This site makes extensive use of JavaScript.
Please enable JavaScript in your browser.
Live
PTR
10.2.7
PTR
10.2.6
Beta
[New Expansion Idea 2] Dead Dream Dying (Emerald Dream and Lich King's return)
Post Reply
Return to board index
Post by
Claggi
Dead Dream Dying
I know what you're thinking: haven't you given up yet?
Note that this Xpac is a DIRECT SEQUEL TO
THIS ONE
Deathwing is beaten back, Azshara, has bitten the dust, Neptulon has escaped however. The world is still torn by brine and brimstone, but peace endures the waking world. Those prone to lucid dreams sleep uneasy though as a new threat rises. As Nehr’zul met demise at Northrend, his spirit has wandered free, eking a new host to empower his will. When nobody was watching, he stole the body of the fallen Zaetar, son of Cenarius, father to the Centaur race, and has fused his deathly necromancy with nature!
With this power, he is ripping the Emerald Dream, and is cloning a darker version called the MidNightmare, so far its fabric and space-time are only large enough to host a few zones, but given time, it will truly be another universe. The new Lich King has retreated back to Northrend, now abandoned by heroes who see it no longer a threat… the fools they are.
The skies swirl with purple and green energy clouds, seepage from the dream. The land itself is unchanged, but the skies and dreams of men are tormented.
The races of Northrend sense great danger.
A city of Ice Trolls are devestated by the New Scourge, their flight from their now ruined city has led them close to the caves of old enemies: the Nerubians Ice Trolls have a higher distaste for other trolls than the spiders, and will put their whimsical loyalty to both them and the Alliance to stave off the Horde and the new Lich King.
Deep in forgotten caves, a small city of Nerubians is being built as a place of repopulation, where the largest brood nests ever are intended to be built, and guarded nonstop. They have found allies in lost Dwarven explorers, though most are unsure of the presence of the Ice Trolls, many will find their newbie zones to be a place to learn to grow beyond their hatred as they share said starting zone with them.
Meanwhile, Murlocs under Azshara’s slavery have been escaping her madness, and with the help of Salvius the Naga rebel druid, he has helped them set up a nearby town, allowing the Murlocs to join the horde!
In Northrend, the Taunka are losing food, as nature itself depletes them, rotting the wild game and fish they relied upon for food, and what farming they manage is destroyed by Nerubian diggers.
It is time that the Taunka of settle down in a less nomadic society and can longer can sit by idly. With close ties to the Horde, the Frostfuzz Taunka become fullfledged members. Their rivers are decaying, and crops are dying or being stolen. They join the Horde, or face extinction!
The power of undeath mixed with nature becomes easy to manage, and study, without corrupting the studier. With a mix of science, magic and spirituality, Necrology becomes a new fad to sweep the Horde and Alliance both! Some take it for curiosity, others to utilize the powers of undeath, others to cure the land. The reasons for choice are not always clear, yet some outright shun it!
Features:
New Race: Tuskarr (Horde)
New Race: Murloc (Horde)
New Race: Nerubian(Alliance)
New Race: Ice Troll (Alliance)
New Class: Necrologist
New heroic versions of Razorfen Kraul, Scarlet Monastery Graveyard, Scarlet Monastery Library and Maraudon.
Level up to 95!
Enter the Caverns of Time, where the tedious timeloops caused by meddlers have caused the Escaping Naga of Salvius more trouble than they’ve hoped for. Then, aid Tyrande Whisperwind and Malfurion Stormrage as they seek to awaken the Druids of the Claw… be ready to split your raid when it comes time to free the Betrayer.
For ease of time, I have attached my Excel sheet that features my class/Race combos below. It's easier to read than this thread with its lack of organizational easing.
Attached
here
is a link to my class/race setup. Note that it includes Deep Abyss as well as the expansion after this: Tears of a White Angel.
Note that Horde Trolls are now renamed Darkspears so nobody gets confused about which subspecies one belongs to.
