As we are designing our own Hearthstone year, should we be designing our sets as if Year of the Mammoth will rotate to Wild? Theoretically, if this was real, Un'Goro, KotFT and K&C would all rotate out when the first set of our custom year releases. Having this line of thinking could actually change the way competitors will design their sets pretty significantly (most of them anyway).
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Click the image to go to my custom Time Traveler class.
Are we allowed to add cards to the Classic set to replace the ones rotated out? Some classes have lost more cards than others (like Mage, for example), and seeing as we're forced to rotate three cards, I think having this option could be interesting.
Also I'd like to point out that rotating cards from the Basic set seems like a bad idea, which would make the new/F2P player experience worse, kinda like how they overnerfed the Warrior set.
None of the other mods appear to be on, so I'll give my thoughts on this. This may be subject to change!
I would say that if you do offer replacement cards for the Classic/Basic set, you should only do so for the cards that you remove. Don't come up with replacements for cards like Ice Lance, Sylvanas Windrunner or Azure Drake - that's Blizzard's job.
I'd also say that, personally, I think any replacement should be a card of the same rarity (with Basic cards being treated as Common for this purpose), and naturally one of the same class. I wouldn't expect Blizzard to replace Power Overwhelming with Call of the Wild, that'd be silly.
Rotating cards from the Basic set isn't a problem if you replace them immediately, of course =P
When you say "the future has been mangled", do you mean the year AFTER the Year of the Raven or the Year of the Raven itself?
When we came up with the idea, our interpretation was that this was some imaginary Year that has yet to exist. So not the Year of the Raven getting re-done.
As we are designing our own Hearthstone year, should we be designing our sets as if Year of the Mammoth will rotate to Wild? Theoretically, if this was real, Un'Goro, KotFT and K&C would all rotate out when the first set of our custom year releases. Having this line of thinking could actually change the way competitors will design their sets pretty significantly (most of them anyway).
While we hadn't specifically considered this Year you're creating to be the direct next Year after the Year of the Raven, it wouldn't be inaccurate to create your Year this way - the Year of the Mammoth will have rotated no matter if your Year is the next one or the one 10 Years after that.
If you're looking for something more specific, I'd say if you want to design the direct next Year, and feel it's important to mention that, go ahead! Otherwise, in general, yes, all the cards from the Year of the Mammoth can be assumed to be Wild for your Year.
So much for medium sized competitions huh? 45 cards per phase?! I hate you guys and I love you guys.. I know that I will never have enough time for this, but having to do a full Hearthstone year got me brainstorming for ideas already. I couldnt even sleep last night because I couldnt stop my brain from making up ideas for this comp.
I really cant believe I am actually going to say this, but I think I am going to participate. This will be my death. I hope you at least attend to my funeral mods, you murderers. Look my girlfriend and my mother in the eyes and say the Year Creation Competition is what got me killed. Assholes.
Looks like someone needs a hug! Hugs
Don't worry! Each phase will last 3 weeks according to the schedule there (which is longer than any phase we had in any big comp), and you can team up with other people to get help undertaking such a big task! So you'll have plenty of time! Also, tell your girlfriend and mother I said hi and that I'm so sorry for their loss.
I made a really quick draft for the first phase, just an idea of what the year would be called and which cards I'm likely to send to oblivion Wild, and I'd like to generate some discussion on whether I made the right choices (also if the icon is actually as good as I think and if it justifies choosing a somewhat "plain" animal).
That is, of course, assuming I'm going to take part in this, which I probably will 'cus I'm finally going on vacation about two to three weeks from now. Now let's cut the crap and get on to what matters.
THE YEAR OF THE SHARK
My idea here was to establish a cycle: first comes an aquatic beast (like the Kraken), then a terrestrial one (Mammoth), and finally, a flying one (Raven).
Since this would come right after the Year of the Raven, it would have to be an aquatic animal, and seeing as we haven't gotten a reptile as of yet, I thought, at first, it should be the Year of the Hydra.
However, I didn't wanna start a trend of marine monsters, so I changed my mind and went with the Year of the Shark. I think it's fine to use a fish this time around, since the Year of the Kraken is represented by a squid-like monster, not the kind more akin to fish we see depicted in North Sea Kraken. This and I found this sweet icon that I think fits in really well with the art style of previous years.
