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Old 06-28-2012, 08:55 PM
Insane Guy of Doom Insane Guy of Doom is offline

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Default Uldum: How It Should Have Been

The Storm Peaks is widely regarded as one of the best lore zones in the game, and Uldum seemed set to succeed it. It has a fascinating aesthetic, an intriguing story hook (the re-origination device), plenty of unique new characters to explore (the tol'vir, the djinn, Al'Akir...), and even faction bases implying that blood elves and gnomes would be at the center stage for once. Then that was scrapped for a parody of Raiders of the Lost Ark.

Now, the quests in Uldum are fun, but compared to its predecessor nearly everyone here agrees Uldum could have been so much more. I started thinking on what a more lore-themed Uldum would be like, while keeping as much to what Blizzard made as possible. Here's what I came up with:



The zone starts the same as on live, up until you reach Ramkahen. There it branches off into two separate storylines, the tol'vir and the Temple of Uldum, again much like on live. However these are where the changes initially begin.

The Tol'vir:

As a reward for rescuing Prince Nadun, King Phaoris takes the player on a tour of Ramkahen, where he explains the tol'vir's history and their sacred mission to protect Uldum and its secrets from the outside world and especially their ancient enemies, the air elementals. However they have been unable to uphold this duty in recent times, as the Neferset tribe has turned against them.

Phaoris believes that open war with the Neferset would end in mutual destruction, while Prince Nadun insists that they must fight, and return to safeguarding Uldum. He is even more furious after having witnessed their alignment with Al'Akir. The player is given tasks to simply help to tol'vir by Phaoris, and quests to fight the Nerferset by Nadun.

Soon the player is tasked to rescue the nearby settlement of Orsis from the air elementals by Phaoris, furthering showing the war between the tol'vir and Al'Akir. The chain concludes with a showdown against Grand Vizier Ertan, who says that Orsis is a warning against the tol'vir who refuse to side with the Twilight's Hammer and air elementals. Nadun argues after the fact that this is the last straw and that the Nerfeset must be stopped, but Phaoris is still afraid to risk war.

No longer able to tolerate the Nerfest, Nadun and the player leave by themselves to fight the Nerferset at Vir'naal oasis. After several combat themed quests they encounter General Husam, who claims he is a friend. Husam believes that allying with the air elementals was too much, and now wants to overthrow them and restore peace between the tol'vir tribes. Nadun enthusiastically agrees and the player is given quests to recruit more Neferset to their cause and kill air elementals around the oasis.

Finally the player, Husam, Nadun and the Neferset they have recruited storm the Lost City and battle Siamat, imprisoning him. Husam then reveals that while he despised the air elementals, he despises the Ramkahen just as much. Nadun sacrifices himself, allowing the player to escape at the cost of his own life. Upon being informed of the events that occurred, and Nadun's death, King Phaoris finally declares that the Ramkahen and Orsis shall band together and defeat the Neferset once and for all.

The Mar'at quests follow, which are unchanged up until the battle for Neferset City. Once the army has amassed, scouts note that the city is crawling with air elementals, and a visage of Al'Akir himself appears. Al'Akir explains that he has enslaved the Neferset in the city as vengeance for their betrayal (explaining why there are tol'vir in the Vortex Pinnacle). Things have gotten much more complicated, as now the army will have to deal with both the brainwashed Neferset and Al'Akir's forces.

The player and the Ramkahen army battle their way through Neferset, ultimately facing Dark Pharaoh Tekahn, who is being directly controlled by Al'Akir. A Ramkahen lore keeper activates several titan security devices inside Nerferset, which banish Al'Akir and leave the weakened Dark Paraoh to be finished off.

With Tekahn slain and Nerferset City in the control of the Ramkahen, King Phaoris says the tol'vir may finally return to their true purpose, however there are still the Neferset traitors in the Lost City, and Al'Akir to deal with, leading to breadcrumb quests to the Vortex Pinnacle and Lost City of Tol'vir.

Last edited by Insane Guy of Doom : 06-28-2012 at 09:00 PM.
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  #2  
Old 06-28-2012, 08:56 PM
Insane Guy of Doom Insane Guy of Doom is offline

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(Uldum, post phasing)

The Temple of Uldum:

At Ramkahen the player is contacted by an Explorer's League/Reliquary representative and sent off to their faction's main settlement. Alliance players go to The Cursed Landing, while Horde are sent to Brightblade Point. At their respective base, Harrison Jones/Belloc Brightblade explain that the Explorer's League/Reliquary came here with Brann Bronzebeard, who is searching for an artifact known as "the Coffer of Promise" which is rumored to have the power to destroy Azeroth. Unfortunately, Brann has gone missing and the camp has other issues to deal with.

