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    Raid Idea: Ny'alotha, the Sunken City

    Those of you who have read my speculation posts in the Whispering Forest are in for a continuation.

    Lore can be found here.

    The raid, with a full thirteen bosses, will take place both on Azeroth and in the Emerald Nightmare, at the heart of the Rift of Aln. Defeating the bosses on Azeroth – specifically, in the first half of the raid, The Whispering Deep – will be required before one can obtain the means necessary to enter the Emerald Nightmare. There will be six bosses on Azeroth-side, and seven on the Nightmare-side.

    The Whispering Deep features a dramatic descent underwater as our heroes go deeper and deeper into the darkness. A buff will be cast on all players (”Will of Cenarius”) allowing them to breathe and walk on the lake floor as they would above. Similar to a spiraling staircase, the path down twists and turns along the side of the Whispering Deep, always heading further down.

    Near the surface level, the trash packs consist of Ancient Vile Fin murlocs,who were washed into the Whispering Deep during the ascendancy of Ny'alotha. As a matter of fact, it is revealed that N'Zoth was the original creator of the murloc race, infusing regular fish with his own power to create the perfect servants, not only to serve as aid to the naga but also as his personal servants.

    The first boss of the raid is Mrrdrrd, Son of N'Zoth. Thismurloc sorcerer claims to be the offspring of N'Zoth and a murloc female. While his abilities seem far beyond what a normal murloc would accomplish, could this possibly be true? No matter what the stories say; the champion of all murlocs stand before you. Can you face him?


    The deeper you go, the darker it gets. You realize that there are voices coming from deep below, a sound that you only thought were ripples in the water and the wind, above the surface. We now begin to see traces of the ancient Ny'alothans, who were brought back into Azeroth in unliving by the Old God. The Ny'alothan Shadowsworn command packs of Ancient Vile Fins, as well as other horrifying creatures of the depths. Great sharks known as Deathjaws that seemingly fly overhead are one of the most considerable threats in this upper level of the raid.

    Furtherdown, you meet Archmage Maerlis,a half-elf, half-Faceless one that is amassing the Shadowsworn for an attack on the surface. Her spells are known to have world-changing effects, being capable of not only altering reality but the natural flow of time. She is strong enough to take you on... but can you find a weakness? Or will you succumb to the power of the depths?

    It becomes hard to breathe as you press on, further below ground. Not even the murlocs dare to go this close to The One in the Deeps. Before you, the path leads into the earth – but is blocked by a metal gate, reinforced with a blood-red material. To your left there is another cave, certain to hold another enemy, and out in the wide open waters of the lake you see something, in the darkness. Your path diverges, and you must travel down both roads to pass.


    Infront of the gate, there are packs of Nyalothan Sharpshooters, wielding chained harpoons. Upon defeat, they drop these harpoons,which are used to reach one of the bosses. In the waters between youand the boss Deathjaw Riders float about, minding their own business. If you can bring one down to the raid and defeat the rider, enough deathjaw combat mounts willbe provided for the entire raid. Combat mounts function as shapeshifts, essentially, except that the new model is simply yourself sitting on the back of a giant shark. So, yes, this will be a battle in three dimensions, similar to Malygos P3, with the difference that players will still have their own spells and such – hopefully not as confusing.

    The horror in the water is none other than Lanceroth Shadowspeaker, the druid mostly in charge of the ascendancy of Ny'alotha. His new form – a horror of tentacles, jaws and eyes – is a mockery of N'Zoth's own form, but the appearance is not the only thing Lanceroth has been granted by his new master. Darkness is a frightening thing, and Lanceroth has utter control over it.

    Going into the cave instead leads you into a gauntlet-esque event withlarge hordes of Ny'alothan Pawns – beastly animals that come in all shapes and sizes. They are the reanimated spirits of the Bloodbath's victims, once again brought in to servetheir corrupted master. The gauntlet ends as you emerge in a pocket of air, where the last boss of the upper tier awaits you.


    Guinevara, the Black Goat with Seven Eyes is a being of gargantuan proportions. Once an entire council of archmages and druids, most of which responsible for opening the portal into the Emerald Dream, this creature is a chimera, holding all of their powers at her disposal. She has created a dark forest down here, a forest of shadows and mystery, which is where she lurks.The voices behind her own cry for escape, for salvation, but Guinevara listens to none.

    Defeating both Guinevara and Lanceroth unlocks the Bloodstone Gate leading further down into the Whispering Deep, and puts you one step closer to the Emerald Nightmare, but beware. Nothing can live at the bottom of the ocean. Nothing lives. Not even light. Not even death. As you come closer to the gateway, the barriers between the two realms become fragile.

