sell. For their businesses, they sell all matter of contraptions to the pirates of Plunder Isle, who use them in their raiding expeditions. Their Workshop will be responsible for the construction of your Ship, Zepplin or Submarine. You'll need to gather the materials and gain reputation with them in order to upgrade your vehicle. Lucky for you, Undermine contains all sorts of minerals, not just Kaja'mite, and so, through Delves, you'll be able to mine some of the resources in Undermine's sluicetowns.


    Mak'aru

    Mak'aru, the capital city of the Makrura, is located at the bottom of the sea. The city itself is comprised of ancient night elven ruins the Makrura have taken over from the Naga. Since the Makrura are still a primitive kind, they didn't build their own metropolis, but used what was already around. They also strictly speak Nerglish so, in order to communicate with them, the player will need to pick up on some Nerglish phrases. The pirates of Plunder Isle seek these ruins for legendary Night elven artifacts. They use diving bells and diving helms to launch their attacks on the Makrura city. Meanwhile, the Naga who were driven out are planning to take back their city. To even the scales, the Makrura venture to Gishan Caverns, where they hope to recruit the gargantuans who inhabit that place. Since underwater navigation is so reviled, Dynamic Swimming Mounts will be introduced, to help smooth out the experience.


    New Feature: Workshop

    The Workshop will allow you to construct your own Ship, Zepplin or Submarine to traverse the seas of Azeroth. Much like a Profession, you'll need to contribute the resources required to build your vehicle. It will have several iterations, with you beginning with the most simple design. Your crew will need to be recruited, which will be done in Plunder Isle's taverns. When you finally get an operating vehicle, you could sail it on the sea, air or underwater. As you navigate your vehicle, you will encounter enemy vehicles which you'll be able to engage in combat. Be careful, though, as you might lose it to the opposing team. Any damage will need to be repaired and lost crew members will need to be replaced. Along your journeys, you might encounter terrible creatures which, like opposing vehicles, will need to be handled. As you voyage through Azeroth's seas, you'll encounter islands. This is where the Treasure Hunt feature will come to play, as you'll need to decipher the clues you've gathered to find hidden treasure. To improve the experience, you'll be able to choose a plethora of shanties for the crew to sing.


    New Feature: Treasure Hunt

    Treasure Hunt will have you gather clues as to the whereabouts of a hidden treasure. It will not be marked by any means, nor would the game's UI help you in any way. It will be similar to Legion and BfA's secrets. These clues can be found inside bottles, scrolls, maps, treasure chests, tablets and runes scattered around. They will not be so easy to find: they will, sometimes, be buried in the sand or covered by foliage. This will, sometimes, require you to seek the aid of other NPCs or players, or use certain profession items. The clues you gather will be mostly written in a riddley manner. A prime example would be the Puzzle Box of Yogg-Saron. Although only a cool little item with not much purpose, it was the centerpiece for a lot of rumors and speculation, with many players trying to find said places in the game. That's why the involvement of the Old Gods will be heavily tied to this feature. Much like Xal'atath or Il'gynoth during Legion, some of the artifacts you find will whisper the clues to you, leading you to the coveted treasure. This will not be just some gold coins and a few jewelries, but legendary items and pristine artifacts with rich lore, cool visauls and interesting effects. You'll venture through some of the most dangerous caves and crypts, encountering some of the most stressful situations, whether it will be scary mobs or hidden traps. The point is to make you feel like an explorer and to, perhaps, replace the Archaeology system.
    Last edited by username993720; 2024-03-08 at 03:30 PM.

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