This card is everything a low-cost minion shouldn't be: it's hard to remove, as it has the best possible statline for its cost, and it can easily snowball out of control if left unchecked. I've always hated this card, even before it's version on steroids was printed for Shaman and created one of the worst, most stale metas the game's ever had. Anyone who ever faced a Mana Wyrm, Coin, Mana Wyrm on turn one probably hates it as well. Time to say goodbye to this piece of shitty design.
It serves an entire different purporse whatsoever, but it's a Common on the same mana slot and provides the class with survivability after they lost their best defensive spell, Ice Block.
It's either this or Battle Rage. Both cards are very powerful draw engines, but Divine Favor can turn the tide of a game from what would seem like certain defeat. I just have to figure out which one will make things easier for me when I have to design cards for the future expansions.
A low cost, reasonably powerful card to make Pally's Classic set a little bit less worse. There really aren't that many Rare cards which I think would be a fitting replacement for Divine Favor, so I guess this one will have to do.
Another overstated 1-drop. I actually don't think this one is as much a problem as Mana Wyrm, but I'm struggling to decide which card I should rotate, and this seems like a fine candidate. Zoo pretty much never dies because of how powerful the Warlock Hero Power is. On top of that, the class also happens to have the best 1-drops to support that kind of strategy. I don't think Hall of Faming Flame Imp will kill Zoo, nor do I want that to happen, but seeing how Blizzard has justified rotating cards based on how much play they see before, I think this is an acceptable decision.
I don't think it would hurt to have either of those two moved to Classic. They're both pretty good, but fair cards and have seen similar amount of play in their time as Flame Imp has, proportionally.
I thought about rotating some other cards (namely, Gadgetzan Auctioneer, Mind Control Tech, Doomsayer, Frothing Berserker, even Preparation) but ultimately decided to leave them be for various reasons. That might change as I'm still not sure about Flame Imp.
The showcase cards will come later.
EDIT: I thought of using my expansion, currently in the making, as the second or third set in the year, as I plan to introduce some combo cards with it that might not be suitable for two years of Standard.
For the first one (aka the weakest), I thought of going with an Arena-themed expansion called BEYOND THUNDERDROME, which would introduce a new keyword called Draft. All the cards would have something to do with the themes of gladiatorial combat, blood sport, some illegal activities behind the scenes (such as the trafficking of wild animals) and the such.
I made a really quick draft for the first phase, just an idea of what the year would be called and which cards I'm likely to send to oblivion Wild, and I'd like to generate some discussion on whether I made the right choices (also if the icon is actually as good as I think and if it justifies choosing a somewhat "plain" animal).
That is, of course, assuming I'm going to take part in this, which I probably will 'cus I'm finally going on vacation about two to three weeks from now. Now let's cut the crap and get on to what matters.
THE YEAR OF THE SHARK
My idea here was to establish a cycle: first comes an aquatic beast (like the Kraken), then a terrestrial one (Mammoth), and finally, a flying one (Raven).
Since this would come right after the Year of the Raven, it would have to be an aquatic animal, and seeing as we haven't gotten a reptile as of yet, I thought, at first, it should be the Year of the Hydra.
However, I didn't wanna start a trend of marine monsters, so I changed my mind and went with the Year of the Shark. I think it's fine to use a fish this time around, since the Year of the Kraken is represented by a squid-like monster, not the kind more akin to fish we see depicted in North Sea Kraken. This and I found this sweet icon that I think fits in really well with the art style of previous years.
This card is everything a low-cost minion shouldn't be: it's hard to remove, as it has the best possible statline for its cost, and it can easily snowball out of control if left unchecked. I've always hated this card, even before it's version on steroids was printed for Shaman and created one of the worst, most stale metas the game's ever had. Anyone who ever faced a Mana Wyrm, Coin, Mana Wyrm on turn one probably hates it as well. Time to say goodbye to this piece of shitty design.
It serves an entire different purporse whatsoever, but it's a Common on the same mana slot and provides the class with survivability after they lost their best defensive spell, Ice Block.
