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10.2.7
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Goblins - Neutral Race
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Post by
Lusky
This was something I worked on with Sagramor, the general idea is mine, but we worked together and collaborated ideas on all of this. If you really put thought into everything, it could really work! As for class questions, Goblins aren't a faithful people, so that rules out Paladins/Priests/Etc, I'm sure Sagramor or I wouldn't mind answering any questions, and we'd also like to hear about some of your ideas, or additions to this 'theory' too! So feel free to express any comments or ideas!
Faction:
Alliance/Horde
Classes:
Warriors
Rogues
Mages
Warlocks
Hunters
Deathknights
Racial Abilities:
Greedy Mind - Causes all spells to cost 2% less mana, increasing by 1% for every ten levels, 10% max at level 80.
Haggler - Costs of items from vendors is decreased by 5%.
Tinkerer - Engineering skill is increased by 15+.
Mounts:
Steampunk Themed
Go-karts, steam engine
- Although me and Sagramor talked over this probably longer than we should have, we never came to a full conclusion on the races mount. We both agreed it should be steampunk oriented though, and a goatkart seemed like the... coolest/best idea at the time.
Leveling Zones:
In order to fully understand this section, I recommend you using
this
map.
Off the northern coast of Kezan, lies the small island of Ezka, on it is a training camp for the younger Goblins looking to employ themselves in one of the many Goblin-ran companies. This is where your adventure begins, in the training camp, preparing for the trials and tests ahead.
Ezka - 1-6
Easy quests, killing beasts, killing the Murlocs on the shores of the island, collecting things, usual starting area style quests, final quest is killing a Naga leading the Murlocs on that island, which will lead the Goblin off the island and down to Bilgewater Port on Kezan to bring news of the Naga.
Northern Kezan - 6-10
Quests begin to retain a little challenge, Bilgewater Port has it's own troubles with invading Trolls, local beasts , as well as the Murlocs/Naga themselves, so the Goblin is tasked with assisting them. Beginning with being sent into the lush jungle in search of the local animals to thin out for causing trouble along travel routes and whatnot. Then to the Trolls causing trouble, and lessening them. Maybe a chain more, collecting stolen goods from the small village, leading up to killing the leader of the small tribe. Then returning to the port to deal with the Naga/Murloc threat as well, heading to the east coast to deal with some of the Naga/Murlocs, another quest to gather info/plans, and return. Then be sent back to deal with some more elite members and the leader. Once returned and turned in, among other little quests offered in the port, the Goblin adventurer will be sent to Undermine to report the news of the encroaching Naga/Murlocs and Trolls.
Undermine - Capitol City (Goblins) - 10-20
Entered by tunnels, down into the great Undermine, city of the Goblins, ruled by the multiple companies and their gold. The Goblin adventurer is told to find the trade prince Steamwheedle, owner of the Steamwheedle Cartel, and the most powerful of the trade princes. He leads you to three separate chains of quests, one leading to Edj, where the Blackwater Raiders are having a problem with a rogue group of pirates, a small outpost leading a fight against the Trolls south of Undermine in the Kajaro Mountains, and far west to another Goblin outpost on the shore trying to deal with the Naga threat. Throughout the city you'll find other quests among miscellaneous Goblins as well.
Edit: (Sorry, really should have added this) Undermine, much like Shattrath, is a neutral city, along with the island of Kezan, and the adventurer until he chooses a side. So no little Goblin ganking will occur, but the higher players can go crazy with world PvP on the island.
Undermine - The Choice - 20
After returning to Undermine and finishing the chains (in any order), Steamwheedle will commend you for your assistance to Goblin society with some nice items and whatnot, after that he mentions two vying companies fighting for the adventurer's attention after hearing of his deeds. He tells the young adventurer he should look into both of the companies, and make a choice of employment into either, which will bring him to the choice: Alliance or Horde. Both companies have decided to work for only one of the factions, favoring them over the other, and establishing themselves on opposite sides of the city.
After making their decision, the adventurer will be told to go back to Bilgewater Port, where he/she will take a boat to either Ratchet, or Stormwind Harbor depending on their choice (if to Ratchet, the adventurer will be given a free flight to Orgrimmar) where they will go to meet the King/Warchief, as a diplomat for their company.
