User:Thegenegerbread/Origins

Origins Features
World of Warcraft: Origins has many major features that focus on exploration and intriguing instanced content, as well as systems that complement these changes to the WoW formula.


 * Regions of Ancient Azeroth: Smaller zones have been replaced by regions, which are larger swathes of land. Due to the vastness of Ancient Azeroth, many areas with environmental and/or political similarities have been consolidated into regions by the titans. Smaller, more populated regions are known as "ordered" regions, while larger regions with smaller populations are deemed as "wild" regions.
 * New Dungeons and Raids: Though altered through mass-mind control by the titans, Azeroth's true past was still rich with historical events. Experience these fascinating occurrences in 12 new dungeons and 2 raids at the launch of Origins.
 * Astromancer Hero Class: With the introduction of Azeroth's true past comes the discovery of an ancient society that was lost to history during the Great Sundering. Work with the Astromancers of Sholazar Plains to uncover the truth behind the titans' plans.
 * Faiths: Choose a titan to follow in faith, including a new quest campaign, challenges, and appearances based on the titan you worship. Along the way, you'll discover glyphs across Ancient Azeroth, altering your abilities and learning more about the titan you've chosen to follow.
 * Changes to Guilds:

Features in Subsequent Patches

 * [10.0.5] Learn to Fly: Earlier than usual, players will be able to fly before the first major patch of the expansion. This will be achieved through learning to fly atop Aerie Peak deep within the Alterac Mountains.
 * [10.0.5] Guild Halls: Having established a foothold in Ancient Azeroth, the many guilds that have found themselves travelling to Azeroth's past are now setting up base in the form of guild halls across the continent.
 * [10.1] The Great Railway:
 * [10.3] Festival of Torment:

The End of the World (10.0.1)
As the heroes of the Alliance and the Horde return from the decrepit Shadowlands, a greater threat seems to be imminent: the attempted destruction of Azeroth's world-soul. Upon their return, adventurers will find the world in a state of disarray, with strange events occurring that have brought about the doomsayers once more. With titan-keepers falling from the sky and attacking citizens to the activation of many of Azeroth's major titan facilities, it truly does seem like the end of the world. Through exploring these strange anomalies throughout the events of the pre-expansion, Azeroth's heroes will find themselves within the Chamber of Heart alongside the Timewalkers, where they must travel through time to before the Great Sundering, where the apocalypse occurring on present-day Azeroth can still be prevented and the malignance within the Pantheon can be exposed.

Origins of Azeroth (10.0.2)
Adventurers first find themselves within the Chamber of Heart as it was 10,000 years ago in a vast region known as the Gurubi Desert. It is here that the adventurers are tasked by the Astromancers, who have been waiting for their arrival, with going undercover in one of the seven titan cults to gather more information on the destruction of Azeroth, as they have leads that might suggest that the titans want to kill Azeroth rather than keep her alive. It is through the leveling experience that players will uncover titan chambers and temples as they explore each region (with some regions having a story that centers on the mystery behind the titans).

Leads will bring adventurers to a gigantic facility known as Uldrassil. The story that leads up to the assault on Uldrassil involves the discovery of titan constructs that have been programmed to deal with time-travelers, with titan constructs under Eonar's dominion being activated to defend against the invaders in the area. This culminates in a battle against a malignance made of life magic at the end of Uldrassil, seemingly created from the power of Elune.

Elsewhere, in Zin-Azshari, players will work with a portion of Queen Azshara's army to get her to stop pouring energy into the Well of Eternity. The Astromancers have tasked players with forging an alliance between themselves and Zin-Azshari after a few of their scouts reported that there was a great malignant force that was sensed beneath Zin-Azshari. After a major assault on Azshara's Palace and an effort by adventurers, it is revealed to players, Queen Azshara, and the rest of Zin-Azshari that the Well of Eternity has been empowering a facility deep beneath the well that holds a living, breathing Y'shaarj who was ripped out and re-planted, being kept alive by Azeroth's lifeblood, for a titanic ritual. It is here that the forces of Zin-Azshari, the Timewalkers and the Astromancers form an alliance to combat Y'shaarj.

