User:Genegerbread/Shadows of K'aresh

General Overview

 * K'aresh, the Shattered World: Torn apart by Dimensius the All-Devouring, K'aresh offers five new leveling zones, a max-level zone, as well as a PvP zone and an autonomous capital region.
 * New Dungeons and Raids: Struck by many new threats and beasts, the world of K'aresh offers 12 new dungeons and 3 raids at launch.
 * Ethereal Neutral Race: The ethereals of K'aresh have come to the Alliance and the Horde for aid, offering their services in return for assistance on K'aresh.
 * Astromancer Hero Class: An ancient battlemaster well-versed in celestial magic, the fabled Astromancer has returned from hiding on the shattered planet of K'aresh.
 * Unique Factions: Each faction on K'aresh serves its own function, making earning reputation with certain groups optional but beneficial towards achieving certain goals.

New Outdoor Systems

 * Flying at Launch: Flying is extremely important in K'aresh. Adventurers will learn to fly at level 68 from either the Court of Dakaar or the Watchers of J'uuba.
 * First Flying Zone: Tal'dyr, the cloud-top max-level zone of K'aresh filled with floating temples and castles, requires flying from the get-go, and is a big part of the zone's mechanics.
 * First Flying Dungeon: The Wind-Trader's Estate will require that players are able to fly, as the estate as multiple islets that must be reached.
 * First Flying World Boss: G'lan, Keeper of the Skies, is a world boss that flies around Tal'dyr. This fight requires flying.
 * Underwater Zone: The Jzea'ran Sea is the first underwater zone since Vashj'ir in Cataclysm. Adventurers won't need to worry too much, however, as walking and jumping mechanics are enabled early on through the use of magic.
 * First Underwater Dungeon: The Royal Tomb requires a bit of swimming, but not much. There is an underwater boss similar to that of the Eternal Palace.
 * Mapping K'aresh: Mapping out K'aresh will be different from previous expansions. Somewhere in each zone is a Beast of Creation, within it a mechanism that uncovers the entire map for players. Maps can be further upgraded with the assistance of the Wardens of A'dal, however, where broken pieces from the Beasts of Creation can be activated across zones to show the locations of enemy patrols, train stations, and hidden temples.
 * Hidden Temples: Similar to Torghast in that they're procedurally generated, Hidden Temples randomly appear all across K'aresh. These are open-world dungeons that can spawn huge waves of enemies in a sub-region and have powerful foes within its halls. Once defeated, powerful items and cosmetic collectibles can appear. Players will be notified when a Hidden Temple has been discovered, prompting an opening event that allows players time to find their way to the sub-region.
 * Train Stations: Each zone (except for Tal'dyr) has a few train stations. Once re-activated, a train station offers quests that essentially turns the world into a sandbox, similar to a mix between Mechagon and the Timeless Isle. This is a big part of this expansion's treasure system as well. The Celestial Locomotive can be seen flying above zones on occassion, and is the main setting of the dungeon's mega-dungeon in 10.2.
 * Enemy Patrols: Powerful enemy patrols and rare enemies now roam K'aresh, requiring several players to be defeated. Their defeat is marked as progress by the Keepers of Akarou.
 * Secondary Professions: Just like in Pandaria, secondary professions once again play a larger role in the world, providing players with new incentives to fish, cook, and dig up artifacts.
 * Fishing: Taggle's Bait Shop is very similar to the mechanics provided by the Anglers in Mists of Pandaria. However, players can now acquire a series of new fishing glyphs, and can even go sky-fishing. There are several Bait Masters across K'aresh.
 * Archaeology: There are several artifact types to be pieced together across K'aresh, allowing for the creation of artifacts that can be sold and displayed, ones that provide quests, as well as weapons, gear, and collectibles. There are also rare artifacts that provide glyphs when pieced together.
 * Cooking: Nomi has returned once more, and seeks to teach adventurers how to harvest their own crops and herbs and hunt their own animals to create delicious cuisine.
 * PvP Objectives: In every zone, there will be a PvP battle that entails the seizure of certain points, ultimately allowing for small buffs to those who capture the zone's contested points. It also allows for fast transport to Cyr'daal, and earns players Bulwark or Onslaught Commendations, which can be used to purchase new PvP gear and cosmetic items/appearances.