On the Alliance side, the Cursed Landing has lived up to its name, and many of the inhabitants have been driven mad. Harrison sends to player to try and lift the curse, and while they're successful nothing can be done for those already afflicted. Eventually its concluded that the energy core from the Mac-Diver submarine could be used to quickly kill the cursed gnomes. Queue Gnombliteration.

Brightblade Point isn't fairing any better. Statues which the reliquary were digging up have come to life and are ravaging the camp. To Belloc's dismay, it seems that the only way to stop the statues is to the destroy them and lose whatever knowledge and power which might lay within them. Once their faction town is safe the player and Harrison/Belloc head off in search of Brann.

Horde players travel to small camp near the Cursed Landing, Sungleam Overlook, while the Alliance stays at the Cursed Landing for these quests. The player is sent searching around the outskirts of the Halls of Origination; distressingly, they encounter Twilight Hammer looters. Belloc/Harrison is shocked the learn the Hammer has reached Uldum despite the player's work to stop them in Deepholme, and theorizes they may be behind Brann's disappearance. After being sent out to kill the looters and gather intelligence, the player finds an abandoned campsite with a message written in a strange language can be found.

Harrison/Belloc can't make heads-or-tails of the message, but the recognize its in Brann's handwriting. A tol'vir who has been staying at the Cursed Landing/Sungleam Overlook asks to see the note and says its written in the tol'vir language. Once translated, the note says that Brann was attacked by the Twilight's Hammer, but has escaped and is now hiding in the Obelisk of the Stars. The player and Harrison/Belloc set out to rescue him.

The player, Harrison/Belloc, and their opposite faction counterpart arrive at the Obelisk and fight. In the battle the three fall and are sent tumbling into the Obelisk's depths where they are surrounded by several stone guardians and a massive titan watcher. She introduces herself as Isiset, the Construct of Magic. Isiset prepares to kill the player, Harrison and Belloc for intruding but Brann appears and says they're friends. He then explains what he's learned and their new mission.

Long ago, a titan named Earthrager Ptah battled against C'thun. While Ptah was killed, it weakened C'thun enough for him to be imprisoned by the Pantheon. The titans buried Ptah, and made his tomb into a weapon known as the Reorigination Device, which would destroy all life on Azeroth should the Old Gods ever escape. Deathwing seeks to use the Reorigination Device for obvious reasons. Fortunately the titans left four watchers, Isiset, Setesh, Rahj and Ammunae to guard the device and furthermore, hid the Coffer of Promise, which activates it, somehwere with Uldum.

The Twilight's Hammer seeks to find the coffer, so they player, Brann, Harrison and Belloc must find it first. With the exception of Brann who she recognizes as "Brann Bronzen", Isiset is weary to trust these outsiders and refuses to explain how they can find the coffer. Through some intuition and Indy-style stunts, the player manages to reactivate the Obelisk, which does not completely win over Isiset but warms her up to them. She says that if they can activate all three obelisks, she and the other watchers will help them find the coffer.

Next, alliance players head to a new camp Brann's Survey, while horde return to Brightblade Point. Harrison/Belloc brief them on their next target, the Obelisk of the Sun. The Twilight's Hammer has set up an airbase around the Obelisk, which they battle through and enter the chamber itself. Inside is Rahj, the Construct of the Sun. Rahj too is weary of everyone but Brann, and they cannot find a way to reactivate the obelisk. Brann claims they'll do whatever they can to show their worth, and Rahj accepts. He will reactivate the obelisk if they can rescue the third construct, Ammunae.

Instead of guarding an obelisk, Ammunae watched over a sacred oasis known as the Cradle of the Ancients, but the Twilight's Hammer made landfall there. They destroyed the oasis, renaming it "The Cradle of Twilight", and have imprisoned Ammunae. They player fights through the the Twilight's Hammer forces, but as their leader dies he taunts that their actions are pointless, as Deathwing himself is coming to Uldum to personally activate the reorigination device. Ammunae breaks free and restores the Cradle of the Ancients to its former glory, while Rahj reactivates the Obelisk of the Sun. There is now only one Obelisk remaining.