Edit: As stated by Sagramor, not choosing a side would render the adventurer hostile to both the Alliance and Horde, disabling them from doing any quests for either side, until choosing. Also, after choosing, the Goblin would become the friendly level of reputation with all the races on whatever faction side they choose.
Post by
Dralas
Didn't catch that last part where you had to choose who you sided with. Brilliant idea, just need to make it where if you don't choose sides you can't do quests for any factions. Just to make sure no one exploits that last part.
Post by
Sagramor
Didn't catch that last part where you had to choose who you sided with. Brilliant idea, just need to make it where if you don't choose sides you can't do quests for any factions. Just to make sure no one exploits that last part.
Well, I figure that, while not having chosen between either company the player would be hostile to both Alliance and Horde factions, making it impossible to do any quests.
Post by
Septimus
Maybe in Undermine there could be a few quests about some Goblin Lore, an example being going to hunt for more Kaja'mite.
Post by
386345
This post was from a user who has deleted their account.
Post by
Sagramor
Maybe in Undermine there could be a few quests about some Goblin Lore, an example being going to hunt for more Kaja'mite.
Well, that would be an idea, but all the Kaja'mite's already run out, which is why the Goblin's aren't as smart right now as they once was, even though, they still outdo lots of others.
I like the idea, but one suggestion, when the goblin chooses a side, they will be neutral intead of friendly or whatever, being able to choose sides should come with that small consequence.
I don't really understand what you're saying...do you mean that if a char chooses Horde, he'll be neutral with the Alliance?
Post by
386345
This post was from a user who has deleted their account.
Post by
Sagramor
Well, I think since it's already level 20 when they make the choice, they should start friendly with the factions of the Horde/Alliance, that way they're not so far behind. But, then again, they do have more Undermine rep than the others...so I'm not so sure.
Post by
Lusky
Thanks for answering questions, Sagramor. Just got back from a bookstore, new book and a new magazine (Aion looks amazing).
Anyways, as for the reputation, I didn't think I'd need to add that much detail into it, but if it will make you feel better, buddy...
Post by
Septimus
I know the Kaja'mite has ran out, but what I meant was they could have a sort of quest were a new cavern in Mount Kajaro has been unearthed, and it could be possible that more Kaja'mite might be found in it.
Just one of those explore this place quest. Could possibly lead to kill this and collect this sort of quests. But filled with Goblin lore.
Post by
340634
This post was from a user who has deleted their account.
Post by
Dralas
This idea looks awesome! I would love to roll a goblin.
The only problem I see is the Death Knight part. Personally, I don't really like the idea of it.
Other than that, love the idea. But I have two questions, will Undermine be a sancuary, such as Dalaran/Shatt after you chose a side? And will other races be able to visit Undermine?
Oh, and, where are the go-kart vendors? :3
Well, goblins are just as easily victim to being killed by scourge and raised again as death knights, so any race, including them, can be victim to scourge. Also they are well known for their greed, so they could easily become too greedy and want more power, trading their soul for power and knowing full well of the consequences.
Post by
Sagramor
Yes, other races will be able to visit Undermine, which will function as a sanctuary area, so no PvP. Also, I
think
there would be areas in the Undermine for each company, making it so if you chose the Horde company you wouldn't be able to go to the part of the town that's controlled by the Alliance company, and vice-versa.
Go-kart vendors would be inside the city, of course.
Post by
mgman640
wow this is the first goblin as a neutral race post i've read that wasn't "lulz goblinz should start at 35 in booty bay rolfz0rz" lol good thoughts on it, be neat if it was done, i love the idea of playing as a goblin. One question though, how would this affect trading between Alliance and Horde? What I mean is, would goblins who chose the Horde side be able to interact with ones who have chosen Alliance? and vice versa. Nice idea though, and nice thought put behind it.
Post by
Lusky
No, they wouldn't. They would remain neutral in neutral cities like Undermine and the like, but once out in the world, they are flagged as Horde/Alliance depending on their decision.
Post by
ElfOfSword
But they could talk to each other in Undermine, sharing a language. I have a feeling the Undermine Auction House is going to be one of the most active in the game, just because of this fact. And I can see the goblins making money translating for their friends... Oh my it fits so perfectly to their morals.
However this is the best goblin post i've seen. Let us prosper in the Undermine.
Post by
Patty
Yes, you could have a quest in the Goblin starting zones to earn a "Turbo-language discombobulator 3000x" or something with a wierd gadgety name which makes them able to understand others.
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