Refer to the other two threads before this for reference:
Brainstorming New Areas For The Game
Quick Feedback Poll - New Zone Ideas
Pre-Thoughts
After the Orc Breeding Pits was removed, players lost an area rich in lore and playing in directly to the sort of 'War' situation that had unfolded in the Far East. Additionally, Orc Patrols would no longer be diminished by defeating the instance. The goal for the Prisoner of War Camp was to rectify this injustice to the game by creating an instance that could directly play in again to the 'War' theme, however it would moreso be between the Sunwall and the Orcish Prides and act as a sort of 'bleedover' from their history in the main continent.
The idea for the Prisoner of War Camp is that it is a direct replacement for the Orc Breeding Pits. The zone would house several captured prisoners from the Sunwall faction, and beating the instance can release them so that they can push back encroaching Orc Patrols. At the same time it could help to describe the sort of brutality that the Orcs have been molded into, the concern that 'your a potential spy' from Aeryn, and various other lore tidbits that can be built on.
The instance also have a lot of room to incorporate elements not yet present or very prevalent in game as well, such as the inclusion of enemies making more use of Afflicted class talents, Celestial class talents, Bleed or 'Torture' type of effects, and more.
The Area
This is a straight up candidate for being just a randomly appearing optional dungeon for the player to visit. It could also be a fixed instance that you could learn about - perhaps after encountering a 'Sunwall Spy' in Gates of Morning or just being informed about the Prisoner of War Camp from an NPC.
I figure that the area could sort of look like that shown in the Last Hope Graveyard where you confront Celia in the Mausoleum - except maybe bigger. The instance could have several rows upon rows of rooms to sort of mirror a 'prison cell block'. Unlike in the Mausoleum however, all the doors are locked unless you (or enemies) hit levers to open them. Essentially the levers could perhaps be in 'security centre' type of rooms to open up the cells, along with levers to progress further into the prison.
Outside of the cells could be some other fun areas to explore - maybe there could be a sort of 'interrogation room', 'torturer chamber', a public 'execution area', and maybe 'slave workshops'. Along with the above area could be the 'Prison Overseer Quarters' where the player will find many of the Orcs running the prison along with the boss of the instance in his own 'Prison Warden Office'.
The tileset could probably just look like that of any other 'Fortress dungeon' instance, no real need to change it. The instance itself may be one that should be 'pre-designed' and not randomly generated as well; though it could be randomly generated with vault like 'appendages' added wherever.
Zone Enemies
Obviously this could include any of the regular enemies from the Orc Prides. If desired, a specific Orc Pride - Maybe Grushnak, could be in charge of looking after the Prisoner of War Camp, but I think it could do fine as a multi-pride type of instance or one that stands sort of separate from the rest of the Prides with its own array of Orcs. Generally the zone specific enemies follow a sort of 'tortured' theme with vicious talents or that around a 'No Hope' type of idea. Some thoughts on specific enemies for here:
Overseer - Common Enemy - Normal
Overseers are just the Orcs who look after the prison and enforce order. Essentially they are just regular Orcs, though maybe they could make use of heavy debuff talents that can put the prisoners (or player) out of commission.
Slave Master - Uncommon Enemy - Elite
Slave Masters generally have a bunch of slaves following them, much like the Slavers in the Hidden Compound. Maybe they could use Exotic Weapons like Whips as weapons and give them an assortment of Bleed type talents to inflict on the player.
Broken/Insane Slave/Prisoner - Common Enemy - Normal
Essentially these are just broken slaves/prisoners captured from the Sunwall. They could maybe use some basic magics like Moonlight Ray or Firebeam to harm the player - along with perhaps some melee specific type attacks.
Sunwall Spy - Uncommon Enemy - Elite
Unlike the Slaves, the Sunwall Spy is fully geared and can make use of more of the Sun Paladin/Anorithil talents. They would notably be extremely threatening to take on.
Executioner - Unique
The Executioner, the guy who executes prisoners. A rather grim enemy, I would make him a Cursed Themed enemy several Cursed talents on hand to make trouble for the player.
Torturer - Unique
The Torturer, the guy who tortures the prisoners. Just as grim as the Executioner, I'd run him as a Doomed Themed enemy with several Doomed talents.
Boss Fight
I figure for the Boss fight that we could have the Prison Warden. Unlike with many other suggestions, I actually had an idea of what he could look like:
Prison Warden - Boss
He's the Boss of the instance. He has access to Spell/Nightfall talents, Dark Empathy, Impending Doom, and Frostdusk. He would also have Celestial/Star Fury Talents, Totality, Circle of Shifting Shadows, and Hymn of Moonlight at his disposal. Essentially, he's a enemy with a slew of Dark Spells to throw at you.
Overall, this guy would spawn in his own little vault at the end of the instance, maybe surrounded by some Overseers.
The Lore
I figure the Lore could perhaps sort of be like that of the old Orc Breeding pits with a sort of flair to describe the heinous acts being done, perhaps a sort of overview of spy relations on the Sunwall, and the Wars brutality on full display.While the Orcs are fairly ruthless, it doesn't mean that they don't take prisoners. Those that they capture from the Sunwall are interned in a permanent camp where the Orcs interrogate them for information. Sometimes the Orcs also make deals with those they capture, converting the former enemies into spies which go back to the Sunwall. Those that they don't kill - accidentally or purposely, or make use of as spies are simply turned into slaves.
The Prisoner of War Camp itself is a maze of cells, pathways, and and security checkpoints designed to make escape difficult. Areas such as the Interrogation Rooms, Torturers Chambers, and Executioner area are located in the middle of the prison, where the cries of those brought there and the actions performed against them echo through the walls.
Unlike other ideas I haven't really thought too much about what type of Lore could exist here though.
Other Thoughts
I figure that defeating the Boss could trigger riots in the prison. Maybe some of the more 'distraught' prisoners could shift to neutral and no longer actively attack the player (unless attacked first). If any less player hostile prisoners exist in the instance, maybe they could ally to the player and go hostile to the Orcs and begin to overthrow their overseers - spreading chaos in the Prison.
The same sort of effect might also apply to killing Slave Masters and Overseers, though just to those under their sway.
Comments & Feedback
I'll note that while I'm still brainstorming quite a bit, I do invite input in making these zone ideas at this point. In many ways I think that the prison could be a sort of 'maze' of prison blocks, forcing the player to navigate his way through until finding the Prison Warden and killing him. Perhaps it could serve as another 'gauntlet' type of challenge - some feedback on what players might prefer could do well.