    A part of the Emerald Nightmare has manifested inside the Bloodstone Gate, and you must face The Hand of Darkness, a group of chosen Ny'alothans that were empowered to become N'Zoth's warriors, the champions of his army on Azeroth. While they are not bosses, they present a challenge worthy of one.


    The last chamber before the gateway to the Emerald Nightmare holds their leader, N'Zoth's true prince and perhaps his favored one: Arathuras Blackwhisperer, wielding the legendary blade Archanabir. He truly commands the shadow and the creatures of the Emerald Nightmare, capable of amassing armies by simply willing them into existence. Also appearing throughout the encounter is The Lady of the Deep, who will assist Arathuras against the interlopers. The two of them must be kept separate from each other; otherwise, they are invincible. (Note, however, that you can still see them perfectly fine.)


    The final event of Azeroth-side will change slightly depending on how you finished the Arathuras battle. If you defeated the Lady of the Deep, she will assist you in the final battle. If not, she will fight alongside the boss, which will not be pleasing. The boss is definitely ”easier” to defeat with theLady's assistance, which can only be earned if you purposefully made the Arathuras encounter harder by focusing on her first. You're given a choice here, players: Will the toughest battle of the raid be the sixth boss, or the seventh? Arathuras favors Melee DPS, while thelast boss favors Ranged. Your choice.


    You emerge again into the open water once more, at the very bottom of the Whispering Deep. The voices have become louder and louder; now, you have reached their source. You enter onto a circular field, coveredin a fog of darkness that obscures your vision. You hear N'Zoth speak directly to you... and the Avatar of the Drowned God emerges. Tentacles burst out of the ground, and dangerous pitfalls into the maw of the beast open up below. The Avatar itself, merely twice the size of a player character and dwarfed by the tentacles around it, runs at great speed between the pitfalls, aiming to decimate the raidas fast as it can. To compensate for the increased raid size, pitfalls will open less frequently in 25-man.


    Once the Avatar is defeated, the Lady of the Deep is destroyed, and it is from her that you loot Zan'Gral, Sigul of the Dead Light – the key into the Emerald Nightmare. Behold, an outsider comes to Ny'alotha!

    The second half of the raid is only accessible after you've defeated the Avatar of the Drowned God, and defeated the Lady of the Deep at some point during the raid. If you defeated the Lady of the Deep during the Arathuras encounter, she reappears after the Avatar is defeated and offers you Zan'Gral. Otherwise, she simply offers it to you. The Lady is never actually killed – after her defeat, she simply returns to her slumber in the lake. Zan'Gral, Sigul of the Dead Light is a key, a key that can be used from anywhere in the raid. When used, it summons the Lady of the Deep, who brings you through the dark gateway at the bottom of the lake, into the very heart of the Emerald Nightmare.

    Map of Ny'alotha

    Ny'alotha,the Sunken City is the second half of the raid, which for the first time allows players to freely move through the Emerald Dream and approach the Nightmare at its core. The city itself, as well as the floating rock that itsits upon, which N'Zoth rests within, is at the heart of the Emerald Nightmare, known as the Rift of Aln. With the Avatar – the Old God's physical embodiment, so to say – the heroes have struck a critical blow against it, and now have a chance to finish the job.


    Similar to the Firelands, the first four bosses can be attempted and defeatedin any order. The players start at surface level, where the maddened and unliving residents of Ny'alotha still walk their streets, desperately looking for a way to please their master... or to escapehis grasps.


    The trash on the ground level consists mostly of, as one would expect, unliving Ny'alothans.Among them you will also find the Shapeless, a vaguely humanoid species with very, very loosely defined features.They are the mold from which all Old Gods shaped their servants –the Faceless Ones are the most prominent example – and N'Zoth continuously creates new Shapeless in Ny'alotha.


    You arrive outside the city proper, where a Highborne-esque (think Silvermoon) gate leads you into the city. While some bosses will be fought outside the city,the events that trigger their spawning occur within city borders. You are immediately met by Belrendar Windspeaker, a former Ny'alothan noble who has somehow managed to resist N'Zoth's corruption, and offers you the quests to take them down. He himself will venture to the House of Fading Flame in the northern part of the city, where he will await your return. Normath Baitstrangler,once Ny'alothan hunter extraordinaire, has taken up permanent residence in the Lost Lamb Inn (“Where everybody sleeps!”), which is currently managed by his mother, Norma Baitstrangler <Innkeeper>, whosells both food and drinks. A short discussion with Norma revealsthat something is off.


