Hiya folks! I'm a long time lurker who adores the teams iniative of growing the WoW classic mythos and provide a more immersive experience. I had some ideas for potential quests and i thought to post them, I just hope this is the right place so apologies in advance if not. The thinking was to keep it simple and achievable with a self contained story which could grow further if desired. Im aware of the wonderful tools Turtle WoW supplies however I wanted to feel out if folks liked this before committing time to learning them. I took this mini challenge on largely to learn more about Darkshore, a zone I feel is somewhat scattered but with loads of potential. At the very least this side project got me excited to see what else the team get together. I hope you enjoy what you read and i'm happy to recieve any feedback.
Im calling this questline: The Deep One's Call
Attached is a one-pager that gives a cursory view of content and flow with further details being below:
Im calling this questline: The Deep One's Call
Attached is a one-pager that gives a cursory view of content and flow with further details being below:
![Image](https://i.ibb.co/x6MDvg2/One-Pager.png)
Goals
- Improve Alliance BFD breadcrumbing incentivising the dungeon AND improving dungeon quest discovery
- A closer Alliance centric point of interest to BFD for repairs and travel
- Introduce and build existing Darkshore/Highborne lore with potential to grow further into the old gods mythos
- Improve leveling within Darkshore so players have a smoother transition into Ashenvale with the level curve
Synposis
Four treasure hungry opportunists stumble across the discovery of a lifetime. Will they be able to unearth its secrets or be consumed by them. Players will find themselves learning more about the lost city of Lathar'Lazal and the artifact used for its construct, The Scepter of Tides.
Lore
Ripped directly from the scepter of tides artifact book:
https://www.wowhead.com/classic/quest=9 ... ers-glaive
https://moon-guard.fandom.com/wiki/Highborne_Empire
https://wowpedia.fandom.com/wiki/Blackfathom_Deeps
https://www.wowhead.com/guide/artifact- ... -book-text
Locations
Ransacked camp
I see this as a scattering of tents, campfires and maybe a wagon. It will sit outside the cave to add the environmental storytelling of civility being destroyed.
Trogg Hole
A cave in which the Troggs originate from. This location could provide more context to the Remtravel excavation site or be scrapped. I think a lot could be done with the cave making it a new destination within Darkshore to split its narrow feel and add more interesting spots on the southern side near ashenvale.
https://wowpedia.fandom.com/wiki/Remtra ... Excavation
Sundered Sky Gate
This is where our crew and story primarily take place. Lathar'Lazal is known as the Seat of the sky, so naming it the sundered sky gate suggests something more in the common tongue and connects the threads suggested in the story.
Lathar'Lazal
The mythic city and largely the final destination. Whilst no new location will be needed to be made its heavily suggested that it exists and introduces some mystery.
NPC's
Ashii Lighthand (High elf)
This character largely serves as a quest breadcrumb to the camp but could potentially be something more if devs wanted to grow the story further. Their desposition reads as innocent and excitable, ready to take on any venture laid before them. They also introduce the idea of Highborne having interests in archeology and scattering more elf npc's into the world.
Theo'Emal Lighthand (High elf)
They are flamboyant, excitable, charismatic and driven. Charm and pure luck get them by with a almost con artist like approach. While they mean well its often clear that what they desire remains paramount and this is the thread we pull on. Our goal with this quest is to show their slow corruption in the persuit of ambition. Elf players will naturally find themselves in darkshore so this adds a further intergration of that path AND the highborne influence on azeroth. This also focuses on elven history on a server thats already improving on that lore.
Hank "Tiny" Grimm (Goblin)
They love money and aim to get it via any means necessery. Alliance players will get a chance to interact with a goblin sooner to reinforce the idea of their existance and to understand the vibe of the race being money centric. Un-like Theo they aren't very shy about showing their true intent and act as a cautionary tale of avarice. Their shady nature allows the story to go in many possible directions so theres flexability in this character.
"Giggles" (Gnoll)
Our loveable but intimidating gnoll acting as the muscle for the roaming treasure hunters. I wanted to add an unconventional quest giver that mostly communicated non-verbally for the challenge of descriptive storytelling but also to add more immersion to the players experience. She acts as a guardian to Hank primarily but their loyalty to theo and Ashi has grown. The quests they provide sprinle in a level of innocence but also connect the player with the team on a grounded level. If the questline grew, she would act as our moral compass as they inevitably slip amongst the group.
Gerrig Bonegrip (Existing character) - https://www.wowhead.com/classic/npc=278 ... g-bonegrip
This is a pre-existing quest giver who has ties to the elder gods and the black fathom depths dungeon. Their introduction to the story is to further bolster the elder god stories that exist in WoW as well as prompt the opportunity of grabbing more BFD dungeon quests.
Unique assets vs existing
For this to work we would need camp assets added to the front of an existing un-used ruin within south darkshore acting as the operations base and the main stage. We also would need either a cave added to the eastern mountain line populated by Troggs or some re-designs of the Remtravel's Excavation site. I believe we could use a lot of existing assets to dress up these spots. If there was room for environmental state changes we could do some exciting stuff but ultimately this quest is flexible with most of the work being done via text. Overall these changes provide more context to areas that are somewhat disjointed in their current state (the stone golems, cultists and murlocs).
Quests
Due to my inexperience i've not created the quests in the tool provided (something i can do if theres love for this) but here is the writing for the accept, progress and completion states for each quest listed above. I hope folks can get a taste of the vibe and approach. (Items/rewards still need adding).