Harrison and Belloc are forced to return to report these happenings to the Reliquary/Explorer's League bases, while the player and Brann continue on. They arrive at the Oasis of Vir'sar, which is a small camp of ethereals seeking to collect magic items (and the native pymgies) and unique wares to sell back in the Twisting Nether. While Brann scouts the nearby Obelisk of the Moon, the player helps the ethereals gather items (and pygmies). Brann returns with bad news, there's a large Twilight's Hammer encampment at the entrance to the obelisk, complete with a black dragon guarding it. Fortunately he's devised a plan involving stealth, and a lot of explosives.

Once the Hammer is dealt with, Brann and the player enter the Obelisk of the Moon and meet the final watcher, Setesh, the Construct of Destruction. Unlike the others, Setesh has no desire to help Brann and attempts to kill him. Brann is taken captive by Setesh and the player must complete several challenges inside the Obelisk. Upon their completion, Setesh reveals it was test for the player (and Brann's) resolve. Satisfied, he activates the obelisk and tells Brann and the player to meet him outside.

There the four titanic watchers congratulate Brann and the player, and finally explain the coffer's whereabouts. Its in the Temple of Uldum, protected by a magical barrier, which was removed with the activation of the three obelisks. Brann and the player prepare to ascend the to the temple only to find the Twilight's Hammer has figured out the coffer's location as well.

The ethereals, of all people, are willing to help. They procured several demolishers (they had been planning to sell them as luxury vehicles) and allow the player to use them to rain flaming boulders upon the Twilight forces. Once their numbers are depleted, Brann and the Player fight their way through the surviving cultists to the Temple.

However they arrive to find Deathwing, in human form, has already beaten them there. He binds the player and Brann to the ground and says they may watch as he claims the coffer and uses it to destroy the world. But when Deathwing reaches out to grab it, the coffer sends out a beam of energy blasting him back. An automated voice from the coffer explains it is designed so that those who are corrupted by the Old Gods cannot touch it. In his fury, Deathwing transforms into his dragon form and says that if he cannot have the coffer, he will destroy so it cannot be used against him.

Brann tells the player to get inside the coffer, having a hunch and Deathwing gloats that it cannot protect you from his fury. The player and Brann get inside and there is a massive explosion. When they emerge, the Temple of Uldum is now a lava-filled crater and Deathwing can be seen flying off in the distance. The coffer however, is unharmed just as Brann predicted.

The Watchers arrive and Brann celebrates that they've done it, but the watchers aren't so enthusiastic. After having seen the destruction Deathwing, a mere servant was capable of, they have decided that the reorigination device should be used. Rahj seizes it from Brann, and Isiset teleports the four to the Halls of Origination. Brann tells the player that they must enter the Halls and stop the watchers from activating the reorigination device, or Azeroth is doomed. (Breadcrumb quest to Halls of Origination).

THE END

Last edited by Insane Guy of Doom : 06-28-2012 at 10:10 PM.
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Old 06-28-2012, 09:33 PM
Falarson Falarson is offline

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Awesome. Needs a little bit of titan watchers (both the pharaoh statues and the gods) and earthen.

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Last edited by Falarson : 06-28-2012 at 09:39 PM.
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Old 06-28-2012, 09:36 PM
Insane Guy of Doom Insane Guy of Doom is offline

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Just wait until you see the rest of the Temple questline, I'm writing it now.
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Old 06-28-2012, 09:38 PM
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The most productive post about Uldum complaints I've seen since joining this site.

I'll try to add what I can later, but I'm just happy to see a thread like this.
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Old 06-28-2012, 09:57 PM
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Nearly anything would be better than what we got. That aside, this was good. However, I will not squeal that this should be canonized.
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Old 06-28-2012, 10:06 PM
Insane Guy of Doom Insane Guy of Doom is offline

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It's done!

Quote:
Originally Posted by Kike-Scott View Post
Awesome. Needs a little bit of titan watchers (both the pharaoh statues and the gods) and earthen.
Now that the temple series is finished, I think you'll find the Titan Watchers to have a very, very big role role. No earthen though, it was getting a bit long already.
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Old 06-28-2012, 10:12 PM
Falarson Falarson is offline

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Love the Ptah and Ethereal bits. Tol'vir should be more involved in the Temple storyline, because of obvious reasons. They never explained why the HoO Tol'vir where hostile (afaik they're not Neferset). Pymgies could have a bigger part too. Maybe you find registers of their evolutionary path and you study them with Bronzebeard.

The earthen bit should come around somewhere, since they were menctioned.
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Old 06-28-2012, 10:19 PM
Insane Guy of Doom Insane Guy of Doom is offline

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Quote:
Originally Posted by Kike-Scott View Post
Love the Ptah and Ethereal bits. Tol'vir should be more involved in the Temple storyline, because of obvious reasons. They never explained why the HoO Tol'vir where hostile (afaik they're not Neferset). Pymgies could have a bigger part too. Maybe you find registers of their evolutionary path and you study them with Bronzebeard.

