User:Vethana/NewZones

Kul Tiras (85-86)
The kingdom of Kul Tiras has seen much turmoil in its past, though all of that pales in comparision to recent developments. Naga have been a nuisance to the island nation for some time but never in large enough numbers to cause a major threat. All that changed without warning when swarms of Naga suddenly came surging out of the ocean. They managed to capture significant portions of the island before they were barely stopped. Unable to hold out for much longer, the forces of Kul Tiras have requested aid from their brethren within the Alliance. Reinforcements arrived just in time but another development rose amidst the chaos and confusion. Horde forces, led by Forsaken from nearby Lordaeron, managed to capture the island of Crestfall and have set up a massive staging area. It is unknown if they merely seek to control the sea routes for their campaign against the Naga, or if they seek to conquer all of Kul Tiras.

Tel Abim (85-86)
The small, pristine isle of Tel Abim has long been a quiet sanctuary in the chaotic world of Azeroth, its shores relatively untouched. The recent Naga assault upon Kalimdor, striking hard at Orgrimmar and Theramore, spelled an end to the long isolation of Tel Abim. The Alliance and Horde have arrived in force to use the island as a base of operations for their assault out into the Great Sea to fight the Naga threat. However, each faction was merely able to secure a minor foothold before the Naga returned. The Naga recognize Tel Abim's strategic value to the surface dewllers and are determined to force the Horde and Alliance out. The ensuing battle quickly spread from the island itself to the surrounding shallows.

Zandalar (86-87)
The large isle of Zandalar has long been a Troll paradise, generally avoided (for good reason) by other races. As the largest island in the South Seas, however, Zandalar became an intolerable threat to the Naga and they launched a massive assault to sweep the jungles clear of the Trolls and secure its shores. The cunning Trolls put up a fierce resistance but, after much debate, were forced to call for assistance. Trolls from across Azeroth came to the defense of their homeland, including the Darkspears. When the Darkspears landed, however, they brought the might of the Horde with them. Even with the situation dire for the Trolls of Zandalar, this extra aid was not exactly welcomed with open arms. A few tribes fear that once the Naga are defeated the Horde will stay and attempt to force all Trolls into its fold. Acting on their own, they welcomed forces of the Alliance to Zandalar to counterbalance the Horde presence. As internal tensions rapidly rise among the Trolls, the Naga continue to pour from the ocean and the jungles of Zandalar are consumed by conflict.

Boiling Terrace (86-87)
The Boiling Terrace is a geologic hotspot on the ocean floor. Volcanic vents belch steam plumes and the water is hot and turbulent. Despite the intense thermal activity the Naga have recently made the Boiling Terrace a major base of operations. Massive underwater mining operations are taking place, carried out by Makrura slaves (the Naga's usual Murloc workers being unable to handle the constant intense heat). The Naga send out strike forces, hitting hard and then vanishing back into the surging waters. As the forces of the Horde and Alliance fight their way into the Great Sea the Boiling Terrace is an obstacle they can not avoid. They must battle their way through the searing waters and drive the Naga out.

Broken Isles (87-88)
The ruin-covered Broken Isles have become a major Naga stronghold since the events of the Third War. As the group of islands closest to the underwater kingdom of the Naga, they are a highly tactical location for both the forces of Nazjatar and any who hope to launch an attack into the depths. The Horde and Alliance have recently descended upon the remote isles, fighting to secure a position at the Naga's doorstep. The battle will not be easy for not only are the islands heavily defended but the nearby shallows hold an expansive network of coral reefs, an ideal location for the Naga to strike at vulnerable surface fleets.

Scintal Reef (87-88)
The Scintal Reef is the homeland of the Makrura race and the location of their capital city, Mak'aru, constructed into the coral walls of the reef. For ages the Makrura have fought successfully against the Naga but have recently begun losing ground. A shadowy corruption has started to spread among the Makrura, forcing them back. Crazed Makrura now wander aimlessly, attacking their former brethren while allowing Naga invaders to pass by. The Naga have manages to score several victories, capturing and enslaving countless prisoners. In their desperation the surviving Makrura have turned to the forces of the Horde and the Alliance who have recently arrived in force into their underwater realm.