New Gameplay Systems

 * Accessories and Glyphs: Glyphs have returned, and each class gets its own accessory that will allow for the collection of these glyphs. Glyphs can be acquired through nearly every single means of gameplay, but are not time-gated. This is NOT a borrowed power system.
 * Guild Systems: Guilds will be receiving huge updates, including an achievement revamp, a systems revamp (i.e. addition of guild master mass-mail, more members, more bank tabs, more ranks, etc.), and the eventual addition of guild halls in patch 10.1.

Zones and Islets
There are several new major zones, as well as smaller floating islands (known as islets) that can be explored in K'aresh.

Zones

 * Plains of M'aradel [60-62]: Shattered by the cosmic war between the void and Nexdara, the Plains of M'aradel hold the remnants of K'areshi military might. Its sprawling plains are covered in ruins, stone-paved marches and gigantic K'areshi flags, with boreal highlands on its outskirts hiding ancient ethereal technology and the lodges of those who still reside in these slightly void-corrupted lands.
 * A'dali Dunes [62-64]: Covered in an eternal spectral sky, the A'dali Dunes are guarded by fierce protectors who have an even darker secret to keep hidden.
 * Nexdara [Capital]: Once a part of the much greater Nexdara'shal, originally spanning Aurinor and the lost castles of Tal'dyr, Nexdara serves as the opposition's capital of interests, government and trade.
 * Aurinor Remnants [63-65]: Shattered by the void during the Great Dimensional War is the remnants of Aurinor, a gigantic forest temple that looks out into the Great Dark Beyond.
 * Jzea'ran Sea [64-66]: Deep in the towering cliffs that separate Aurinor, M'aradel and Nexdara sits the Jzea'ran Sea. Many void-corrupted creatures lurk in the caverns and facilities that lie below, with small villages and mining towns built into the vertical cliffsides. The ancient fishing guild, known now as Taggle's Bait Shop, can be found here as well.
 * Starwrought Peaks [66-68]: The Starwrought Peaks, a series of gigantic snow-laden karsts with ruins and villages hidden in its crevices, is home to several pirate organizations and trading cartels, as these ruins are seemingly unimportant to Nexdaran interests. Dominated by the towering Mt. Salhadaar to the north, many of the karsts can be accessed through a series of ziplines across the zone.
 * Cyr'daal [PvP]: Once a gigantic K'areshi attack ship, Cyr'daal's remnants now loom south of Aurinor. Here, whoever has control over these ruins and its materials can access the Eternal Siege, a small raid that re-tells the long war between the ethereals and the void lords.
 * Lostlands of Tal'dyr [70+]: Hidden in the clouds, the Lostlands of Tal'dyr is where the Astromancer clans have hidden themselves for thousands of years. Adventurers who seek to navigate these fabled lands must be prepared to have a trained flying mount, as that is the only means through which the many temples and settlements of the region can be accessed.

Islets

 * Taggle's Wharf [Fishing]: A small islet located in the Jzea'ran Sea, Taggle's Wharf is home to the ancient guild of fishers known as Taggle's Bait Shop operates. This is similar to the Anglers' Wharf in Mists of Pandaria.
 * Abandoned Fortress [Guild Hall]: Floating on the outskirts of K'aresh is the Abandoned Fortress, which guilds can acquire to turn into their own Guild Fortress in 10.1.
 * Lonespire [Black Market Auction House]: Outside of the Starwrought Peaks, a lone karst stands on its own. Here, Madam Goya and her agents have established the Black Market Auction House on K'aresh.
 * Crystalmyre: At the center of the Crystalline Lake, which looks out towards Tal'dyr and divides the A'dali Dunes and the Starwrought Peaks, the Sanctum of Crystalmyre sits.