The earthen bit should come around somewhere, since they were menctioned.
Good ideas! The HoO tol'vir are hostile because they serve the watchers, who want to use the device. Perhaps the obelisks could have some tol'vir servants in them.

Also for the pygmies, maybe when Brann returns from scouting the obelisk he sees the pygmies the player has collected and asks what they are. The ethereal leader says they're future exotic pets and/or exotic cuisine for their clients.

The earthen could also be servants of the watchers, or it could just be said that all of them went to Deepholme.
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Old 06-29-2012, 01:15 AM
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Since Ptah was discovered I had always thought it was a lost chance not to make him the fallen titan (my countless topics on the subject.) If only this was all made cannon.... Not that I am saying that what they did was not fun, but so much lore could have been weaved in.
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Old 06-29-2012, 11:58 AM
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Quote:
Originally Posted by Kike-Scott View Post
OMACRON LISTEN TO IGOD. HE KNOWS HIS SHIT.
I'm not on the WoW team and even if I were I probably wouldn't have any input unless I was on world design.
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Old 06-29-2012, 12:54 PM
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Quote:
Originally Posted by Omacron View Post
I'm not on the WoW team and even if I were I probably wouldn't have any input unless I was on world design.
Just go like "Hey man, check this out. Don't you think this is cool?" to anyone relevant That could help, I guess (?)
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Old 06-29-2012, 12:57 PM
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Let's be real even if they liked the idea there is no way they are going to update the zone. Uldum's time has past.
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Old 06-29-2012, 01:08 PM
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Quote:
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I'm not on the WoW team and even if I were I probably wouldn't have any input unless I was on world design.
All you have to say is "I'll give you a free bag of Cheetos and a Mountain Dew if you read this."
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Old 06-29-2012, 01:12 PM
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Just keep it in mind the next time Blizzard declares they will do a world overhaul.
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Old 06-29-2012, 02:02 PM
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I like IGoD's ideas, but I do not think that one fan should be given that much control over a zone. We already got that (seemingly) and look what happened.
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Old 06-29-2012, 02:51 PM
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Wasnt Ptah just a watcher that died?

Or did i read the dungeon journal wrong
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Old 06-29-2012, 02:53 PM
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Earthrager Ptah just is.
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Old 06-29-2012, 03:08 PM
Insane Guy of Doom Insane Guy of Doom is offline

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Quote:
Originally Posted by neoshadow View Post
Wasnt Ptah just a watcher that died?

Or did i read the dungeon journal wrong
"Outside Earthrager Ptah's tomb, the sand is littered with the bones of the creatures purified by Anhuur. It is said that Ptah can bend these remains to his will and send them against beings who manage to elude the facility's first line of defense."

It doesn't say anything what he is, except that the skeleton thing we're fighting is just a collection of all the dead people in the area being controlled by Ptah's spirit.


Also, the point of this topic was not "Blizzard needs to change Uldum to this" it was meant to be "this is how Uldum should have been in the first place" a what-if scenario of sorts.
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Old 06-29-2012, 03:24 PM
Gurtogg_Bloodboil Gurtogg_Bloodboil is offline

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Brief suggestions of what could have been:

Rajh and Setesh should have had a Thorim-Loken type relationship, battling each other throughout the zone. Choose your side.

Tol’vir needed more cultural flair, even if was just an Ancient Egyptian riff. They were bland as all friggin’ hell and therefore nobody gives a shit about them.

Much, much more Al’Akir needed throughout.
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Old 06-29-2012, 08:44 PM
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Quote:
Originally Posted by Revenant View Post
I like IGoD's ideas, but I do not think that one fan should be given that much control over a zone. We already got that (seemingly) and look what happened.
Uh... what zone is that?
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Old 06-29-2012, 08:47 PM
Insane Guy of Doom Insane Guy of Doom is offline

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He might be referring to Dave Kosak?
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Old 06-29-2012, 08:51 PM
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Quote:
Originally Posted by Insane Guy of Doom View Post
He might be referring to Dave Kosak?
That was the idea. As the lead quest designer, he gets the blame. Is it all/primarily him? I don't know. Seems weird though.

http://tvtropes.org/pmwiki/pmwiki.ph...nningTheAsylum

Not always a bad thing... and that is not to say I dislike your work or the Flintlocke comics... but I have reservations (that count for nothing).
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