10.0 Expansion Concept:
World of Warcraft: Echoes of Outland
Story: We return to Azeroth only to witness it split open and destroyed as the slumbering titan soul has awakened prematurely due to some dark power, and killed the planet as a result. Opening acts of the expansion is Horde & Alliance organizing a mass exodus away from Azeroth as we hastily open portals the most nearby place we know: Outland. Outland has become more ravaged than ever, with the Mag'har Clans and native Draenei trying to pick up the pieces. As the greatest of Azeroth's heroes and adventurers flood into a broken world, a plan is erected to restore the planet to its former glory, something if successful, could be used on Azeroth as well.
Expansion is all about restoring and renewing portions of Outland all the while finding how united we can be as children of Azeroth and not members of political factions, as it starts out as a sci-fi expansion with broken bits of the planet in space and over-time we return it to a real planet with connected lands and proper oceans. The Ogre clans return, the Orcs resettle and create a mighty power base. The Alliance struggles in an alien world but ekes out a living. The Lightbound invade the planet and the Horde & Alliance defend it from them.
Class: Blademaster
Races: Ogres, Broken
Factions are united and everyone can play with each other, but separate PvP factions exist to simulate the classic HvA feel still.

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