Dungeons

 * instance portal purple.png Machinist's Workshop [60+]: Abandoned by the High Machinist in M'aradel, one of the kingdom's military leaders who was presumed dead hundreds of years ago, the Machinist's Workshop holds many powerful machines used during the Great Dimensional War.
 * instance portal purple.png Jzeara Observatory [62+]: Protected and untouched by the Wardens of A'dal, Jzeara Observatory is overrun by constellar minions who've become crazed by some strange substance that flows through the tower.
 * instance portal purple.png Temple of Dimensius [64+]: Once a temple to one of K'aresh's High Deities atop the Remnants of Aurinor, its former glory is now unrecognizable and is consecrated by banners and other paraphernalia in honor of Dimensius the All-Devouring.
 * instance portal purple.png Maw of J'uuba [64+]: Deep beneath the Jzea'ran Sea, a dying wind fish has sat for hundreds of years, being kept alive by void beings to drain its potent magic. Enter its maw, and end its life, as well as the schemes of the void lords along with it.
 * instance portal purple.png Catacombs of Time [65+]: Beneath Nexdara sits the Catacombs of Time, an ancient creation by Salhadaar. Here, failed attempts at time travel lay in ruin, forced to suffer an eternity of darkness and madness.
 * instance portal purple.png Dakaari Stronghold [67+]: The Court of Dakaar, a group of sky-pirate organizations in the Starwrought Peaks, must engage in a sky battle against the Nor'gul -- an ancient stone race seemingly animated by the titans -- to take back their stronghold.
 * instance portal purple.png Palace of Salhadaar [69+]: The convergence point between the Starwrought Peaks and Tal'dyr, the looming Mt. Salhadaar, holds atop it the royal palace of Salhadaar himself. Enter its decrepit halls and chambers and slay its intruders.
 * instance portal purple.png Royal Apothecarium [70+]: During the Great Dimensional War, the ethereals experimented with much more potent forms of magic, which remains locked behind the doors of the Royal Apothecarium in the northern highlands of M'aradel.
 * instance portal purple.png The Royal Tomb [70+]: Buried in the Jzea'ran Sea is the Royal Tomb. Once a place of majesty and grace in the Oasis of A'dal, the destruction of the world sent it flying deep beneath the waves. Learn of K'aresh's royal past.
 * instance portal purple.png Wind-Trader's Estate [70+]: A belligerent group of sky-pirates known as the Keepers of J'uuba have invaded the estate of the Wind-Trader, who acts as the figurehead of the Court of Dakaar. Push them back, and slay the wind fish that they've enslaved.
 * instance portal purple.png Chamber of Spirits [70+]: Tal'dyr, a land of fabled sky palaces in which K'areshi royalty operated, holds the Chamber of Spirits, in which the royals transformed its subjects into celestial energy to fuel the Soul-Engine of Nexdara.
 * instance portal purple.png Sanctuary of Astraara [70+]: The Sanctuary of Astraara, an ancient garden deep within the clouds of Tal'dyr, holds the secrets of the first Astromancer (who is eventually revealed to be the first Nexus-King), Astraara.

Raids

 * instance portal green.png of Kings: In order to truly ascend to the throne and go against the false allegations of Auguri Prime Xaxis, Nexus-Prince Akarou must go through the Trial of Kings deep within the Starwrought Peaks, which all true prospective Nexus-Kings must complete.
 * instance portal green.png Eternal Siege: Whoever has control over the ruined attack ship of Cyr'daal can access the fabled Memory Orb, which takes players into a small raid that details the war between the ethereals and the void lords.
 * instance portal green.png-Engine of Nexdara: Wall Zjoud, which separates Aurinor and M'aradel and once separated all of K'aresh before its destruction, holds within it a chamber of impressive celestial energy that is seemingly empowering the presumably-dead world soul.