It's either this or Battle Rage. Both cards are very powerful draw engines, but Divine Favor can turn the tide of a game from what would seem like certain defeat. I just have to figure out which one will make things easier for me when I have to design cards for the future expansions.
A low cost, reasonably powerful card to make Pally's Classic set a little bit less worse. There really aren't that many Rare cards which I think would be a fitting replacement for Divine Favor, so I guess this one will have to do.
Another overstated 1-drop. I actually don't think this one is as much a problem as Mana Wyrm, but I'm struggling to decide which card I should rotate, and this seems like a fine candidate. Zoo pretty much never dies because of how powerful the Warlock Hero Power is. On top of that, the class also happens to have the best 1-drops to support that kind of strategy. I don't think Hall of Faming Flame Imp will kill Zoo, nor do I want that to happen, but seeing how Blizzard has justified rotating cards based on how much play they see before, I think this is an acceptable decision.
I don't think it would hurt to have either of those two moved to Classic. They're both pretty good, but fair cards and have seen similar amount of play in their time as Flame Imp has, proportionally.
I thought about rotating some other cards (namely, Gadgetzan Auctioneer, Mind Control Tech, Doomsayer, Frothing Berserker, even Preparation) but ultimately decided to leave them be for various reasons. That might change as I'm still not sure about Flame Imp.
The showcase cards will come later.
EDIT: I thought of using my expansion, currently in the making, as the second or third set in the year, as I plan to introduce some combo cards with it that might not be suitable for two years of Standard.
For the first one (aka the weakest), I thought of going with an Arena-themed expansion called BEYOND THUNDERDROME, which would introduce a new keyword called Draft. All the cards would have something to do with the themes of gladiatorial combat, blood sport, some illegal activities behind the scenes (such as the trafficking of wild animals) and the such.
While i applaud and appreciate the love for Arena, for me personally, this is like the worst way to spice up arena drafting. I have seen similar concepts in the past and they were all bulky and not very good. Not to mention, the amount of wording will severely restrict the design space down the line.
Blizzard's Arena Exclusive cards, as in cards that you can only draft in arena, are a perfect way of goin about it. I understand you cant rly do it this way for purposes of this comp, so you have to do something like Draft keyword, but it just leaves a sour taste in my mouth. Im sorry if im just stepping on your idea from the start, but i felt like mentioning it before you go further, if my opinion is of any interest to you ;-)
I suppose if you would make just a few of these cards as an "experiment" in just one expansion, it could be plausible as something Blizzard would do, so it wouldnt look that weird, dunno.
woo, boy, this is a big one! i think i'll repurpose some cards and concepts from my elemental sundering expansion i'm working on, go with mechs for the second one, and i'll see for the third (probably dragons). i'm also thinking of going with "Year of the Golem".
question: would having three keywords in my first expansion be overkill?
question2: if i make hero cards/quests for my example cards, do the hero power/reward count as tokens?
Just to know, do we have to specify the 3 expansions' name and lore?
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"The flow of time is always cruel... its speed seems different for each person, but no one can change it... A thing that does not change with time is a memory of younger days..."
woo, boy, this is a big one! i think i'll repurpose some cards and concepts from my elemental sundering expansion i'm working on, go with mechs for the second one, and i'll see for the third (probably dragons). i'm also thinking of going with "Year of the Golem".
question: would having three keywords in my first expansion be overkill?
question2: if i make hero cards/quests for my example cards, do the hero power/reward count as tokens?
I can answer one of the questions: Overkill, unless they're connected with each other.
They're not really connected. In a nutshell the expansion has 3 factions (like gagetzan), and each faction has its own keyword.
Just to know, do we have to specify the 3 expansions' name and lore?
The name is always a pretty good idea to specify
The lore is entirely up to yourself to specify, if you don't want to write anything for it, go ahead. If you want to write some backstory for your expansions, go ahead aswell.
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I want a new title, but Flux won't let me have one,
Wow that is a big competition! I think i am going to compete in this but i am planning on making a class for the next class design comp, will there be one at the end of the year again?
I'm curious as to other's approaches with this contest. Are you trying to think up expansions, and then mechanics and an animal that fits (that's mostly what I'm doing atm). Do you have some class themes in mind and are trying to look for an expansion to build around it? Individual card or keyword ideas and building around it? Lore you want to explore?