    Normath comes down the stairs, attacking you. The fightitself takes place on two different locations; the first half is inthe Inn, and the second half on the Beastmaster's Den outside thecity. During the first half of the fight, the Inn begins to dissolveand blend with the Den, where you will eventually kill Normath. Going back into the Lost Lamb reveals that Norma is dead, and has been so for a long, long time. Normath holds <The Strangler's Glove>, one of the items necessary to open the Temple of the Forgotten Gods.


    Not far from the Lost Lamb, you find the Shadowspire; a looming tower that reaches far into the Emerald sky above. Going inside triggers a gauntlet event, as the entire inside of the spire is revealed to be a twisting staircase, going upward to reach the top, mirroring your progress into the Whispering Deep. Filled with unliving Ny'alothans as well as corrupted animals and Shapeless, the Shadowspire was where the Ny'alothans took shelter during the “Ascendancy” when their city was plunged into the newly created lake-portal beneath them. As soon as Ny'alotha entered the Emerald Dream, however, it became submerged by water, and every single person in the Shadowspire drowned. This is the nightmare you are forced to relive.


    Countess Bathorien, leader of the Ny'alothan priestesses, stands at the top of the stairs, and yells down to you that “the only way to safety is up”. The Ny'alothans among the trash packs will occasionally comment on their old lives, hoping that they'll be safe from the “Dark One” and that they can go home soon. Some, although appearing fully adult, miss their parents. As you begin rushing up the stairs to Bathorien,the Spire begins to flood from the bottom down. It will be entirely flooded in approximately fifteen minutes, in which the players must reach the top and defeat Bathorien. It is no ordinary water, no; if you're even partially under the surface, you gain a stacking debuff (<Chilling Currents>) which slows you down and inflicts damage over time. Countess Bathorien holds <Necklace of the Blood Countess>. When she's defeated, the water vanishes immediately. Should a player be it, they will fall to their untimely and hilarious death.

    The southern part of the city holds an area more visibly corrupted than the rest of the city, where the will of N'Zoth hasbeen woven together with fel magic. Densely populated with demons of all kinds, and even some mixtures between demons and the unliving Ny'alothans known as felborne, the Shivering Dark is one of the more physically frightening areas in the raid.

    The person behind this demonic ordeal is known as Sharlishien,afelborn warlock whose very presence is enough to corrupt the worldaround him. He was a warlock even before Ny'alotha's ascendancy –an outcast among the Highborne for dabbling with the Legion once more, even after what happened to Zin-Azshari. Even so, Sharlishien continued his studies and his research, and found a way to counteract N'Zoth's influence – but by then, it was too late. The Bloodbath had already started, and the Ascendancy was soon to come. His presence had not gone unnoticed, though.

    In unliving, Sharlishien became N'Zoth's chief warlock-in-residence, responsible for empowering his army of servantsin Ny'alotha. Those who aren't trapped in recurring memories, such as Normath and the unliving of the Shadowspire, become slaves to N'Zothand are eventually sent to the Dark Shivering, where they becomefelborn. Sharlishien has ascended above the normal felborn, and his “essence”, his spirit, so to say, is entirely separate from his body through the use of soul shards. Heroes who try to fight him will be forced to deal with both. Sharlishien awards a <Warlock Brain> when defeated.


    Walkingthe streets of Ny'alotha, apart from the unliving Highbornethemselves, you will occasionally come upon the Shapeless –N'Zoth's footsoldiers which are produced en masse in several locations around the city. Destroying them all causes their overseer to spawn, out for vengeance, in the Ny'alotha Commons. Caretaker Yak-Tor-Anz isa gigantic Shapeless, towering over the heroes by eighteen feet, if not more, and is not happy with their efforts, to say the least.

    Accompanied by a pack of Shapeless, the Caretaker hunts on the streets of Ny'alotha, carelessly mowing down anyone in hispath who isn't a Shapeless, or pushing them aside if they are. Yak-Tor-Anz can clearly be seen above the rooftops of Ny'alotha, andcan therefore easily be found no matter where you are. It quicklybecomes obvious that Yak-Tor-Anz is just as mindless as the othersubjects of N'Zoth's power; the fact that he has maintained someself-consciousness makes it all the more horrifying. Yak-Tor-Anz awards <Ax of the Caretaker> upon defeat.