Major Factions

 * Alliance 15.png The Exarch's Bulwark: Located on Cyr'daal, the Exarch's Bulwark is the major Alliance faction that works against the interests of the Horde in the area.
 * Horde 15.png The Thalassian Onslaught: Located on Cyr'daal, the Thalassian Onslaught is the major Horde faction that works against the interests of the Alliance in the area.
 *  Disciples of Zykaal: Still beholden to the last High Machinist Zykaal, who died near the end of the Great Dimensional War, the Disciples of Zykaal seek to see his final wish come true: the construction of the Great Railway.
 *  Keepers of Akarou: Protectors of Nexus-Prince Akarou and the city of Nexdara, the Keepers of Akarou oversee the opposition's progress across all of K'aresh from its command center at the capital. They provide Paragon Tokens, which can be used to purchase items that would normally come from earning Paragon reputation with any faction.
 *  Wardens of A'dal: The Wardens of A'dal, who've often kept the secrets of their region, have uncovered an ancient mapping facility that changes the way that adventurers map out different zones.
 *  The Lost Archivists: Once the highly-regarded keepers of the gigantic temple of Aurinor, the Lost Archivists now provide adventurers with a means to collect different tomes and glyphs that can be used to alter abilities.
 *  League of Investigation: Though a major part of investigating the depths of the Jzea'ran Sea, the League of Investigation sits on the edge one of the three Walls of Old, investigating archaeological artifacts that adventurers bring back to them.
 *  Taggle's Bait Shop: At the center of the sprawling Jzea'ran Sea sits Taggle's Wharf. Here, the ancient guild known as Taggle's Bait Shop sends adventurers on quests for fabled fish of both water and sky.
 *  Choose an Organization: Both of these pirate organizations not only assist in teaching adventurers how to fly, but also run extensive trade bazaars across K'aresh, a major end-game mechanic that allows for the collection of cosmetic items.
 * Court of Dakaar: The Court of Dakaar is a trading organization that seeks to eliminate the wind fish, gigantic spawns of the fabled High Deities, as they've been destructive to political and trade interests, as well as their battle against the Nor'gul.
 * Watchers of J'uuba: The Watchers of J'uuba is another group of pirates and wranglers who believe that the wind fish can be wielded as a weapon against the Nor'gul, but will do anything to ensure that they remain safe.
 *  The Astromancers: The Astromancers are keepers of ancient knowledge, and are thus powerful allies to have on K'aresh. Their main function is the discovery of new temples in Tal'dyr, which can be challenged for powerful rewards.
 *  The Shadowguard: Once on the side of the Salhadaaran Loyalists, the Shadowguard now aids adventurers in investigating raids and dungeons, providing powerful rewards or reputation tokens for other factions for completing objectives within these areas.

Astromancer Hero Class
Astromancers are a new hero class coming in World of Warcraft: Origins. They are the first class to be introduced in an expansion that uses mail armor.

Specializations
Astromancers will be able to choose from three specializations, like most other classes. In tandem with the Shadowlands expansion's goal to streamline classes, each Astromancer specialization focuses on a unique type of astral magic use, while allowing the class as a whole to dabble in each specialization's abilities.


 * Healer icon.png Chromatic Astromancers: Chromatic Astromancers are able to tap into the time-based magic within astral magic created by the Titans to turn back time on allies' wounds, as well as to buff allies with time-based buffs.


 * Dps icon.png Steedbound Astromancers: Steedbound Astromancers incorporate their mount into combat. Astromancers can choose one of their mounts from their collection to become their companion in battle (this mount can be changed at any time, and that mount will don a spectral form), and will wield a rapier or one-handed sword to fight their enemies.


 * Dps icon.png Stavemaster Astromancers: Stavemaster Astromancers are a class that uses sacred astral-forged staves to create magic circles and summon powerful astral spells.