I'm curious as to other's approaches with this contest. Are you trying to think up expansions, and then mechanics and an animal that fits (that's mostly what I'm doing atm). Do you have some class themes in mind and are trying to look for an expansion to build around it? Individual card or keyword ideas and building around it? Lore you want to explore?
Personally, I’m trying to push a certain archetype for each class. I’ve tried listing out at least one idea for each class. Then building a random backstory that makes some sense. For example, I’m trying to push Wisp Druid. I made three cards to support it in the first expansion and then added another card that “justseemedinteresting” to complete the class.
I came up with an idea for a new keyword, but I'm not sure if its been done already and thus wouldn't be eligible. Can anyone help me with this?
Well, I don't remember seeing anything like it. I'm a bit confused about how it works though. Does it become an active aura - like Enrage (rip) - after a certain number of turns, or is it a one-time effect that activates at the start/end of the turn after the number of turns has passed?
For example, would it be: "Resilience (2): +3 Attack."; or "Resilience (2): Draw 2 cards."
If it's the second option, could it activate multiple times? So every 2 turns, you draw 2 cards (in that example, ignoring balancing)?
I came up with an idea for a new keyword, but I'm not sure if its been done already and thus wouldn't be eligible. Can anyone help me with this?
Well, I don't remember seeing anything like it. I'm a bit confused about how it works though. Does it become an active aura - like Enrage (rip) - after a certain number of turns, or is it a one-time effect that activates at the start/end of the turn after the number of turns has passed?
For example, would it be: "Resilience (2): +3 Attack."; or "Resilience (2): Draw 2 cards."
If it's the second option, could it activate multiple times? So every 2 turns, you draw 2 cards (in that example, ignoring balancing)?
I was thinking it would work along the lines of Stasis Dragon. A one-time effect that triggers after a certain amount of your turns. Not sure what the best way to word it is. One of the legendary minions that will use it has Resilience (2): Give all friendly minions Divine Shield. So, if she is alive after two of your turns, the Resilience will trigger. It won't re-trigger two turns after that though.
So, I have a question: Does the replacement for HoF cards NEED to be corresponding? For example: I HoF out a Neutral Legendary and a Priest Epic card. Do I have to replace them with a Neutral Legendary and Priest Epic or can i just rotated in a Priest Legendary and a Neutral Epic?
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Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Is there any reptilian(or something like that) race in WoW universe? If yes, is there any place where it appears mostly?(like pandarens and Pandaria) If no(to any of these questions), can i make an expansion which isn't provided by lore?
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I have a question.
As we are designing our own Hearthstone year, should we be designing our sets as if Year of the Mammoth will rotate to Wild? Theoretically, if this was real, Un'Goro, KotFT and K&C would all rotate out when the first set of our custom year releases. Having this line of thinking could actually change the way competitors will design their sets pretty significantly (most of them anyway).
Click the image to go to my custom Time Traveler class.
None of the other mods appear to be on, so I'll give my thoughts on this. This may be subject to change!
I would say that if you do offer replacement cards for the Classic/Basic set, you should only do so for the cards that you remove. Don't come up with replacements for cards like Ice Lance, Sylvanas Windrunner or Azure Drake - that's Blizzard's job.
I'd also say that, personally, I think any replacement should be a card of the same rarity (with Basic cards being treated as Common for this purpose), and naturally one of the same class. I wouldn't expect Blizzard to replace Power Overwhelming with Call of the Wild, that'd be silly.
Rotating cards from the Basic set isn't a problem if you replace them immediately, of course =P
You can find me here! Good luck everyone!
When we came up with the idea, our interpretation was that this was some imaginary Year that has yet to exist. So not the Year of the Raven getting re-done.
While we hadn't specifically considered this Year you're creating to be the direct next Year after the Year of the Raven, it wouldn't be inaccurate to create your Year this way - the Year of the Mammoth will have rotated no matter if your Year is the next one or the one 10 Years after that.
If you're looking for something more specific, I'd say if you want to design the direct next Year, and feel it's important to mention that, go ahead! Otherwise, in general, yes, all the cards from the Year of the Mammoth can be assumed to be Wild for your Year.