Four treasure hungry opportunists stumble across the discovery of a lifetime. Will they be able to unearth its secrets or be consumed by them. Players will find themselves learning more about the lost city of Lathar'Lazal and the artifact used for its construct, The Scepter of Tides.
Lore
Ripped directly from the scepter of tides artifact book:
The questline aims to intergrate highborne lore more heavily into the classic experience whilst also looking at how the twilight hammer comes into play. I also wanted to provide more context as to why such things as "The master's Glaive" exist and what actually was causing the whispers to draw the cult into BFD. With these hints we can suggest there is more to be explored whilst providing a complete storyline.""Of the wonders our queen brought to this world, perhaps none was so great as Lathar'Lazal. As masons constructed the temple, Azshara shaped the waters around it with the Scepter of Tides. She spoke the names of the rivers and the seas, and they moved at her command. Salt water from the roaring ocean and fresh water from the mountain streams trickled to Azshara's side. With the flick of her wrist, the queen partitioned them into great lakes that hugged Lathar'Lazal's sturdy foundation.
""Creatures of all kinds populated these waters, and they were at Azshara's beck and call. Whenever she walked the bridges of Lathar'Lazal, nearby schools of exotic fish would array themselves in colorful patterns. She even kept a colossal sea giant bound to one of the lakes. She used her scepter to make him perform tricks and feats of strength, much to the delight of the watching Highborne. Curious night elves from the far corners of the empire journeyed to Lathar'Lazal to study the mythical creature and his habits.""
https://www.wowhead.com/classic/quest=9 ... ers-glaive
https://moon-guard.fandom.com/wiki/Highborne_Empire
https://wowpedia.fandom.com/wiki/Blackfathom_Deeps
https://www.wowhead.com/guide/artifact- ... -book-text
Locations
Ransacked camp
I see this as a scattering of tents, campfires and maybe a wagon. It will sit outside the cave to add the environmental storytelling of civility being destroyed.
Trogg Hole
A cave in which the Troggs originate from. This location could provide more context to the Remtravel excavation site or be scrapped. I think a lot could be done with the cave making it a new destination within Darkshore to split its narrow feel and add more interesting spots on the southern side near ashenvale.
https://wowpedia.fandom.com/wiki/Remtra ... Excavation
Sundered Sky Gate
This is where our crew and story primarily take place. Lathar'Lazal is known as the Seat of the sky, so naming it the sundered sky gate suggests something more in the common tongue and connects the threads suggested in the story.
Lathar'Lazal
The mythic city and largely the final destination. Whilst no new location will be needed to be made its heavily suggested that it exists and introduces some mystery.
NPC's
Ashii Lighthand (High elf)
This character largely serves as a quest breadcrumb to the camp but could potentially be something more if devs wanted to grow the story further. Their desposition reads as innocent and excitable, ready to take on any venture laid before them. They also introduce the idea of Highborne having interests in archeology and scattering more elf npc's into the world.
Theo'Emal Lighthand (High elf)
They are flamboyant, excitable, charismatic and driven. Charm and pure luck get them by with a almost con artist like approach. While they mean well its often clear that what they desire remains paramount and this is the thread we pull on. Our goal with this quest is to show their slow corruption in the persuit of ambition. Elf players will naturally find themselves in darkshore so this adds a further intergration of that path AND the highborne influence on azeroth. This also focuses on elven history on a server thats already improving on that lore.
Hank "Tiny" Grimm (Goblin)
They love money and aim to get it via any means necessery. Alliance players will get a chance to interact with a goblin sooner to reinforce the idea of their existance and to understand the vibe of the race being money centric. Un-like Theo they aren't very shy about showing their true intent and act as a cautionary tale of avarice. Their shady nature allows the story to go in many possible directions so theres flexability in this character.
"Giggles" (Gnoll)
Our loveable but intimidating gnoll acting as the muscle for the roaming treasure hunters. I wanted to add an unconventional quest giver that mostly communicated non-verbally for the challenge of descriptive storytelling but also to add more immersion to the players experience. She acts as a guardian to Hank primarily but their loyalty to theo and Ashi has grown. The quests they provide sprinle in a level of innocence but also connect the player with the team on a grounded level. If the questline grew, she would act as our moral compass as they inevitably slip amongst the group.
Gerrig Bonegrip (Existing character) - https://www.wowhead.com/classic/npc=278 ... g-bonegrip
This is a pre-existing quest giver who has ties to the elder gods and the black fathom depths dungeon. Their introduction to the story is to further bolster the elder god stories that exist in WoW as well as prompt the opportunity of grabbing more BFD dungeon quests.
Unique assets vs existing
For this to work we would need camp assets added to the front of an existing un-used ruin within south darkshore acting as the operations base and the main stage. We also would need either a cave added to the eastern mountain line populated by Troggs or some re-designs of the Remtravel's Excavation site. I believe we could use a lot of existing assets to dress up these spots. If there was room for environmental state changes we could do some exciting stuff but ultimately this quest is flexible with most of the work being done via text. Overall these changes provide more context to areas that are somewhat disjointed in their current state (the stone golems, cultists and murlocs).
Quests
Due to my inexperience i've not created the quests in the tool provided (something i can do if theres love for this) but here is the writing for the accept, progress and completion states for each quest listed above. I hope folks can get a taste of the vibe and approach. (Items/rewards still need adding).