    The continuation comes in the House of Fading Flame,where you meet with Belrendar. The house, once a place where the lower-ranking Highborne spent their days gambling and participating in other shady activities, now holds <The Flame of Passion> an everlasting flame that manifests every emotion that had once flown through this room. He combines all four items granted by the bossesin the area in the Flame, forming <The King's Sword> that opensup the Court of Thyn'Dalos.


    Inside,you'll find the traitor King himself, and the bloody history of the Ny'alothans is revealed in its full glory. King Thyn'Dalos was not the original leader of Ny'alotha after Dath'Remar's departure, but the one who found the “Outsider” that turned outto be an Avatar of N'Zoth, along with Belrendar. The two of them made a deal, where Thyn'Dalos was promised the throne – but Belrendar's children were to have it after him. Thyn'Dalos convinced the current king to meet with the Outsider, and... the rest is history. The elders of Ny'alotha, the old King included, were ripped from their forms and driven insane, causing the throne to become vacant. Thyn'Dalos, rather high-ranking in the city hierarchy, rose to power,and was eventually the one to make the decision of the Ascendancy. In fighting you, he is joined by other noblemen – the old ruling casteof Ny'alotha. Close to defeat, Thyn'Dalos flees to the Temple of the Forgotten Gods and leaves them all to die, taking <The King's Sword> with him.


    The Temple of the Forgotten Gods was once sealed, butThyn'Dalos's violent intrusion forced it open. That, Belrendarreveals, is the home of N'Zoth in this realm, from where it hascorrupted the Emerald Dream. As you leave the Palace, you arrive in acity in ruin. The buildings of Ny'alotha are in a state of ruin anddecay, and the streets are littered with bodies no matter where yougo. Only two still walk; Mardoth the Mad, who was one of the few whosuspected Thyn'Dalos of being involved in N'Zoth's arrival, and Bercolmion Moonsoother, son of the old king Varindras, who fled the city but was locked outside as the Ascendancy began. (Both of them feature prominently in quests leading up to the raid in the area, with recently uncovered Highborne artifacts surfacing all over Tirisfal Glades and the Plaguelands, as well as further south, but they have never actually appeared in person until now.) The three Highborne will accompany you into the Temple.


    As you enter the Temple, you start hearing someone talk– but it's not N'Zoth, is it? It can't be. It sounds just like a child... The words are unclear. You press on.


    Within the Temple, the Ny'alothan trashpacks have been replaced with a mixture of Faceless Ones and Shapeless Ones, as well as Tormented Memories – ghosts. As the memories die, theywhisper to you, Old God whispers. The main chamber of the temple isdecorated with statues of the kaldorei demi-gods, as well as oneother; a hooded child in robes, raising its arms to the sky. The plaque underneath it has long since been worn out, but you can makeout one word: “Darkness”.


    As the plaque is read, a bed materializes in the middle of the room – a bed standing on end, supported on something that looks an awful lot like living, breathing flesh. A boy is strapped to the mattress with belts, but otherwise appears to be asleep. Suddenly, the spoken words become clear as day:

    “Your king came through here... he escaped into the dream as I have.”
    “He will live until the earth and the sky have become one.”
    “The whispering trees have roots that reach into the darkness.”
    “His voice is in everything... the trees, the mountains, even the ground you stand on.”
    “When I saw the city... it was withered. I still remember when it was beautiful.”
    “Lights, death... nothing is eternal. Only the Dream lives on.”


    and similar. Then:
    “He comes! He comes! You mustescape! Only then will you know peace!”
    The players can barely take a step before the child begins to transform into a horrid creature, only vaguely resemblingits former shape. The bed snaps in half and the belts withdraw, revealing that the child and the lump of flesh the bed was resting on were parts of the same body, and similar fleshy limbs break out from the floor and the walls. You have met Foraunce, the Dreamer, once a Ny'alothan child who had been made unliving by N'Zoth... and pushed the Old God back. Instead of becoming a servant, Foraunce became a weapon. He had seen everything he had ever known wither and die around him, only to be raised as mindless servants in unliving. The boy had nightmares, was living a nightmare, and N'Zoth used him as a tool to spread corruption through the Emerald Dream.


    Defeating Foraunce causes the last remainder of the Nightmare to collapse, destroying the Temple from within. The ground shatters and gives way to another path into the earth, the depths ofthe land, where the heroes must venture to finish the job. With Foraunce's death, the young boy's spirit is set free. He joins you inthe fight against N'Zoth. As it turns out, he is none other than Belrendar's son, thought dead and vanished in the Emerald Nightmare.


    Venturing under the Temple into The Shattered Dark beneath, you follow the footsteps of the mad king, Thyn'Dalos. You hear him ahead of you, speaking to N'Zoth and asking for help and salvation. The Old God of Darkness does not only turn on his former servant, but brutally destroys his mind. The last trash packs of the raid are Whispering Trees, treants formed from the Whispering Forest's wood and N'Zoth's final guardians. As you catch up with Thyn'dalos, he is surrounded by these trees, and savagely beaten down. To put an end to him, Mardoth cuts off his head and hands his crown to Bercolmion. Now that the king is dead, it is time to meet the master.


    Similar to the Yogg-Saron fight in Ulduar, the difficulty of the N'Zoth encounter can be adjusted through theassistance of the four Ny'alothans that aid you. By talking to Mardoth, Bercolmion, Belrendar and Foraunce, you can ask each of them to aid you in the encounter, granting various buffs and the like.


    The very deepest reach of Ny'alotha, the Heart of Darkness, is a room encased in ice. The heroes see fleeting shadows move behind the frozen layers, lumbering movements that hint at something large... something old. As the fight starts, each player is given a buff called Light in the Darkness with ten stacks. Every attack against N'Zoth, The Void That Feasts is subject to an additional “hit” check, using Light in the Darkness asthe modifier. With each stack of the buff, the player is given an additional 10% chance to succeed at this. Almost all of N'Zoth's abilities remove stacks in some way if a character takes the blunt force of it.


    The first part of the encounter switches between two phases; the submerged phase and the breakthrough phase. It startswith a breakthrough phase, with N'Zoth breaking through the ice our heroes stand on and attacks them with void beams and whatnot. Note that a character standing on top of N'Zoth's breakthrough spot will be instantly killed, but are given a few seconds to move out. After some time, N'Zoth returns beneath the ice, and we enter the submerged phase. Gates open on all sides of the Heart, from which heavy adds –Dark Lords of Ny'alotha, to be precise - spawn continuously. Killing a Dark Lord gives it the <Zealotry> debuff, causing itto regenerate ten percent of its health and run into the nearest holein the ice. (A player that falls into an ice-hole takes a massive DoTthat will eventually kill them – Life Grip!) The submerge phase lasts one minute, after which all Dark Lords fade into nothingness and N'Zoth breaks through again.


    When ten Dark Lords have been defeated and run into the iceholes, N'Zoth shatters all of the ice and the players fall into the second level of the fight. (Falling damage is calculated normally, bringing all players down by about 50% of their health) This room is a veritable cluster of darkness and light, with glimmering beacons appearing and disappearing in the shadows. Standing in a beacon (about a 10-foot radius area) grants the character 5 stacks of Light in the Darkness per second, while standing in the darkness (anywhere that isn't a beacon) takes away 10stacks every 4 seconds.) N'Zoth remains in the darkness as a vaguely obscured model, but occasionally breaking into the light to attackthe players within. The players must alternate between fightingN'Zoth and finding a beacon very quickly, or else they will suffer defeat in the darkness.

    When N'Zoth is brought down to 25%, a temporary flash oflight illuminates the room, and shows off the Old God's terrifying-beyond-belief shape. It is revealed that the four surviving Ny'alothans are replicating the ritual of the ancients, preparing to transport Ny'alotha back into Azeroth with the Lady of the Deep's aid. All players gain 20 stacks of Light in the Darkness, which now also increases their damage output by 4% per stack. N'Zoth now starts consuming the light that has broken into the Heart of Darkness from the outside world, causing it to emit chaotic pulses of energy every so often. As the ritual above progresses, more and more beacons appear, and soon the darkness is overtaken by the light.


    The ritual, however, cannot be completed fully withoutall four Ny'alothans on the surface, and thus N'Zoth is not truly defeated unless none of them are asked to join the fight. With one ormore of them missing, N'Zoth's eventual “defeat” releases an indescribable amount of chaotic energy that interrupts the ritual and distorts time itself, reverting the entirety of Ny'alotha to itsprevious state – all of the bosses respawned, all of the lost Highborne still walking its streets – to be challenged again, another day.

    Achievements
    The Whispering Deep

    Kinslayer

    Force Mrrdrrd, Son of N'Zoth to kill 5 Ancient Vile Fin Younglings over the course of the fight.

    (These spawn during the encounter; after being reduced to 0 Health, they instead submit to your will and are considered "friendly". Mrrdrrd's AoE-attacks will affect them as well as you.)


    All The Time You Need

    Defeat Archmage Maerlis while she is affected by Visions of the Future and Visions of the Past.

    (Maerlis creates two zones on the ground that slowly move across the field; Visions of the Future increases her chance to dodge/parry incoming attacks and increases player damage, while Visions of the Past decreases her damage taken and decreases player chance to hit.)


    Together in Death

    Defeat Lanceroth Shadowspeaker and Guinevara in the Whispering Deep within 5 minutes of each other.

    (Truly an accomplishment.)


    The Sword in the Stone

    Defeat Arathuras Blackwhisper on Heroic difficulty with his own blade.

    (Defeating the Lady of the Deep causes Arathuras to drop his sword, allowing any melee-aligned character to wield Archanabir for a short period of time before it dissipates.)


    Death in the Depths

    Defeat the Avatar of the Drowned God in the Whispering Deep without any player falling into a pitfall.

    Ny'alotha, the Sunken City

    Becoming the Beastmaster

    During a single Normath Baitstrangler battle, kill all 4 of his pets within 1 minute of each other.

    (Every 45 seconds after transporting the raid, Normath will summon a pet that fights by his side and provides regeneration)

    The Master's Matricide

    Cause Normath Baitstrider to defeat Norma Baitstrangler.

    (During the first part of the encounter, Normath will fire a <Perfect Arrow> which actually acts as a projectile, and can be dodged by moving out of the way. Being hit by one of these will cause Norma to start running around; a second will kill her outright. Defeating her in this way will cause Normath's lines to change, adopting some of his mother's persona.


    Blood for the Blood Countess

    Kill 5 Ny'alothan Priestesses during a single Countess Bathorien battle.

    (The priestesses are healer-type adds that appear in the upper part of the Shadowspire.)

    Straight to the Top

    Defeat Countess Bathorien in Ny'alotha, the Sunken City without any player being affected by Chilling Currents.

    (DON'T STAND IN THE WATER)


    Dude, Can Handle It

    Defeat Sharlishien while at least half the raid are possessed by the Mind of Sharlishien.

    (During the Sharlishien fight, the warlock will send out a "Soul Shard", a piece of his own soul, that attaches to a player and inflicts large amounts of Shadow damage over time, as well as nourishing the warlock himself.

    Win Here, Win There

    Defeat Sharlishien within 30 seconds of destroying a Mind of Sharlishien.

    (If a Mind of Sharlishien possession (debuff) is removed, it will spawn a "Mind of Sharlishien" add that, when destroyed, will cause Sharlishien to take as well as deal additional damage for thirty seconds. (Interestingly, the buff Sharlishien is granted by this effect is called "Seven Gram Rocks" and can be spellstealed. Having this buff on when Sharlishien dies will immediately cause the player's face to melt off and their body to explode.)


    All Work And No Play

    Defeat Caretaker Yak-Tor-Anz without killing a Shapeless Horror.

    Moral and Ethical Principles

    Defeat Caretaker Yak-Tor-Anz and 8 Shapeless Horrors within 1 minute of each other.

    (There are eight Shapeless Horrors in the fight, all of which are heavy-hitting damage dealers.)


    Never Shake Thy Gory Locks At Me

    Defeat King Thyn'Dalos without letting Belrendar take any damage.

    (All members of the Ruling Caste deal AoE damage upon death.)

    Seize The Throne, Raise the Flags

    Defeat King Thyn'Dalos without killing any other Ny'alothan during the encounter.

    (There are ten of them in total, and all of them are hostile.)


    A Dream Within A Dream

    Defeat Foraunce, the Dreamer while The Outsider is present.

    (The Outsider, N'Zoth's first mortal avatar, is the cause of his nightmares and, by extension, the Emerald Nightmare. He dwells in Foraunce's mind, and emerges when the lump of flesh (a target of its own with absurdly high Health but no damaging abilities of its own) is defeated.

    The Kick Brings You Back

    Defeat Foraunce, the Dreamer within 5 minutes of engaging combat.

    (Yay for speed runs!)


    Gods, You're Such An Icehole

    In Ny'alotha, the Sunken City, kill a Dark Lord of Ny'alotha affected by Zealotry.

    (This buff gives them increased movement speed and will cause them to run to the nearest hole in the ice. Must be DPS'd down hard, and will actually prolong the fight if killed)


    Into the Hungering Void

    Defeat N'Zoth, The Void That Hungers with three or less Ny'alothan Guides present.

    Two Walk The Path

    Defeat N'Zoth, The Void That Hungers with two or less Ny'alothan Guides present.

    Enemy of the Void

    Defeat N'Zoth, The Void That Hungers with one or less Ny'alothan Guides present.

    The Path of Chaos

    Defeat N'Zoth, The Void That Hungers with no Ny'alothan Guides present.
    Last edited by Umbra; 2011-07-25 at 05:48 PM. Reason: Part the Second added.

    You ask for more? Then come, traveler, to the Whispering Deep, where only the mad walk.
    Raid Idea: The Whispering Deep and Ny'alotha

    Quote Originally Posted by Ihnasir View Post
    Umbra - you are a god.

  2. #2
    Thats pretty... cool. Really nice idea, cata badly needs underwater raid.

  3. #3
    Maybe add some Shapeless? Those Play-doh guys from the Cata Artwork.
    Too often, we are mistaken for druidic types. perhaps that's true for some shaman, but do not let yourself be plagued by the ignorant belief that we are always peaceful.
    Nothing about what I do is harmonious. I command the elements to my will. There is nothing offered in return. I would have it no other way.


    Never assume an ogre's stupid, that's when they'll get you.

  4. #4
    Mrrdrrd, Son of N'Zoth
    Where's the vowels? XD Kidding, of course!

    I really like the idea..Blizzard scrapped the 5 man dungeon that was supposed to go along with the Neptulon theme (I think they scrapped it, at least D and I would love an underwater theme!

  5. #5
    Quote Originally Posted by Kralljin View Post
    Maybe add some Shapeless? Those Play-doh guys from the Cata Artwork.
    I wasn't aware they existed, actually, but they're perfect as trash for the lower end, between Arathuras and the Avatar. I'll add them properly in the morning, but for now, consider the Shapeless to be in.

    Mrrdrrd is nothing compared to the consonant-chaos of Mmmrrrggglll from Eversong Woods. That said, I hope the theme with the names isn't too subtle.
    Last edited by Umbra; 2011-07-12 at 10:41 PM.

    You ask for more? Then come, traveler, to the Whispering Deep, where only the mad walk.
    Raid Idea: The Whispering Deep and Ny'alotha

    Quote Originally Posted by Ihnasir View Post
    Umbra - you are a god.

  6. #6
    Warchief Whisperawr's Avatar
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    I really like your ideas. I read some of your older posts. But I'm still confused, where is The Whispering Deep located?

    I don't like the fact that the raid will be underwater, but I guess it has to be to go with "the sunken city of Ny'alotha". I do like the darkness of it, though.

    Quote Originally Posted by Kralljin View Post
    Maybe add some Shapeless? Those Play-doh guys from the Cata Artwork.
    Also, http://www.wowwiki.com/Sea_hag this is interesting concept art as well, although the Lore on wikipedia doesn't match up with this D:

  7. #7
    Quote Originally Posted by Whisperawr View Post
    I really like your ideas. I read some of your older posts. But I'm still confused, where is The Whispering Deep located?

    I don't like the fact that the raid will be underwater, but I guess it has to be to go with "the sunken city of Ny'alotha". I do like the darkness of it, though.
    http://www.wowpedia.org/Tirisfal_Glades#Maps_and_subregions

    You see that big lake on the western end, northwest of Deathknell? There you go, former site of Ny'alotha and current site of The Whispering Deep.

    The underwater-ness is more cosmetic than anything else. The deathjaws would actually be flying mobs, and the fight against Lanceroth is in mid-air. It's not a Vashj'ir 2.0 - it just looks like it.

    EDIT: While I like the idea of sea hags/harridans, their lore doesn't really fit with the Old God story. The Lady of the Deep would probably end up looking similar to one, though.

    You ask for more? Then come, traveler, to the Whispering Deep, where only the mad walk.
    Raid Idea: The Whispering Deep and Ny'alotha

    Quote Originally Posted by Ihnasir View Post
    Umbra - you are a god.

  8. #8
    Mechagnome Aemos's Avatar
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    We all love OL' GODS bra!

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    Warchief Whisperawr's Avatar
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    Quote Originally Posted by Umbra View Post
    http://www.wowpedia.org/Tirisfal_Glades#Maps_and_subregions

    You see that big lake on the western end, northwest of Deathknell? There you go, former site of Ny'alotha and current site of The Whispering Deep.

    The underwater-ness is more cosmetic than anything else. The deathjaws would actually be flying mobs, and the fight against Lanceroth is in mid-air. It's not a Vashj'ir 2.0 - it just looks like it.
    O_O has that lake always been there?

    And not dissing Vashj'ir. I loved Vashj'ir quests (I didn't think I would, but after I finished it I loved it). I just don't think raiding in that scenario would be so cool :\ I also don't think raidingin like a Throne of the Tides scenario would be cool either, but I don't know what I want hahaha

  10. #10
    Quote Originally Posted by Umbra View Post
    http://www.wowpedia.org/Tirisfal_Glades#Maps_and_subregions

    You see that big lake on the western end, northwest of Deathknell? There you go, former site of Ny'alotha and current site of The Whispering Deep.
    The Zone is now called "Whispering Forest", the rest can be figured out by everyone else.
    Too often, we are mistaken for druidic types. perhaps that's true for some shaman, but do not let yourself be plagued by the ignorant belief that we are always peaceful.
    Nothing about what I do is harmonious. I command the elements to my will. There is nothing offered in return. I would have it no other way.


    Never assume an ogre's stupid, that's when they'll get you.

  11. #11
    Quote Originally Posted by Kralljin View Post
    The Zone is now called "Whispering Forest", the rest can be figured out by everyone else.
    I was aware, but if there's one thing I've learned from my years on the internet: Never assume anything.

    The lake was added either in 4.1 or 4.2, I believe. It's very recent, as is many other additions in that area. They're probably going to do something with it in a future content patch; this is just my take on crafting lore.

    You ask for more? Then come, traveler, to the Whispering Deep, where only the mad walk.
    Raid Idea: The Whispering Deep and Ny'alotha

    Quote Originally Posted by Ihnasir View Post
    Umbra - you are a god.

  12. #12
    Warchief Whisperawr's Avatar
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    Quote Originally Posted by Umbra View Post
    I was aware, but if there's one thing I've learned from my years on the internet: Never assume anything.

    The lake was added either in 4.1 or 4.2, I believe. It's very recent, as is many other additions in that area. They're probably going to do something with it in a future content patch; this is just my take on crafting lore.
    I love it when people go overboard on speculations :P Gives me stuff to look forward to. BUT FALSE HOPES D:

  13. #13
    Field Marshal korrable's Avatar
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    This is pure epicness.

  14. #14
    Quote Originally Posted by Umbra View Post
    I was aware, but if there's one thing I've learned from my years on the internet: Never assume anything.

    The lake was added either in 4.1 or 4.2, I believe. It's very recent, as is many other additions in that area. They're probably going to do something with it in a future content patch; this is just my take on crafting lore.
    It becomes some kind of running gag to add with every Patch something new to this zone since cata.
    Too often, we are mistaken for druidic types. perhaps that's true for some shaman, but do not let yourself be plagued by the ignorant belief that we are always peaceful.
    Nothing about what I do is harmonious. I command the elements to my will. There is nothing offered in return. I would have it no other way.


    Never assume an ogre's stupid, that's when they'll get you.

  15. #15
    I don't see them putting a raid in someone's starting zone though... too easy to camp and gank on a PvP server.

    Everything seems cool so far though!

  16. #16
    Hopefully that means we'll have a raid there eventually, then.

    Or maybe Gallywix will build another Pleasure Palace, who knows.

    EDIT: Lakrin, the Whispering Forest area is hopefully far enough from Deathknell and whatnot that the people who actually are there to raid will try to focus on getting their shiny new epics. Not to mention that I think the Forsaken starting zone employs at least some sort of phasing; the lowest of the low will be spared, to some extent.

    Another problem, though: It will be significantly harder for Alliance players to get there, unless some sort of portal system is set up.
    Last edited by Umbra; 2011-07-12 at 11:10 PM.

    You ask for more? Then come, traveler, to the Whispering Deep, where only the mad walk.
    Raid Idea: The Whispering Deep and Ny'alotha

    Quote Originally Posted by Ihnasir View Post
    Umbra - you are a god.

  17. #17
    Warchief Whisperawr's Avatar
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    Quote Originally Posted by Umbra View Post
    Or maybe Gallywix will build another Pleasure Palace, who knows.
    We can only hope.

  18. #18
    Quote Originally Posted by lopk View Post
    Where's the vowels? XD Kidding, of course!

    I really like the idea..Blizzard scrapped the 5 man dungeon that was supposed to go along with the Neptulon theme (I think they scrapped it, at least D and I would love an underwater theme!
    ever done throne of the tides?

  19. #19
    Sounds good, one of the better fan-made ideas ive read anyway. I see you've either been reading HP lovecraft or playing Alone in the Dark :P

  20. #20
    Warchief Whisperawr's Avatar
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    Quote Originally Posted by Izorish View Post
    ever done throne of the tides?
    I believe he's talking about the Abyssal Maw.

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