You can find me here! Good luck everyone!
Looks like someone needs a hug! Hugs
Don't worry! Each phase will last 3 weeks according to the schedule there (which is longer than any phase we had in any big comp), and you can team up with other people to get help undertaking such a big task! So you'll have plenty of time! Also, tell your girlfriend and mother I said hi and that I'm so sorry for their loss.
I made a really quick draft for the first phase, just an idea of what the year would be called and which cards I'm likely to send to
oblivionWild, and I'd like to generate some discussion on whether I made the right choices (also if the icon is actually as good as I think and if it justifies choosing a somewhat "plain" animal).That is, of course, assuming I'm going to take part in this, which I probably will 'cus I'm finally going on vacation about two to three weeks from now. Now let's cut the crap and get on to what matters.
THE YEAR OF THE SHARK
My idea here was to establish a cycle: first comes an aquatic beast (like the Kraken), then a terrestrial one (Mammoth), and finally, a flying one (Raven).
Since this would come right after the Year of the Raven, it would have to be an aquatic animal, and seeing as we haven't gotten a reptile as of yet, I thought, at first, it should be the Year of the Hydra.
However, I didn't wanna start a trend of marine monsters, so I changed my mind and went with the Year of the Shark. I think it's fine to use a fish this time around, since the Year of the Kraken is represented by a squid-like monster, not the kind more akin to fish we see depicted in North Sea Kraken. This and I found this sweet icon that I think fits in really well with the art style of previous years.
HALL OF FAME
Mana Wyrm
This card is everything a low-cost minion shouldn't be: it's hard to remove, as it has the best possible statline for its cost, and it can easily snowball out of control if left unchecked. I've always hated this card, even before it's version on steroids was printed for Shaman and created one of the worst, most stale metas the game's ever had. Anyone who ever faced a Mana Wyrm, Coin, Mana Wyrm on turn one probably hates it as well. Time to say goodbye to this piece of shitty design.
Replacement: Arcane Artificer
It serves an entire different purporse whatsoever, but it's a Common on the same mana slot and provides the class with survivability after they lost their best defensive spell, Ice Block.
Divine Favor
It's either this or Battle Rage. Both cards are very powerful draw engines, but Divine Favor can turn the tide of a game from what would seem like certain defeat. I just have to figure out which one will make things easier for me when I have to design cards for the future expansions.
Replacement: Unidentified Maul
A low cost, reasonably powerful card to make Pally's Classic set a little bit less worse. There really aren't that many Rare cards which I think would be a fitting replacement for Divine Favor, so I guess this one will have to do.
Flame Imp
Another overstated 1-drop. I actually don't think this one is as much a problem as Mana Wyrm, but I'm struggling to decide which card I should rotate, and this seems like a fine candidate. Zoo pretty much never dies because of how powerful the Warlock Hero Power is. On top of that, the class also happens to have the best 1-drops to support that kind of strategy. I don't think Hall of Faming Flame Imp will kill Zoo, nor do I want that to happen, but seeing how Blizzard has justified rotating cards based on how much play they see before, I think this is an acceptable decision.
Replacement: Dark Peddler or Darkbomb
I don't think it would hurt to have either of those two moved to Classic. They're both pretty good, but fair cards and have seen similar amount of play in their time as Flame Imp has, proportionally.
I thought about rotating some other cards (namely, Gadgetzan Auctioneer, Mind Control Tech, Doomsayer, Frothing Berserker, even Preparation) but ultimately decided to leave them be for various reasons. That might change as I'm still not sure about Flame Imp.
The showcase cards will come later.
EDIT: I thought of using my expansion, currently in the making, as the second or third set in the year, as I plan to introduce some combo cards with it that might not be suitable for two years of Standard.
For the first one (aka the weakest), I thought of going with an Arena-themed expansion called BEYOND THUNDERDROME, which would introduce a new keyword called Draft. All the cards would have something to do with the themes of gladiatorial combat, blood sport, some illegal activities behind the scenes (such as the trafficking of wild animals) and the such.