Depths of Eternity (10.1.0)
Between the events of the discovery of Y'shaarj's presence beneath the Well of Eternity and now, players have learned to fly upon Ancient Azeroth's surface with help from the first gryphons to have ever existed atop Aerie Peak. Now, players must face the past, going back in time to witness the true events of how Aman'Thul created the Well of Eternity by entering the Sanctum of Origin, which can only be unlocked with the soul of the Harbinger of Pain, who guards the entrance to the Depths of Eternity in which Y'shaarj sits.

With this knowledge, players would lay siege to the Depths of Eternity, in which the malignance of the void conjoined with that of the arcane, revealing that the royalty of Zin-Azshari knew of Y'shaarj's presence for centuries. Once Y'shaarj is killed, Aggramar sits in a chamber below, with a remnant of his soul serving as a Mythic-only boss. When this remnant is tamed, the Astromancers subdue his soul (but not his body) and return him to the Observatory of Ages.

With an amnesic Aggramar in the possession of the Astromancers, he does make mention of an ancient kingdom that was lost to history that preceded even the existence of the titans on Azeroth, but was wiped out when they threatened the titans' plans, which he is unable to remember. With a hunch that only portions of Aggramar's memory that could've served as a direct threat to the downfall of the titans' plans, the Astromancers make the deduction that Aggramar was trying to thwart the destruction of Azeroth, and allow him to remain. Meanwhile, players go on a search for the entrance to this lost kingdom, as Aggramar says that he is certain that it was maintained, as it held crucial information about Azeroth's world soul. After a long search, the Vault of Astraara is discovered, but players must wait for the Astromancers to open it.

Trials of Fate (10.2.0)
With the Astromancers coming to the completion of opening the Gates of Astraara, it is revealed that it is an underground kingdom of stone and wondrous crystals that was hidden away by the titans thousands of years ago. In its caverns remains the decrepit race that once lived freely before the arrival of the titans. Astraara not only serves as a means to allow players to discover the truth behind Azeroth's past with the titans, but also for a way for Aggramar to regain his memory back. Crucial details, such as Azeroth's status as a titan beyond order, as well as the power she holds, is revealed. In the Library of Astraara, the major raid of the patch and an archive in which information about Azeroth is stored, the final Memory Fragment of Aggramar is restored from the final boss. This memory fragment is encoded, however, and players must go through the process of decoding it in a series of quests. When it is eventually decoded, something horrifying is revealed: the titans have imprisoned one of the First Ones in the major facility which they have since embedded somewhere in the crust of Azeroth. Furthermore, the titans are not trying to kill or subdue Azeroth, but rather empower it so that it may reach beyond the level of the First Ones. Each of the six forces (Y'shaarj [void], Elune [life], the dead buried beneath Azeroth [death], Sargeras [disorder], Aggramar [order] and the solar eclipse [light]) would converge, causing the infusion of the deranged First One into Azeroth's crust.

On a quest to discover this facility to learn more about why there might be a First One embedded in Azeroth's crust, players set out on a voyage to uncover Uldorus. Not only must the First One be freed, but the possibility of the Great Convergence occurring is still high. Not only are Elune, the dead of Azeroth, Sargeras and the solar eclipse all forces that can't be dealt with in time, but Y'shaarj's heart has been left alive as a plug in the Well of Eternity to keep Azeroth from bleeding, and Aggramar's physical body still remains in the Depths of Eternity.

Songs of Torment (10.3.0)
After months of searching, the ancient facility that held the First One was discovered. On the other side of Azeroth, on a small island chain, the armies of Ancient Azeroth have come together to face a formidable foe. As it turns out through players' interactions with the Harbingers of Torment, a strange group from beyond Azeroth that saw the Great Convergence coming for thousands of years. Working with the Astromancers, it is revealed through the Harbingers of Torment that history was last altered on Azeroth due to the fact that its denizens came close to the truth behind the Great Convergence. This time, however, with Aggramar's spirit on the side of Azeroth's people and Sargeras imprisoned in the future, the full might of all seven titans cannot be used to alter time and history entirely.

The attempt to alter time is made in the Temple of Infinity, in which players confront Aman'Thul himself in a battle against his constructs. Players will go through different periods of time, fighting possessed beings during major events to collect the eight Shards of Alteration that Aman'Thul embedded in them so that he can't use them to turn back the progress that adventurers made in stopping the Great Convergence. This also reveals that Aman'Thul is not only the progenitor of the bronze dragonflight, but of the infinite dragonflight as well. He specifically created the bronze dragonflight with the intention of its eventual downfall, as is revealed in the Temple of Infinity dungeon.

Without any other options, Aman'Thul and the rest of the titans are forced to begin the events of the Great Convergence. It is during this time that Elune comes much closer to Azeroth to allow for the sun to shine properly during the solar eclipse. Ancient titan facilities across Ancient Azeroth will pop up everywhere, deploying armies that will invade regions in invasion events that are unlike any of the assault events that have yet to occur. The Festival of Torment encompasses the occurrence of these events, with new trials that have to do with purging the titanic armies.

"Ordered" Regions
"Ordered" regions are named as such due to the amount of political order and geographical consolidation in the region. Quel'thalas is the largest "ordered" region, but is still significantly smaller than any of the existing "wild" regions. Even so, "ordered" regions have stories that are more immersed in specific cultures and goals. One can expect these regions to be about the same size as two to three zones.


 * Khaz Modan [1-10]:
 * Mekanii Highlands [10-20]: What would become Quel'thalas in many centuries to pass was once the home of the Amani trolls and a mechanical race known as the Mekaniir. Here
 * Mogu Empire [20-30]:
 * Ulduar [30-40]:
 * Ahn'Qiraj [40-50]:
 * Hyjal [50-60]:
 * Zin-Azshari [60]:

"Wild" Regions
Not only do "wild" regions serve as large portions of land with relatively little political order, but they also function as a means of travel between the "ordered" regions of Azeroth. As such, players will find that they can access and return to "wild" regions throughout their journey across Ancient Azeroth, experiencing much broader stories that build a background for the events taking place in Ancient Azeroth. One can expect "wild" regions to be a bit larger than the size of the entirety of Argus.


 * Gurubi Desert [1-60]:
 * Greater Northern Wilds [1-60]:
 * Vrykar Peaks [1-60]:
 * Greater Southern Wilds [1-60]:
 * Sholazar Plains [1-60]:

"Ancient" Regions
An "ancient" regions is one discovered after the initial exploration of Ancient Azeroth in 10.0. There is only one "ancient" region, which appears in patch 10.2. Explore the remnants of ancient civilizations lost to time and historical manipulation.


 * Astraara, the Fallen City [60]: Beneath the Sholazar Plains exists the remnants of an ancient civilization that seemingly disappeared hundreds, if not thousands of years ago.

Capital Cities
Though filled with many wildlands and ruined civilizations, there are several settlements that litter the landscape, including three major capital cities that will serve as a safe haven for players. Though each one of these cities is long gone on present Azeroth, they served as grand crossroads for trade and travel during their existence.


 * Deepforge [Khaz Modan]: Beneath the fuming cliffs of Khaz Modan sits the dwarven city of Deepforge. A city of many crafts and trades, this population center beneath Mt. Eresus serves as a crossroads between the northern and southern portion of the continent.
 * Eldre'thil [Hyjal]: Shen'dralar has long maintained the ancient elven city of Eldre'thil, which sits atop Hyjal's eastern peaks. This city is a major trading hub, and is the primary manufacturer of skyships, which is the technology used to enter and exit the city.

Dungeons

 * instance portal purple.png [10.0] Jintha'Alor: Mixed with the mechanical minds of certain hostile Mekaniir factions, the Amani trolls of Jintha'Alor have combined their empiric claims with the mechanical prowess of the Great Tinker.
 * ObservatoryofAges1.jpginstance portal purple.png [10.0] Terminus of Storms: Based in Khaz Modan, the Terminus of Storms serves as a base of transport for the many underground railways across the eastern half of Ancient Azeroth. Its primary purpose, however, was to transport the mechagnomes from Ulduar to Khaz Modan to initiate an invasion of the area, as ordered by Odyn.
 * instance portal purple.png [10.0] Gjallarwood: Atop Ulduar sits the Gjallarwood, Odyn's throne and the highest point in the region of Ulduar. A mix between the snowy peaks of Ulduar and the ancient Fields of the Eternal Hunt, players will make their way to Odyn and end his crusade of terror over the northern portion of the continent.
 * instance portal purple.png [10.0] Wyngarde: Embedded within the Vrykar Peaks is Wyngarde, a keep that the dragonflayer vrykul have called home for centuries. However, its denizens have been taken over by the warring elemental clans, who seek a relic hidden somewhere within the region that would lead to the end of the Elemental War.
 * instance portal purple.png [10.0] Observatory of Ages: On the cliffs of the northern Sholazar Plains sits the Observatory of Ages, an ancient structure that housed hundreds of Astromancers during the Great Onslaught. Now, all that remains are corrupted, much weaker forms of constellars, which have been trapped in the Observatory by the Astromancers for study, but must now be purged so it can be accessed once more.GroveofAwakening1.jpg
 * instance portal purple.png [10.0] Battle of Southstrait: In the strait between the forbidden land and Ancient Azeroth, the many pirate organizations are battling it out. Choose a side to align yourself with, and experience an epic ship battle that ends in combatting a kraken beneath the waves.
 * instance portal purple.png [10.0] The Great Bazaar: Beneath one of the bazaars lodged in the canyons of the Gurubi Desert is an underground complex known as the Great Bazaar, which houses many fine and pristine goods.
 * instance portal purple.png [10.0] Halls of Despair: Discovered by Lei Shen by subjugating Ra-den to his will, the mogu discovered a vast titan complex sitting beneath what would eventually become the Vale of Eternal Blossoms. Now called the Halls of Despair, much of the pandaren race suffers harsh torment at the hands of the many mogu clans that came together under the Thunder King.
 * instance portal purple.png [10.0] Grove of Awakening: Within Hyjal, assist the Wild Gods and the loa as they fight against the corrupted constellar beings that have invaded Uldrassil.
 * instance portal purple.png [10.0] Fall of Ahn'Qiraj [60]: Alongside the denizens of Ahn'Qiraj that you've met in your time questing there, journey forward in time to the Fall of Ahn'Qiraj, in which the aqir take the city by force. Witness alongside its people what fate will befall them if they do not take action alongside the Timewalkers against the titans and the infinite dragonflight.
 * instance portal purple.png [10.0] Palace of Eternity [60]: Queen Azshara has yet to cede that there exists a great threat beneath the Well of Eternity. Along with the army that she built herself, lay siege to her palace and show her the evidence that her entire empire could be destroyed.
 * instance portal purple.png [10.0] Labyrinth of the Makers [60]: Off the northern coast of the Greater Northern Wilds is a strange structure created by the titans. With pine trees and soils accumulating within this ancient structure, unusual constructs still remain to this day.

Dungeons in Subsequent Patches

 * instance portal purple.png [10.1] Sanctum of Origin: According to history, Aman'Thul tore Y'shaarj out of Azeroth, creating a massive arcanic wound known as the Well of Eternity. There is much more to the events that took place here, however, which become clear through the events of this raid. Travel back in time through the Citadel of Time to experience the true nature of Aman'Thul and the Well of Eternity.
 * instance portal purple.png [10.2] Tel'deryn's Workshop: Tel'deryn, the High Machinist of Astraara, has been kept from entering his workshop for hundreds of years after Astraara was buried due to it being overrun with astral beings, which have completely transformed reality within the workshop's bounds.
 * instance portal purple.png [10.3] Cathedral of Time: Deep in the Gurubi Desert, the Cathedral of Time remains buried. Go back in time and stop Aman'Thul's plans to turn back time and alter history once more on Azeroth, allowing for the plans of the Great Convergence to occur undisturbed.