Alliance Astromancers Alliance 64.png

 * The night elves have been able to use an affluent amount of astral magic for thousands of years by channeling Elune's power. The most notable user of astral magic on Azeroth is one of the Kal'dorei's own, that being Tyrande Whisperwind.
 * Azeroth's lifeblood flows through the dwarves of Ironforge more than any other race on Azeroth. Their deep connection to the world soul, which is of celestial origins, has allowed them to tap into the strong astral magic that surges throughout any planet with a living world soul.
 * For thousands of years, the draenei have journeyed throughout the cosmos. Their advanced knowledge, technology and intelligence has allowed them to wield astral magic efficiently.
 * The worgen of the Alliance have been taught druidic and nature-like magics by the night elves, allowing for them to be able to tap into the astral magic that sits dormant in the Twisting Nether.
 * For thousands of years, the ancient pandaren have tampered with celestials and the stars, as have the mogu. Their history with astral magic makes them very powerful Astromancers.
 * Just like their blood elf brethren, void elves are able to transcend the powerful mana barriers that hold many back from being able to wield astral magic. One of the first mortals of Azeroth to discover that such magic even existed was fellow blood elf Astromancer Solarian, killed in Tempest Keep.
 * Just as their draenei counterparts have done, for thousands of years, the lightforged draenei have journeyed throughout the cosmos. Their advanced knowledge, technology and intelligence has allowed them to wield astral magic efficiently.
 * Just as is the case with their dwarven counterparts, Azeroth's lifeblood flows through the dark iron dwarves of Shadowforge City more than any other race on Azeroth. Their deep connection to the world soul, which is of celestial origins, has allowed them to tap into the strong astral magic that surges throughout any planet with a living world soul.

Horde Astromancers Horde 64.png

 * The tauren have looked within themselves, channeling the energy of Mu'sha and Mashan'she (Elune and the Earth Mother, or Azeroth, respectively) to wield astral magic against their enemies. Being creatures of nature, they already have an affinity for astral magic through druidic practices.
 * The trolls are one of Azeroth's oldest races, and have been connected to the world soul for a very long time. As such, they're able to draw from the celestial magic that's being emitted from Azeroth, wielding powerful astral magic against enemies.
 * The blood elves of Quel'thalas are able to transcend the powerful mana barriers that hold many back from being able to wield astral magic. One of the first mortals of Azeroth to discover that such magic even existed was fellow blood elf Astromancer Solarian, who was killed in Tempest Keep.
 * For thousands of years, the ancient pandaren have tampered with celestials and the stars, as have the mogu. Their history with astral magic makes them very powerful Astromancers.
 * The Nightborne are a powerful elven race, and have been able to transcend the powerful mana barriers that hold many back from being able to wield astral magic. Their affinity for mana usage, just like blood elves and void elves, is what has allowed them to use this magic.
 * Just as the tauren have been able to do, the highmountain tauren have looked within themselves, channeling the energy of Mu'sha and Mashan'she (Elune and the Earth Mother, or Azeroth, respectively) to wield astral magic against their enemies. Being creatures of nature, they already have an affinity for astral magic through druidic practices.
 * Unlike their corrupted orcish counterparts, the Mag'har orcs were able to hold onto the teachings of the Shadowmoon Clan, and refused to let go of what they learned while on Draenor. As such, the Mag'har are able to connect with the stars to produce astral magic.
 * Just like their other troll brethren, the Zandalari have been connected to the world soul for a very long time. As such, they're able to draw from the celestial magic that's being emitted from Azeroth, wielding powerful astral magic against enemies.

Patch 10.2.0: Fall of K'aresh

 * Nexdara'shal Zone: Before the destruction of K'aresh, its people were led from the gargantuan capital complex of Nexdara'shal. Go back in time, and witness the truth behind the destruction of K'aresh.
 * Celestial Railway Mega-Dungeon: