125371-erazine-wildstar-expansion-idea

== Content ==
			
Erazine
 
Lore
 
Your search for the secrets of the Eldan have grown in importance tenfold. Your primal focii on Nexus are being devoured by the strain at an alarming rate, and you need the Eldans' secrets to restore them. The Granok of the Exile, led by Commander Durek, have picked up traces of primal energy on another planet. The plant's name - Erazine. However, the Chua of the Dominion were following the Exiles in their quest to rid the world of them, and they, too, have decided to set their sights on Erazine. The Exiles and Dominion settled down on the planet and they start to develop their factions on the new planet. The planet seems to have been touched by the Eldans, but just barely, as they had abandoned it for Nexus. If you do not discover the ancient secrets of the Eldan focii on this planet, Nexus is doomed.
 
How to get to Erazine
 
You get to Erazine by ship, but not the ship you know and hate. This ship is an interstellar ship, which can travel at the speed of ludicrous. This ship can be customized. You can change the interior and exterior of your ship. Interior wise, you can put plugs in them, like your house. You can also put walls, ceilings, floors, and lining, just like the interior of a house. You may also place props inside your ship. The exterior, as well, can be customized aesthetically and functionally. You can change the look of the ship, the color, and change the engine and wings to make the trip from Nexus to Erazine, and the other way around, quicker.
 
 
Time to travel from Nexus to Erazine, and vice versa - 60 seconds is the base time, while 30 seconds is the lowest you can go with the upgrades.
 
No teleports or portals to Erazine, sorry! Portals and teleportation technology only works in one atmosphere!
 
No interplanetary summons, for the same reasons as above.
 
There are ship docks at the following locations - Thayd, Illium, housing plug, Durektar, and Mondopolis.
 
You can show off your ship in your housing plot, and this ship can be boarded from your house, as well. The same flying time applies here.
 
New Cities
 
Unlike Nexus cities, Erazine cities were just established. Over the course of time, the cities will expand. They start off as small outposts and grow into large cities.
 
There are ten stages of cities. Each stage is two months long, then the city grows and develops, then the next two months start, and it upgrades again. This happens every two months for ten months. When twenty months pass, the city is finished. With each city expansion, new quests, dailies, and other content will be available.
 
Durektar - Commander Durek led the fleet of Exiles to Erazine, then proceeded to build and name the new city after himself.
 
Aesthetic description - Durektar is located on one of the great mountains of Erazine. It is mostly built inside of the mountain, but it has exterior, as well, with the front wall. It starts out as a small outpost at the base of the mountain with watchtowers and fires, and small medical huts, and as time goes on, the mountain city is developed, and the outpost scrapped and turned into a path to Durektar. 
Mondopolis - Mondo Zax led the Dominion in a chase of the Exiles, and followed them to the planet Erazine. They settled down and called their city, Mondopolis, after Mondo Zax.
 
Aesthetic description - Mondopolis is located on three islands of Erazine. It is in the tropics, and the final city looks like an island fortress. It starts out on one island, with wooden spiked walls with camp fires all over the place, over time it turns into the island fortress of the dominion.
 
Setting of Erazine
 
Very primal, lots of beasts and other creatures.
 
It is non futuristic, as the Eldan had barely touched it.
 
It is tribal, with small groups of inhabitants in their own tribes in the various biomes of Erazine. They practice their own odd arts.
 
There is jungle in most of the planet, with the occasional tropical areas, and islands scattered all over the place. In the main continent, there are tall mountains, and lakes aplenty. In the Eldan touched area of the planet, it is mostly desert, as it was the site of failed Eldan experiments. There is a large ocean on Erazine.
 
instead of 1500 x/y, it is 2,500 x/y
Zones
Every zone has a daily event and a daily boss.
 
Nokkes LV50-53 - Nokkes is very mountainous with little flat land. The flat land around it is mostly jungle, but it is spread out jungle. Nokkes is the starting area of the Exiles and houses the Exile city of Durektar. Within the mountains lay the great city, as well as multiple caves, and an ancient cavern. Only one path leads to this cavern, and it must be discovered by you. The great stone elemental lays dormant on a mountainside, camouflaging with the mountain, and few have tackled it. The ones who have, have died trying. 
 
-Nok Mountains, the main attraction of Nokkes. The Nok Mountains have a long history of trial and death. Many of the inhabitants of Erazine have tried to trek the mountain range, but none have succeeded. Many have made it through most of the range just to be crushed by the elemental. Most of your time on Nokkes will be spent here, trying to tackle the mountains with your advanced technology, far ahead of the primitive Erazinians.
 
-Durektar, the great mountain city of the Exiles. This city had just been established twenty months ago, and since then, it has grown into the greatest carved city the universe has ever seen. It is a grand city, with pools of liquid Eramite flowing from all of the cracks in the ceiling. There are many Granok styled monuments inside of the city, and everything seems to function together well, almost as if it were a well oiled machine. It is lead by a Granok, so it is not very technological, but it has its techy parts.
 
Tropion LV50-53 - Tropion is the tropical area of Erazine. This is the first area you will see if you are in the Dominion. It has a lot of beach with few interruptions, except for the occasional oases scattered throughout the land. In the Oases are tropical trees and this is where most of the true inhabitants of Tropion live. In the northwest of the zone, there is a long tropical forest where some beasts and other primitive beings live. There is a giant sinkhole hidden in the large beach that devours all who try to pass over it. If you are destined to fall into it, you will face the sand dragon of Tropion, who has eaten thousands of people.
 
-Isles of Merii, the fully tropical islands of Tropion. There is not a trace of large beach here. No, it is all tropical forest. There are some wild beasts here that are very obnoxious, and then there are the crazy citizens that live there. They live in wooden houses made from the tropical wood that is ever so present. One of the islands has a great fortress made by the primitive tropical beings, which is guarded heavily and believed to hold some secrets that you would like to know.
 
-Mondopolis, the fortress islands of the Dominion. The islands started out looking as small sand piles with few trees, but over time grew into this Dominion fortress of no entry. Everything that is non Dominion is vaporized, and since the Erazinians are not adapted to this future technology, there are a lot of casualties. Mondo Zax wanted the most secure base of operations for his faction to centralize in, and a naval base that is heavily guarded was his best idea. He established all of his inventions on the island, as well as his various weapons. Dominion go in, Dominion go out. No one else.
 
Trazar LV53-56 - Trazar is the central area of Erazine. It is made up almost completely of jungle, with a hint of tropical forest in the southeast area of Trazar. This is generally the second area you will see in your quest through Erazine. In the jungle and on the islands, the special doctors are at work. There are many lakes throughout Trazar which keep the jungle alive and well. Many primal beasts roam these lands, as well, beasts never seen before. Travel at your own risk. Some say a voodoo induced primal lurks in these jungles, waiting for its prey to walk by.
 
-Vu, the islands of Voodoo. Many strange things happen here that are unexplainable. Strange creatures, strange magic, who knows? See for yourself in the islands of Vu. Legend says that on the main island, the head Voodoo Mon abodes, and with him, comes even stranger things, you may or may not be able to tackle it alone.
 
Lok Isles LV56-57 - Lok Isles are where you will find the most ancient of ancient Erazinians. They have no contact with the rest of the planet, and with that, they still worship their Lokian gods. They have some very.. interesting rituals that they practice there, and you do not want to get caught up in them. The Lok Isles are an overgrown forest with some beach islands. If you do get caught up in their most extreme ritual, you will either face your fate, or fight your way out of it. It turns out their Lokian gods are real, or so it seems, and one has awoken on the northernmost island, and if you do not kill it, the islands could be in some serious danger, even though those rituals are not the most humane, you must save the innocent and naive inhabitants.
 
Mesus LV57-60 - Mesus is the zone of failed Eldan experiments. Once a dense jungle like Trazar, has transformed into a mesa and desert. There are traces of ancient, and I mean, even more ancient than Nexus, Eldan technology there. There are old models of the Eldan bots, genetically changed mutants, biophage creatures, and even unseen things. There however seems to be no trace of strain, thankfully. In the center of Mesus there is a great canyon that has strong traces of the primal focus energy you were looking for. It seems to be guarded by some otherworldly force, though, so you and some others will have to find a way to bust in and discover what it really is. Atop one of the bigger Buttes, there is an archaic Eldan construct that is about to reawaken. It was shut down thousands of years ago because the Eldan saw it as too destructive for even their own good. What could it be?
 
Isle of Qanas LV60 - PvP zone - Isle of Qanas is a PvP zone, the first one to be seen in Wildstar. It has most of the biomes seen on Erazine all packed on one decent sized island. All players in this zone will be forced to flag for PvP, and it will be an ongoing war for control over the various outposts scattered throughout the island. Just like cities, the longer one faction controls an outpost, the more advanced and fortified it becomes, making it more difficult to overthrow. There are quests and side objectives here, as well, such as bosses that give a buff to all members in your faction that participated in killing it. Some buffs may be damage, speed, visibility, a new unknown buff? Anyways, there are four main outposts on the map, and you are going to want to fight for them constantly so one side does not get too fortified and win the war.
 
War time - one month
Time to fortify per phase - 24 hours
Phases - 4
Isle of Qanas will be cross-realm per region of NA/EU to prevent emptiness on a server.
 
New Battleground
 
 
New Races
 
Korr - Dominion - Beastlike, half-humanoid, half-primal posture. It is very hairy, large, and have evident claws and fangs.
 
Wyven - Exile - Dragonlike, humanoid posture, has wings, evident talons, with legs, medium height, and scaley outside. 
 