Gishan Caverns (88-89)
The enormous Gishan Caverns were created within the sea floor ages ago by volcanic activity. Massive chambers filled with air exist, connected by a virtual labyrinth of watery tunnels. The caverns vary greatly from one to another; one may be a cool, damp cave filled with bioluminescent plants while the next is a searing oven riddled with lava pools rising through fissures in the cavern floor. Very few surface dwellers have ever ventured here and the depths of the caverns remain a mystery. Forward forces of the Horde and Alliance have recently begun exploring the network of caves. The Naga avoid the Gishan Caverns and their proximity makes them a desireable base of operations. Caution is advised, however, for the Naga believe gargantuan, fearsome beasts dwell deep within the caves, beasts that might not appreciate the recent visitors to their domain.

Drowned Reaches (88-89)
The Drowned Reaches are a sprawling graveyard of sunken vessels of every type. Any craft caught in the Maelstrom is sucked beneath the swirling waters and deposited here. Though the Drowned Reaches sit close to the Naga's home territory they will not venture here. The wrecks are swarming with undead, the countless lost souls of the drowned crews. The Horde and Alliance have begun to cautiously enter these eerie waters. There is hope that finding a way to soothe the spirits would allow the Drowned Reaches to be used as a secure position to move against the Naga capital. The dead, however, are not the only horrors lurking in these shadowy depths.

The Rift (89-90)
The Rift is a massive chasm deep in the sea floor, the remains of the ancient Well of Eternity. The Naga capital city of Nazjatar is found here along with Queen Azshara herself. The Naga who inhabit the Rift have grown in power, feeding off the raw, residual magical energy of the Well's remnants. The Naga have also used the energies to warp and mutate the local sea life, twisting them in to horrific beasts who serve their Naga masters. Approaching the Rift is extremely dangerous, let alone venturing in to its nightmarish depths. Still, if the Naga threat is to be dealt with once and for all, one must enter the Rift. A two-front assault is about to be launched. Forces approaching from the south out of the Drowned Reaches have moved into the ancient ruins of the lost Highborne capital of Zin-Azshari. To the north, emerging from the Gishan Caverns, armies attempt to breach the defenses of Pillar Deep. In the middle lies their ultimate goal: Nazjatar.

Plunder Isle (PvP)
Plunder Isle has long been the home of the swashbuckling Bloodsail Buccaneers. Due to its location deep in the South Seas, far from the Naga home territory, Plunder Isle was spared a major Naga assault. This has left the island's fortifications and resources (and especially the Bloodsail's valuable fleet) intact, making Plunder Isle a highly desireable asset to both the Horde and Alliance. Both have tried to persuade the Bloodsail to allow them to use the island. The Bloodsail have entertained offers from both sides and decided to use the sitation to their advantage, hoping to gain greater wealth and power while using the Horde and Alliance to help the pirates secure their own position.

Quests are available to both factions hoping to gain favor with the Bloodsail. They generally involve gathering resources, holding strategic points on the island against other hostile inhabitants, clearing pests such as basilisks, and taking to the water to fend off Naga invaders. The faction able to contribute the most to the Bloodsail will gain their favor for a set amount of time, granting them unrestricted access to the island and its holdings. It is recommended that members of the other faction are prevented from assisting the Bloodsail so that your side may gain favor. The use of force is strongly encouraged.

Zul'Dare
Zul'Dare is a small island located near Kul Tiras. The isle becomes the home base for the Scions of Vengeance, the faction of Reavers to which the new hero class characters belong. Reaver players encounter a phased version which they must help build up, in the game world proper Zul'Dare serves simply as a training facility (similar to Acherus for Death Knights). The isle consists of a Scion settlement and a few native creatures in the nearby wilderness.

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