Racials:
Axe Spec: +2% chance to critical hit with axes and throwing weapons (even if not axes.) (Passive)
Frozen Fury: Becomes enraged, dealing more damage with all attacks and reducing fire and frost damage. Lasts 15 seconds. The bonuses are slight. (10 Minute cooldown)
Manslayer: +5% damage VS Humanoids(Passive)
Voodoo Stability: Effects that change your shape against your will are shortened in duration by 15%.
Ice Maker: Boosts Frost damage and healing outputs by 2%. (Passive)
Level 1 Base Stats (before Classes)
Ice Troll:
22 Str
23 Agi
20 Stam
15 Int
21 Spr
Nerubians:
Racials:
Weaver: +10 Tailoring and Bandaging Skills. Bandages restore 10% more health and have a 25% chance to ignore damage and continue binding. (Passive)
Spider Venom: Poison damage increased by 6%. (Passive)
Websack: Creates a Web item that can be traded to others (but disappears after log out.) This item when used will root the enemy for a few seconds but web uses have a 5 minute cooldown. (10 Minute cooldown on web making.)
Strong Will: 15% shorter duration on Fear and Charm and bonus chance to resist them. (Passive)
Water Walking: By Jumping at a water surface, you can walk upon it like most bugs do. (Passive)
Nerubians:
17 Str
22 Agi
21 Stam
23 Int
17 Spr
Taunka
Racials:
Fishing Community: +20 Fishing Skill, less likely to find junk items.(Passive)
Thick Fat: 3% Reduced damage from Frost, and melee attacks.(Passive)
Megaton Buffalo(Active): Any enemy in 10 yards range will be knocked back a few yards and suffer spell interupt. (5 minute cooldowm)
Curious Sight: Hostle Enemies have reduced aggro radius to auto attack from.(Passive)
Stats:
23 Str
18 Agi
22 Stam
19 Int
18 Spr
Murlocs
Racials:
Aquatic Sanctum: +4% health/Mana regen in water, unlimited water breathing. After some super extended time under water, may face periodic stuns.(Passive)
Hardened Scales: +5% bonus to Armor. (Passive)
Gurgling Mess: Turns an enemy's tongue into illogical noises, their next 1 spell or vocal skill will backfire within the next 20 seconds. Has a 5 Minute Cooldown (Active)
Stone Carving: +15 Mining Skills, requires no Mining Pick.(Passive)
Bristles: Coming in Repulsor or Intimidating. Will reduce or increase aggro generation by 3% for 15 seconds respective. Has a 6 Minute cooldown (Active)
Stats:
16 Str
24 Agi
20 Stam
15 Int
25 Spr
Post by
HiVolt
I'm sorry, but a bunch of this is a pretty hard sell. I like the Nerubians and the Tuskarr becoming more active, but I don't see either of them joining the Horde or Alliance.
And the Ice Trolls don't just hate the other trolls, they hate everything except the Ice Trolls. The Murlocs, I don't know about that.
I like the idea about Ner'zhul though. Though it's impossible, I like it. I think the Amethyst Nightmare is a little too fruity of a name though. And I don't think I would call him the new Lich King in his current state.
Like I said it's a tough sell, but it has a couple of qualities I like.
Post by
Claggi
Reasons for new classes. We'll ignore Ogres, Pandaren and Spellbreakers for now.
Human Necrologist: Simple enough, humans are prone to being curious of dark magic, and undeath can be mystifying. Seen with discontent, it DOES have healing to sway some naysayers.
Dwarf Rune Master: Should be fairly staple in any lore book.
Dwarf Necrologist: Skilled with Ice, Necrological Dwarves are fascinated with fossils of a palentologic prehistory... They may hold the key to an unfathomable idea: primordial or even Precambrian Azeroth!
Gnome Necrologist: More Gnome healers! On the other hand, Gnomes would enjoy help with inventions, and an unliving, unbreathing servant is hard to pass up.
Gnome Rune Master: Oddly enough, also staple, the Sisterhood of Steel is the Gnomish Runic Order.
Draenei Necrologist: Curious members of historians seeking to learn of Azeroth's past from those who fell faulty to its dangers. Remember, skeletons are willing, and this art features minimal shadow magic.
Worgen Necrologist: Cursed and sometimes enslaved by undead? Surely they must have some grasp on it.
Worgen Rune Master: There's some ancient secret to their heritage, somewhat Runic in its inception.
Furbolg Necrologist: Death is everywhere, and fighting death with nature AND undeath is crazy enough to work. These Furbolgs aren't fully corrupted most often.
Furbolg RuneMaster: Hidden in their new headquarters are ancient writings and new styles befitting their bear mauling swipes.
Ice Troll
Death Knight: Obvious, many Ice Trolls are close to the Lich King's grip, a fresh supply of regenerative lunatics!
Warrior: Fairly obvious.
Hunter: Also obvious.
Priest: Frosty Loa servitude and Ice Voodoo.
Mage: Ice Magic? Yup!
Druid: Like Jungle Trolls, Spirit animals are the key here.
Warlock: Darkness grips them, but some want to fight against the Scourge.
Shaman: Too obvious... FROST SHOCK!
Rune Master: There are old god secrets seeping in from below!
Necrologist: Ice and Undeath and spirits... seems too perfect.
Nerubian
Death Knight: These guys resemble Crypt Fiends with great might! Now they give old LK and new LK the shaft
Warrior
: NOT AVAILABLE! Strange yes, but with their odd body type and other classes much more viable, the balance left it unchoosable. That and there had to be, IMHO, AT LEAST ONE RACE that can't be warriors. No class should be all inclusive. True there is a sect of Nerubian Warriors, but they're just too big to be played, just like how you can't play as those hulk sized trolls, you can't play as the large Nerubian Warrior clade who are a rare breed NEEDED at home. Simply put, if you could play one, you'd never be allowed off guard duty!
Rogue: Spiders are sneaky, they can burrow, web, and envenom... they creep up on you and then its too late!
Hunter: Hunting with their rooting racial is very viable! Spiders are hunters!
Priest: Nerubian religion is dark and mysterious, though the Dwarven brought Light brings new ideals that some readily embrace to eradicate the Scourge.
Mage: Nerubian magocracy is old and mighty.
Paladin: Like Priests, some are doing this just to beat the Scourge, the sacrifices are taxing their minds AND souls, but their new devotion seems like it can and will pay off.
Warlock: Demons to fight the Scourge? Dark powers? Why not?
Rune Master: There're old gods and probably Titan temples lost somewhere in these caves! Eight Legged punches hurt. Like Naga, kick moves strike with the tail instead.
Necrologist: Should be staple, Ice and Undeath seem to suit their curiosity and proximity to Icecrown certainly enforces this.
Orc Rune Master: With Fist Expertise, and Tauren chums, Orcs can smack you silly!
Orc Necrologists: Many Necrolytes use this to ease their way out of a darker path, it's like Nicotine Gum for Smokers!
Jungle Troll Rune Master: Like Orcs, Tauren styles befit them, these guys dance Capoercia for the love of Ysera!
Tauren Rune Master: Staple
Tauren Necrologist: Venerating the Nature side, Taurens are a race that branches, especially through healing. In this way, they channel nature and ice in attempts to reverse undeath.
Forsaken Necrologist: Fairly staple, no?
Goblin Runemaster: Goblins like mining, you know there are deep secrets underground and in their trade!
Goblin Necrologist: A servant that needs no food... no sleep... NO PAY? Are you trying to con me?
Naga Necrologist: Some Naga can't let go, there are those who wish blasphemy, while others use it for the benefit of preserving Salvatian lands.
Naga RuneMaster: Rather staple due to old god connections.
Tuskarr
Death Knight: The Fattest undeath servant ever. Many Tuskarrs are easy targets when pacifists.
Warrior: Big and blubbery!
Rogue: Watery and camoflauge scouts.
Hunter
: The Tuskarrs of Tyllar are fisherman and Farmers, not Hunter/Gatherers! Not too useful when all the game is reduced to rotting flesh or bones.
Priest: The Walrus deities are of yet not known.
Mage: Fire is needed to keep warm, and Ice in Northrend is easily everywhere!
Druid: Nature is their friend!
Paladin: New orders of Knights, these Knights are curious seekers of Sun Worshipping, hoping that their sun worship can stop the rapidly declining climate!
Shaman: Fairly staple!
Rune Master: They have a PnP class Called Lonewolf Rune Master... maybe not?
Necrologist: Proximity has leaked undeath teaching, most Tuskarr are cautious, but many are dying daily.
Murloc
Death Knight: Unlike Naga, Murloc Death Knights aren't bound to Azshara (if I decide to let her escape in Deep Abyss)
Warrior: Small Warriors - FISHTANK!
Rogue: The last sound you'll hear is gurgling... YOUR gurgling!
Hunter: Throwing spears and training seaturtles is a common practice. These guys hunt fish rather than fish for them.
Priest: Murloc religion can be HORRIFYING!
Shaman: Many understand elemental water and thuder pretty well.
Rune Master: Like Naga, many learned at the Underwater Titan Temples as well
Necrologist: Unlike the other races, these guys are closer linked to the Emerald Dream portion of the game, but their grasp of Necrotics is just too good!
Post by
Claggi
In the Nightmare, there is a new Dragonflight, born as a parallel to the current ones. They are the Purple Dragonflight, and they're... Neutral, they're confused due to being practically poofed into existence. Their reactions to players will literally vary based on the individual dragon rather than a mindset mission.
Post by
Claggi
The idea of Nerubians is that they have been dealing with Dwarven explorers, and have helped each other survive. In the case of Ice Trolls its more of a 'Who do I hate more' rather than just kill em all. They're ice trolls, they're ruffian, but not stupid!
The Murlocs are more of a Mur'gul variety, escapees alongside Salvius from my first idea about the Great Sea in Deep Abyss.
As for the forcible taking of Cenarius, this allows an odd tie in connection between undeath and the Dream. Perhaps the whole of the Emerald Dream cannot yet be seen, and when Cenarius is released from the Dream, he will NOT be happy about his old body and powers being maligned so offensively.
This expansion is somewhat filler, nothing really 'happens' as far as a new big boss arising. It's just the vengeful Spirit of Ner'zhul causing yet another expansion. It allows more Northrend exploration as well, and more money for customers to shell out.
Post by
HiVolt
Well, I guess that the Nerubian idea is sound. But I still don't see the Ice Trolls joining up with anyone. They may not be stupid, but the savage troll empires are very arrogant. After all, the Gurubashi and Amani Empires thought that they could take on all comers with no problem. Perhaps it could just be a small faction or tribe of Ice Trolls rather than the entirety of them.
I still think you need a better name than the Amethyst Nightmare though... it's just not a dark enough name for someone like Ner'zhul. Maybe the Dark Terror or something like that.
Also I can delete my first post if you want me to.
Post by
Claggi
Nah, all's well.
As for the races, they are offshoots. Aren't most races as such?
The Undead we play are free minded Lorderon humans and possibly elves.
The orcs are Ogrimmar Orcs, but not Fel or Mag'harian.
The Jungle Trolls are Dark Spear version and hold no affiliation to the Gurubashi Empire.
Likewise, the Nerubians, Ice Trolls, Murlocs and even the Tuskarrs are an offshoot faction.
In the case of the trolls, this group is some no-name group that is being wiped out by Scourge invasion. Fury be damned, survival instincts are telling them to survive, and some of the leaders are a bit desiring of survival over tradition. In times of great devestation, it's amazing how one can change. Of course, they see no way to reason with the Horde, and still see other Trolls as inferior, humans aren't much better, but the Dwarves seem somewhat Respectable.
The Nerubians are a more hidden group in a new city called New Azjol, a cave not too far from where the rebelling Ice Trolls set up a new stronghold. Realizing the Trolls want to kill the Scourge, the Nerubians figured they might 'help' in return for a truce, as the inhabitants of New Azjol have one goal in mind: preventing their extinction!
With help from the Explorers League Dwarves and even some Gnomes, New Azjol is a formidable underground fortress buffered by steel walls and housing great tomes of Nerubian history and Scourge Secrets.
The Ice Trolls know ancient secrets too, and their Animal Gods grant them many powers, including Animal Transformations.
Meanwhile the Tuskarrs are those of a Fishing Community threatened by poisoned water, the undead, and rotting land. Being mostly uninterested in conflict, Joining the Horde has become important, and with their help, they have constructed a new city stronghold, though it is technological much to their dismay.
The Murlocs are those alongside the Naga escapees, in these times, they have a clear grasp on many secrets, including a strong capacity for Necromancy, with a strong pull towards or against the Lich King, many have even become his undead slaves, only to be freed amongst Ebon Hold. Since Salvius, leader of the Naga, welcomes aid, his vouching has allowed them to become full fledged citizens of the horde. Their grasp on common is still... growing, but for sake of gameplay, they'll do just fine!
As for the Nightmare, not sure what to call it, Amythest was a last minute name choice, since I AM stumped for it otherwise. It's a dark mirror of the Emerald Dream which is a mirror of Azeroth, meaning it's a really twisted place!
Post by
HiVolt
As for the races, they are offshoots. Aren't most races as such?
I get what you mean, but you may want to clarify it. It shines through for your description of the Murlocs, but for the others it seems like you're implying the races as a whole. Put in your descriptions of them from your last post, that would certainly clear that up.
As for the Nightmare, not sure what to call it, Amythest was a last minute name choice, since I AM stumped for it otherwise. It's a dark mirror of the Emerald Dream which is a mirror of Azeroth, meaning it's a really twisted place!
I stand by my suggestion of The Dark Terror(you know, like night terror?).
Post by
Claggi
I will altercate and add more when time permits.
Until then, suggestions are always welcome.
Post by
Claggi
Added more things and a few class explanations.
Post by
Claggi
The Nightmare is now the MidNightmare... word play makes it sound less dangerous than it really is!
Post by
Claggi
I'm surprised less people are up in arms to fix my lore... maybe I have it not too far off.
Post by
Skreeran
Also, we almost already have Ice Trolls, as far as RP goes. We have the Blue/white Skin/Hair option for Horde trolls (as my rogue, who is an ice troll), and then there's troll death knights, who have even more options for blue hair, implying some may be ice trolls. My death knight is also an ice troll.
I'd hate to have an Ice Troll race come up, especially on Alliance, because then I'd have to choose between being not politically correct or rerolling Alliance.
Post by
Claggi
Darkspears aren't of Northrend, the Ice Trolls are the more muscular troll paper doll, they're more brutelike but less agile.
Besides, the change is fixed by a simple change. Darkspears are called Jungle Trolls now.
Post by
Claggi
An interesting facet is arising in the Nerubians. Dwarven Explorers have shown them the holy workings of the light, and the dark spiders... well, at least some are interested. Its surging might to defeat the unholy gives them vigor and hope that their Old Gods haven't. Some cling to old ways, many pretend to venerate the Light to garner undead Smiting Powers, and a few are becoming devout. They're no less twisted, but there is a tinted change within New Azjol (NA).
Most Spiders outside NA remain neutral, even to the NA spiders, simply to remain alive in the face of the Horde.
The Ice Trolls of the Shattered Icicle Clan are new in their thinking methods, perhaps having popped up only a few decades ago at most. They want to live, and are even welcome in NA, provided they behave themselves. The Shattered Icicle have gained a bad rep with Ice Trolls all over Northrend, and even within Dun Morogh. In fact, there might be Ice Troll instances WITHIN Dun Morogh (Horde can get there via telepod to avoid PvP)
There may be rumors that these trolls are beginning to collaborate, tribal wars are beginning to halt, and so long as you have the species of Ice Troll, you are not seen as an enemy to this new tribe, the Reaving Glaciar, hubs in Northrend, Alterac and Dun Morogh are now built, and voodoo allows quick contact and travel! They are violent though and see the Shattered Icicle Clan as weak due to their willingness to collaborate with dwarves, Nerubians and other races (but mostly those two.)
Post by
104395
This post was from a user who has deleted their account.
Post by
Patty
Tuskarr can't survive outside the climate of Northrend.
Azshara isn't making an appearance in Cataclysm.
She is, she's just not being fought.
Post by
Claggi
Azshara is battledd in my other expansion, Deep Abyss. Thats why this is called Expansion 2.
The preview name for my 3rd expansion is changed to Plight of the Blue CHILD, I mixed up the names a bit, and had to change it from Tears of the Blue Child, because we've already had a TBC Xpac.
Post by
Orranis
Reasons for new classes. We'll ignore Ogres, Pandaren and Spellbreakers for now.
Human Necrologist: Simple enough, humans are prone to being curious of dark magic, and undeath can be mystifying. Seen with discontent, it DOES have healing to sway some naysayers.
Dwarf Rune Master: Should be fairly staple in any lore book.
Dwarf Necrologist: Skilled with Ice, Necrological Dwarves are fascinated with fossils of a palentologic prehistory... They may hold the key to an unfathomable idea: primordial or even Precambrian Azeroth!
Gnome Necrologist: More Gnome healers! On the other hand, Gnomes would enjoy help with inventions, and an unliving, unbreathing servant is hard to pass up.
Gnome Rune Master: Oddly enough, also staple, the Sisterhood of Steel is the Gnomish Runic Order.
Draenei Necrologist: Curious members of historians seeking to learn of Azeroth's past from those who fell faulty to its dangers. Remember, skeletons are willing, and this art features minimal shadow magic.
Worgen Necrologist: Cursed and sometimes enslaved by undead? Surely they must have some grasp on it.
Worgen Rune Master: There's some ancient secret to their heritage, somewhat Runic in its inception.
Furbolg Necrologist: Death is everywhere, and fighting death with nature AND undeath is crazy enough to work. These Furbolgs aren't fully corrupted most often.
Ice Troll
Death Knight: Obvious, many Ice Trolls are close to the Lich King's grip, a fresh supply of regenerative lunatics!
Warrior: Fairly obvious.
Hunter: Also obvious.
Priest: Frosty Loa servitude and Ice Voodoo.
Mage: Ice Magic? Yup!
Druid: Like Jungle Trolls, Spirit animals are the key here.
Warlock: Darkness grips them, but some want to fight against the Scourge.
Shaman: Too obvious... FROST SHOCK!
Rune Master: There are old god secrets seeping in from below!
Necrologist: Ice and Undeath and spirits... seems too perfect.
Nerubian
Death Knight: These guys resemble Crypt Fiends with great might! Now they give old LK and new LK the shaft
Warrior
: NOT AVAILABLE! Strange yes, but with their odd body type and other classes much more viable, the balance left it unchoosable. That and there had to be, IMHO, AT LEAST ONE RACE that can't be warriors. No class should be all inclusive. True there is a sect of Nerubian Warriors, but they're just too big to be played, just like how you can't play as those hulk sized trolls, you can't play as the large Nerubian Warrior clade who are a rare breed NEEDED at home. Simply put, if you could play one, you'd never be allowed off guard duty!
Rogue: Spiders are sneaky, they can burrow, web, and envenom... they creep up on you and then its too late!
Hunter: Hunting with their rooting racial is very viable! Spiders are hunters!
Priest: Nerubian religion is dark and mysterious, though the Dwarven brought Light brings new ideals that some readily embrace to eradicate the Scourge. Maybe something concerning
Forsaken "Shadow"? I just feel like the idea needs more love and lore.
Mage: Nerubian magocracy is old and mighty.
Paladin: Like Priests, some are doing this just to beat the Scourge, the sacrifices are taxing their minds AND souls, but their new devotion seems like it can and will pay off.