Raids

 * instance portal green.png [10.0] Uldrassil, Titans' Crown [9 Bosses]:
 * instance portal green.png [10.0] Galakrond's Lair [3 Bosses]:

Raids in Subsequent Patches

 * instance portal green.png [10.1] Engines of Fate [2 Bosses]:
 * instance portal green.png [10.1] Depths of Eternity [9 Bosses]:
 * instance portal green.png [10.2] Library of Astraara [10 Bosses]:
 * instance portal green.png [10.3] Beast of Ages [3 Bosses]:
 * instance portal green.png [10.3] Uldorus, the High Throne [11 Bosses]: Beneath Azeroth sat Uldorus, the High Throne of the Pantheon of Order. At Azeroth's core, the lowest portion of Uldorus, sits the secret that the titans sought to hide forever: a First One that they had subjugated into submission and a torment of rage.

World Bosses

 * instance portal green.png [10.0] Tyr-del the Deranged: After being killed by Zakajz, a malignant remnant of Tyr remained on the surface corrupted by the influence of Yogg-Saron. His presence poses a threat to the vrykul of Vrykar, and must be purged.
 * instance portal green.png [10.0] Guardian of the Gates: At the entrance of Zin-Azshari stands the Guardian of the Gates, a gigantic construct who has stood guard at the Grand Palisade for thousands of years.
 * instance portal green.png [10.0] The Sorrowful Maiden: Beneath the tides of the Greater Southern Wilds sits The Sorrowful Maiden, a ghost ship that rises on occasion to take on enemies. Within the ship remains the maiden that died within its cabins.
 * instance portal green.png [10.0] Zalazax, Brood of the Fallen: Long ago, a powerful race of wind fish dominated the skies of Ancient Azeroth. Its only known survivor is the hostile Zalazax, who wanders the Sholazar Plains.
 * instance portal green.png [10.0] Dune-Wanderer Cho'g: An unknown spirit inhabiting the remnants of a giant beast's armor, Dune-Wanderer Cho'g wanders and can be found anywhere in the Gurubi Desert.

World Bosses in Subsequent Patches

 * instance portal green.png [10.1] Juju'ma the Unbroken: The trolls of Jintha'Alor managed to create one last monstrosity before the fall of their civilization, the first voodoo beast to have ever existed: Juju'ma.
 * instance portal green.png [10.2] Necroria, First of Her Kind: When the civilization of Astraara was wiped out and became the suffering undead race it now stands as, Necroria was the first of its civilians to rise.
 * instance portal green.png [10.3] Tol'vira, Shield of Uldorus: Tol'vira, who went on to be the first deity of the tol'vir and was lost to history, was once one of the two great defenders of Uldorus.
 * instance portal green.png [10.3] Durmik, Sword of Uldorus: Durmik, the other great defender of Uldorus, did not found a great civilization, yet guarded Uldorus just as ardently as his sister.

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.

[10.0] Faiths
The major player-driven system of World of Warcraft: Origins is that of Faith. Players will be able to choose a titan to embody, and they'll be able to do a questline that provides key information about that titans' contributions to Azeroth. Along the course of the questline, new content will be unlocked, allowing players to face new challenges, collect new appearances, and garner new abilities.


 * Ancient Motivations Questline: The Ancient Motivations questline is different for every titan embodiment.
 * Hall of Order: Go through the Hall of Order, a facility whose location has yet to be determined. Here, you'll face challenges to collect appearances based on the titan you've chosen to embody.
 * Path of the Titans: Unlock new glyphs that will alter your abilities based on challenges you complete and the content you do. There are hundreds of glyphs spread across all forms of content.
 * Build a Legendary Weapon: You'll be able to craft your own legendary with your own stats, special ability and appearance.

[10.0] Outdoor Exploration Systems
Ancient Azeroth is a gigantic continent. As such, there is a lot to be explored and discovered. Through archaeology and new mapping and exploration systems, players will be able to learn more than ever about the history of Ancient Azeroth, as well as the landscape that they're exploring.