While i applaud and appreciate the love for Arena, for me personally, this is like the worst way to spice up arena drafting. I have seen similar concepts in the past and they were all bulky and not very good. Not to mention, the amount of wording will severely restrict the design space down the line.
Blizzard's Arena Exclusive cards, as in cards that you can only draft in arena, are a perfect way of goin about it. I understand you cant rly do it this way for purposes of this comp, so you have to do something like Draft keyword, but it just leaves a sour taste in my mouth. Im sorry if im just stepping on your idea from the start, but i felt like mentioning it before you go further, if my opinion is of any interest to you ;-)
I suppose if you would make just a few of these cards as an "experiment" in just one expansion, it could be plausible as something Blizzard would do, so it wouldnt look that weird, dunno.
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woo, boy, this is a big one! i think i'll repurpose some cards and concepts from my elemental sundering expansion i'm working on, go with mechs for the second one, and i'll see for the third (probably dragons). i'm also thinking of going with "Year of the Golem".
question: would having three keywords in my first expansion be overkill?
question2: if i make hero cards/quests for my example cards, do the hero power/reward count as tokens?
Just to know, do we have to specify the 3 expansions' name and lore?
"The flow of time is always cruel... its speed seems different for each person, but no one can change it... A thing that does not change with time is a memory of younger days..."
They're not really connected. In a nutshell the expansion has 3 factions (like gagetzan), and each faction has its own keyword.
The name is always a pretty good idea to specify
The lore is entirely up to yourself to specify, if you don't want to write anything for it, go ahead. If you want to write some backstory for your expansions, go ahead aswell.
I want a new title, but Flux won't let me have one,
Wow that is a big competition! I think i am going to compete in this but i am planning on making a class for the next class design comp, will there be one at the end of the year again?
GOOD luck everyone!!
Yes, Hero Powers and Quest Rewards would count as tokens, and so aren't allowed, unfortunately.
You can find me here! Good luck everyone!
I'm curious as to other's approaches with this contest. Are you trying to think up expansions, and then mechanics and an animal that fits (that's mostly what I'm doing atm). Do you have some class themes in mind and are trying to look for an expansion to build around it? Individual card or keyword ideas and building around it? Lore you want to explore?
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
Personally, I’m trying to push a certain archetype for each class. I’ve tried listing out at least one idea for each class. Then building a random backstory that makes some sense. For example, I’m trying to push Wisp Druid. I made three cards to support it in the first expansion and then added another card that “justseemedinteresting” to complete the class.
Wished to be pink.
Then did.
Then fired myself.
Then did again.
I came up with an idea for a new keyword, but I'm not sure if its been done already and thus wouldn't be eligible. Can anyone help me with this?
Unpopular opinion: Rogue is OP
Well, I don't remember seeing anything like it. I'm a bit confused about how it works though. Does it become an active aura - like Enrage (rip) - after a certain number of turns, or is it a one-time effect that activates at the start/end of the turn after the number of turns has passed?
For example, would it be: "Resilience (2): +3 Attack."; or "Resilience (2): Draw 2 cards."
If it's the second option, could it activate multiple times? So every 2 turns, you draw 2 cards (in that example, ignoring balancing)?
You can find me here! Good luck everyone!
10 July? That seems horribly short to me. Will all phases be like this?
Also are we allowed to re-use the flavor of a past expansion/class? Yes I want to make a cooking themed expansion.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
I was thinking it would work along the lines of Stasis Dragon. A one-time effect that triggers after a certain amount of your turns. Not sure what the best way to word it is. One of the legendary minions that will use it has Resilience (2): Give all friendly minions Divine Shield. So, if she is alive after two of your turns, the Resilience will trigger. It won't re-trigger two turns after that though.
Unpopular opinion: Rogue is OP
So, I have a question: Does the replacement for HoF cards NEED to be corresponding? For example: I HoF out a Neutral Legendary and a Priest Epic card. Do I have to replace them with a Neutral Legendary and Priest Epic or can i just rotated in a Priest Legendary and a Neutral Epic?
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
Is there any reptilian(or something like that) race in WoW universe? If yes, is there any place where it appears mostly?(like pandarens and Pandaria) If no(to any of these questions), can i make an expansion which isn't provided by lore?