Warlock: Demons to fight the Scourge? Dark powers? Why not?
Rune Master: There're old gods and probably Titan temples lost somewhere in these caves! Eight Legged punches hurt. Like Naga, kick moves strike with the tail instead.
Necrologist: Should be staple, Ice and Undeath seem to suit their curiosity and proximity to Icecrown certainly enforces this.
Orc Rune Master: With Fist Expertise, and Tauren chums, Orcs can smack you silly!
Orc Necrologists: Many Necrolytes use this to ease their way out of a darker path, it's like Nicotine Gum for Smokers!
Jungle Troll Rune Master: Like Orcs, Tauren styles befit them, these guys dance Capoercia for the love of Ysera!
I would add Jungle Troll Necrologist (But seriously, just call it Necromancer), because as we have seen many trolls have practiced life after deaths and are very spirit aligned.
Tauren Rune Master: Staple
Tauren Necrologist: Venerating the Nature side, Taurens are a race that branches, especially through healing. In this way, they channel nature and ice in attempts to reverse undeath.
This seems a little iffy to me. I think the whole "Reverse undead" process has been covered by giving them paladins.
Forsaken Necrologist: Fairly staple, no?
Goblin Runemaster: Goblins like mining, you know there are deep secrets underground and in their trade!
Maybe you should elaborate on lore a bit, like a group find an old titans temple, and emerged 50 years later (Or whatnot) with the powers of rune mastery.
Goblin Necrologist: A servant that needs no food... no sleep... NO PAY? Are you trying to con me?
Naga Necrologist: Some Naga can't let go, there are those who wish blasphemy, while others use it for the benefit of preserving Salvatian lands.
Mmmm... Rather give them Rune Master, because there is an Old God near Malestorm, and where there is Old God there is Titan.
Tuskarr
Death Knight: The Fattest undeath servant ever. Many Tuskarrs are easy targets when pacifists.
Warrior: Big and blubbery!
Rogue: Watery and camoflauge scouts.
Hunter
: The Tuskarrs of Tyllar are fisherman and Farmers, not Hunter/Gatherers! Not too useful when all the game is reduced to rotting flesh or bones.
Mmm... They seem to carry spears, so why not be hunters? Just makes sense.
Priest: The Walrus deities are of yet not known. Maybe it would be interesting if there was some troll connection... Moar tusks!
Mage: Fire is needed to keep warm, and Ice in Northrend is easily everywhere!
Druid: Nature is their friend!
Paladin: New orders of Knights, these Knights are curious seekers of Sun Worship, hoping that their sun worship can stop the rapidly declining climate!
Maybe just say they found out from about sunwalker from tauren, and were accepted into the order.
Shaman: Fairly staple!
Rune Master: They have a PnP class Called Lonewolf Rune Master... maybe not?
Necrologist: Proximity has leaked undeath teaching, most Tuskarr are cautious, but many are dying daily.
Murloc
Death Knight: Unlike Naga, Murloc Death Knights aren't bound to Azshara (if I decide to let her escape in Deep Abyss)
Warrior: Small Warriors - FISHTANK!
Rogue: The last sound you'll hear is gurgling... YOUR gurgling!
Hunter: Throwing spears and training seaturtles is a common practice. These guys hunt fish rather than fish for them.
Priest: Murloc religion can be HORRIFYING! Moar troll religions! Please! Something!
Shaman: Many understand elemental water and thunder pretty well.
Rune Master: Like Naga, many learned at the Underwater Titan Temples as well
Necrologist: Unlike the other races, these guys are closer linked to the Emerald Dream portion of the game, but their grasp of Necrotics is just too good!
Post by
Orranis
Tuskarr can't survive outside the climate of Northrend.
Y not? Who said? If a Jungle Troll and his warm blooded raptor can survive in an arctic wasteland, why not vice versa?
Azshara isn't making an appearance in Cataclysm.
Post Reply
You are not logged in. Please
log in
to post a reply or
register
if you don't already have an account.