There are Bloodsail Mages, Magus, Warlocks and they're pirates.
I guess it's the whole naval theme around them, tattered robes, rope around forearms, tentacles, kind of a treasure map. Cultist pirates! I tell ye land lubber!
It's the whole x marks the spot trope since that map doesn't look like the travelling in-game icon.
Plus, Wow isn't that meta yet.
It wasn't about being meta so much as the path leading to the X.
Generally treasure maps with an X lead you along an otherwise difficult to follow path (usually through the jungle and mountains to the spot where the treasure is buried, or across the sea from landmark to landmark to get to the hidden island).
This map (if we interpret the X as treasure and the map as a continent/island with a smaller landmass to the south) doesn't make much sense. The landmass is right there to the south, clearly within visual range... why would you need a path telling you to go from the bigger island to the smaller one? If the treasure is on the smaller one, of course that's where you need to be. You'd expect it to look more like:
As it is, it looks more like it's showing how to get from the main area to the smaller southern area... which is odd because if it's a normal map, you should be able to just see the other island.
Perhaps they're the ones looking for the hidden treasure.
You may be right, unless.
Well, what if that smaller island isn't there any longer?
We arrive at the spot only to find out that now it's underwater.
Edit: Fine, I'm stretching it here.
They may not be pirates, but at least, judging by those barnacles, they might be cultists of some kind.
Last edited by mmocd80020f614; 2017-08-21 at 06:09 AM.
I mean Kul'Tiras always had problems with Nagas and Pirates in the past, right?
And Nagas are connected with Old Gods, right?
Now all of the sudden, we found data-mined Kul'Tiras robes that have Old Gods patterns over it, right? Barnacles, tentacles, map pieces, rough ropes, quite suspicious, right?
I will take another step now.
A pirate is a person who attacks and robs ships at sea. Judging from those robes, they've got quite enough of action if you catch what I'm saying.
You've got to do what you've got to do to survive, which means, taking trolls and other races to join the Kul'Tiras. Strange, isn't it?
Perhaps that's why they called Jaina back, hmm?
Her once PROUD people, get it? Proudmoore.
Her once proud people turned against one another, some became cultists, other pirates. Those who fled got captured, the Shipwrecked Captives in Legion for example.
How desperate must you be to take a troll, a Zandalari troll by no means as your fellow crewmate?
Suspicious, Pirate Cultists!
Edit:
Too many caves, boring.
https://wow.gamepedia.com/Kul_Tiras
In the Rpg, it says that they did have problems with them. 'Murloc, naga, and pirates that threaten the coasts and vessels of Kul Tiras.
In Kul Tiras, murlocs and naga crawl from the sea to torment sailors and fishermen.'
Settlers from Kul Tiras built a town in Dustwallow Marsh, got destroyed by naga.(Warcraft 3)
'They hate naga, murlocs and pirates for sinking their ships and stealing their resources' (From the RPG)
'Demanding to see proof, they journeyed back to Tidefury Cove to discover it destroyed by Naga. Finding survivors, Jaina recognised them as her countrymen.'
There had been problems in the past.
Also, the Bloodsail Cultist card from Hearthstone might be a hint.
Same patch as N'zoth.
And we know the old God matches the patterns on the robe.
We also know that there's a possibility of Pirate Cultists.
I'm aware Hearthstone isn't canon.
I'm just throwing it out that there might be something out there.
Yeah I know the RPG isn't entirely canon, I mean things like Medan barely got confirmed. Most of their interactions seem quite generalised anyway.
Gadgetzan would be neat as a big city with a big port leading to the islands.
Hopefully, they'll push it even further and drown us in content.
Uldaman, Blackrock depths, Maraudon, Gnomeregan, Deadmines, despite being dungeons, they weren't appealing to players. Most of them were either subterranean or in caves.
Not to mention that they wanted to do Azjol-Nerub but weren't able to handle it. That alone is possibly too big and decided to add it later would frustrate people.
Since you know, spiders and stuff. It'd be like taking the entirety of Northrend, but it's all spiders now.
Would it be as bad as the underwater zones? Nah, but seeing too many of them sounds like a no-no.
And travelling seems inconvenient.
Uh, what? BRD and Deadmines weren't appealing to players? I don't even know what 5-man could be put on the same level as VC, except maybe wailing caverns, which is also a cave.
Various caverns is no different than various forests, or mountains, or hills or plains, or any other zone. Northrend, Pandaria, Draenor and the Broken Isles are all basically just continents with some foresting and some mountainous snowy areas. How are people not sick of that? Travelling is no different than any other environment and I don't see how them not doing AN is somehow a mark against cave environments. There have been plenty of places that were cut from expansions.