New Class
 
Voodoo (better name?) Ranged DPS/Tank wearing light armor
 
Races - Human, Moresh, Wyven, Cassian, Draken, Chua
 
Voodoo use voodoo magic, apparently. They use this magic to control living things or break them down from the inside with their dominion over dark spirits, dark magic, and souls. This is the first magical class to be discovered by Nexians.
 
Pet class - Can "tame" control the minds of living primal beings to fight by their side. Pets have their own skills and amps.
 
DPS - Burn your enemies from the inside with dark spirit magic. Let them feel the pain as they start to go to oblivion slowly, then quickly put them to their doom! Laugh maniacally as your opposition falls and trembles at your feet, begging to be released. Send your pet to inflict sharp infections in your foes.
 
Tank - Control and infect the body and minds of your enemies. Control their actions and make them attack you. Command your slave pet to protect you from taking large hits. Embue your pet with dark spirit to let them withstand the hits.
 
Telegraphs - Have long range circles mostly, so pretty useless at melee range. Can use dark spirit imbued pet to keep your distance, and you can push your enemies away from you. You can escape by controlling the earthswelling beings to pull you to another location. Some circles are medium range, but most are long.
 
 
How to refill PvP servers
 
Make it so battlegrounds and arenas reward 1.5x more prestige than people in PvE servers.
 
Put PvP events in the zones on the PvP server only, this way there is more unique PvP content for those who wish to play permaflagged.
 
Reward more for doing the PvP dailies.
 
Any more you would like to know or see? Comment your opinions, what I should add, fix, or improve, thanks for readings. I will read every comment of feedback.
Would you like pictures? More information? Better details? Formatting?	
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You've obviously put a lot of thought into this, but Carbine has people whose job it is to come up with lore for the game, and apparently, they have quite a bit of it that we haven't seen yet. That being said, they are hiring, so if you might want to check that out.
 
Personally, though, I'd like to see an expansion with more science fiction elements (campaigns set aboard star ships and in big cities) and less of a "natural setting" (your new city idea looks neat). Regarding the races, the Draken are already large, primitive, hunch-postured, bestial humanoids with claws and fangs, so it's very unlikely that Carbine would make another race like that for the Dominion.
 
Regarding the class, someone datamined classes in Beta, and there were a few others that didn't make launch (Elementalist, Flux Reaver, Shadow Monk and Charmer). It's been speculated that Shadow Monk became the Stalker (since it's the only one not on the list on the left), but that leaves the other 3 as possible classes for a future expansion (if the ideas weren't completely abandoned, that is).	
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You've obviously put a lot of thought into this, but Carbine has people whose job it is to come up with lore for the game, and apparently, they have quite a bit of it that we haven't seen yet. That being said, they are hiring, so if you might want to check that out.
 
Thanks for that, but I am not of age to be hired by a company, I am not of age yet, sadly.
 
Personally, though, I'd like to see an expansion with more science fiction elements (campaigns set aboard star ships and in big cities) and less of a "natural setting" (your new city idea looks neat). Regarding the races, the Draken are already large, primitive, hunch-postured, bestial humanoids with claws and fangs, so it's very unlikely that Carbine would make another race like that for the Dominion.
 
I agree that science fiction is a cool genre that could be explored more in Wildstar, as I love sci-fi. I only chose natural or primitive because it would be a nice change of pace from all of the wacky Eldan futuristic stuff. Regarding the dominion race, it is more of a huge Granok size, maybe a bit bigger beast, with a lot of fur like say a Tauren from WoW, and has the posture where it is kind of like an animal that runs on all four legs, but can walk on two, and when standing still, has one arm on the ground, one ready to strike, while on its hind legs. The Draken I saw more as demonlike with the hunchback and horns. I really just wanted Dominion to have their own large race.
 
Regarding the class, someone datamined classes in Beta, and there were a few others that didn't make launch (Elementalist, Flux Reaver, Shadow Monk and Charmer). It's been speculated that Shadow Monk became the Stalker (since it's the only one not on the list on the left), but that leaves the other 3 as possible classes for a future expansion (if the ideas weren't completely abandoned, that is).
 
That is very neat, and I saw those some time ago. I assume Carbine will add those classes at some point, but I do agree that some of them became the classes we know today. I think the elementalist is Spellslinger, and I agree with the shadow monk, and the charmer is most likely the engineer, as he has the robots, but I cannot be certain.
 
 
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			I think the Wyven and Korr should switch sides, Wyven is dragon-like which are usually proud like the Dominion, while the Korr seem more savage like the exiles	
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Thanks for that, but I am not of age to be hired by a company, I am not 18 yet, sadly.
 
Anyways, thanks for the positive feedback, and I appreciate you referring me to the hiring page.
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			The Dominion need their "aurin" race imo.  :P	
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The Dominion need their "aurin" race imo.   :P
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Updated the thread with explanations of every zone, and the PvP zone concept. There is a map added, as well. 
 
To come: new battleground, map of Isle of Qanas, skills, amps, dungeons, adventures, raids, etc.	
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