 * New Mapping System: As players discover new regions and areas within those regions, mapping technology provided by the Explorers' Guild will survey the area and provide more information about the area. Players can use this information to find otherwise hidden quests, NPCs, treasures, and other basic features.
 * Archaeology: Use Archaeology to put together relics that will take you on questlines to previously undiscovered titan chambers and temples, or will serve as powerful armor and/or weapons, toys, mounts, or pets. Treasure can also now be discovered through Archaeology, as can glyphs.
 * Land of the Titans: Azeroth was once under the absolute dominion of the titans. Grand temples beneath its surface that have since been abandoned, as well as smaller chambers or statues can be found all across Ancient Azeroth, especially in "wild" regions.

[10.1] Railroad Construction
In patch 10.1, players will be able to begin the construction of the Great Railway across Ancient Azeroth.

Factions and Reputation
Ancient Azeroth is a large landmass, which has allowed for the spread of many different clans, cultures and races. As such, there exists a diverse array of factions across the continent of Ancient Azeroth that players will come to interact with, each one providing different services, systems or mechanics in players' journey across this wondrous landmass.

Each faction has a certain special purpose beyond storytelling, and will serve this function throughout the duration of the leveling experience and/or during the end-game experience.

Initial Factions

 * [10.0] The Timewalkers: Hidden under the guise of market dealers across the bazaars of the Gurubi Desert, the Timewalker clans are a part of a greater coordinated effort to combat the infinite dragonflight.
 * [10.0] Shen'dralar:
 * [10.0] Knights of Khaz'goroth:
 * [10.0] The Mekaniir [Railroad Construction]:
 * [10.0] The Astromancers [Faiths]: With the help of the Astromancers, go undercover and join a certain sect to worship a specific titan, learning the history behind that titan and learning of its powers.
 * [10.0] Azshari Resistance [Raiding and Mythic+]:
 * [10.0] Darkmoon Society [PvP]:
 * [10.0] Explorers' Guild [Mapping and Archaeology]:
 * [10.0] Blackwater Council [Fishing]:

Patch Factions

 * [10.0.5] Aerie Peak [Flying]:
 * [10.2] Army of Dread: Condemned to a life of suffering eternal undeath due to a failed titan experiment, the citizens of Astraara have hidden in the shadows of their former kingdom for centuries.
 * [10.3] Harbingers of Torment:

Patch Cycle
Below is a summary of the major content in each of the patches. You can click their respective links for more information about what each patch will contain.

Patch 10.0.1 - Pre-Expansion Patch

 * Fall of Azeroth: world event chronicling the end of Azeroth
 * Early access to Astromancer hero class
 * Introduction of mixed and balanced talent system
 * Legacy loot now applies to expansions at 10 levels above respective max-level (rather than 11 levels)

Patch 10.0.2 - World of Warcraft: Origins

 * Introduction of the Region system; 12 new regions
 * Introduction of the Astromancer hero class
 * Uldrassil, Titans' Crown and Galakrond's Lair raids
 * 12 new dungeons

Patch 10.0.5

 * Flight training atop Aerie Peak
 * Introduction of the Guild Hall feature

Patch 10.1.0 - Depths of Eternity

 * Depths of Eternity and Engines of Fate raids
 * Sanctum of Origin dungeon
 * Rebuild the Great Railway across Ancient Azeroth

Patch 10.1.5

 * Brawler's Colosseum in the Greater Southern Wilds
 * Battle for Azeroth Timewalking dungeons
 * Most Micro-Holidays provide binding rewards now

Patch 10.2.0 - Trials of Fate

 * Astraara: the Fallen City region
 * Library of Astraara raid
 * Tel'deryn's Workshop dungeon

Patch 10.2.5

 * Blackrock Foundry Timewalking raid

Patch 10.3.0 - Songs of Torment

 * Screams of Elune questline
 * Festival of Torment
 * Uldorus, the High Throne and Beast of Ages raids
 * Temple of Infinity mega-dungeon