Sure, 3.1 isn’t even out yet and everyone else is simply excited about what Ulduar will have to offer. Me? I’m already looking to what’s ahead.
Here’s what we know:
- Blizzard has said Icecrown wont be until Patch 3.3. The content raid presented in 3.2 is a mystery.
- Azjol-Nerub was originally planned to be both a 5-man and a raid instance. This was scrapped and the remnants of the raid zone was turned into the Ahn’Kahet 5-man instance.
- Yogg-Saron was almost assuredly originally intended to be the boss of Azjol-Nerub. The storyline with the iron constructs, the Watchers, and Ulduar was originally separate and various changes to quest text and the overall storyline were made very late in development to fit him into Ulduar.
- This means that it is dangerously likely that we will not be seeing an Azjol-Nerub raid instance despite the fact that thousands of players are clamoring for it.
Blizzard: we need Azjol-Nerub. Not only would it be amazing content visually (Ahn’Kahet is the coolest looking instance in WotLK), there are various storyline developments and loose ends that could be tied up with the zone.

Azjol-Nerub - worthy of more than two mere 5-mans.
Patch 3.2 should be set up like the Sunwell patch. New quests and dailies with a new badge vendor, a new 5-man, and the new raid instance. Here’s how to do it:
Quests and Dailies
A new questhub will open up in a location called the Upper Kingdom, a part of Azjol-Nerub that is largely controlled by the Scourge. A small encampment called the Doorward is located here, led by Baelgun and his dwarves. This area will allow players to undertake a series of phasing quests, similar to those in Icecrown, where they aid the dwarves in reclaiming some of the tunnels from the grip of the Scourge.
Doing so earns the players the favor of a neutral faction of Nerubians (including Killix the Unraveler from earlier quests, perhaps?) who seek to drive out the scourge as well as the Faceless Ones even further in the depths. Players can perform daily quests for this Nerubian faction that involve further fortifying their new position in the city. Two new vendors will open up with various Nerubian artifacts available. One will have rewards purchasable via existing badges, while the other vendor will be specifically for badges and tokens found in the new raid instance.
Aside from the immediate Scourge threat in the Upper Kingdom, players will learn that an opposing faction of Nerubians exists deep in the Old Kingdom. These Nerubians revere the Faceless Ones and worship the Old God Yogg-Saron, who they believed would deliver them from the Scourge. Anguished at his defeat in Ulduar, they have allied themselves with the Twilight Cult and plot to ressurect Yogg-Saron from his remnants deep within Azjol-Nerub.
5-Man
The new 5-man would be a Scarlet Monastery-style winged instance, with 3 small wings representing various parts of the Inner Kingdom. The storyline started by the quests and dailies in Upper Kingdom will advance here.
Wing 1 – Scourge: The players have discovered that one of Arthas’ lieutenants, a powerful lich, makes its base in a nearby chamber. Any rebel nerubians that fall against the Scourge are being raised by this lich and added to their numbers. In effort to stop this, or at least slow it, the players delve deeper into Azjol-Nerub. Fighting through hordes of Scourge, they reach the lich and find him being confronted by uncorrupted Crypt Lord (whatever the living version of those would be called, that is), Anub’arahm! The lich is close to defeating Anub’arahm, intending to raise him to serve as he has the others. The players engage the lich and help Anub’arahm destroy him. Completing this instance phases Anub’arahm into the Upper Kingdom for the player, where he will offer a later quest.
Wing 2 – Twilight: In wing 2, a large gathering of Twilight’s Hammer cultists can be found making their way deeper into Azjol-Nerub. This would be an instance similar to CoT: Stratholme where you are moving alongside Anub’arahm fighting the cultists and their leaders. You will meet the head of this particular sect of the cult in this instance, but he will escape for now.
Wing 3 – Naz’anak, the Forgotten Depths: Wing 3 sees players venturing even deeper, discovering Naz’anak. Players have likely seen a portion of this before beneath Icecrown, but found themselves cut off from the main area of the city. Here players face off against Faceless Ones and Nerubian Viziers who want to see Yogg-Saron restored to power. Darkspeaker Rh’kem would make a reappearance as one of the bosses here, taunting the players that by freeing him they have sealed their fate. The final boss of this wing would be a faceless one general similar to General Vezax in Ulduar, revealing that there must be more of such creatures in Yogg-Saron’s service. Anub’arahm will once again show himself during this fight, burrowing up from beneath the ground to aid the players. Here he will declare himself as the new king of Azjol-Nerub, and claims he will defend it with his life.
Raid
The new raid entrance would lie behind the blood red door guarded by Baelgun, who holds the Blood Key that can unlock it. Completing the main storyline quest involing the 5-man dungeon will cause Baelgun to turn over the key to you.
The early portions of the raid would resemble the rest of the Inner Kingdom in architecture and design, but steadily become more organic as the players descend, as Naz’anak was. In these portions, a few more encounters with the Twilight Cultists, Nerubian Viziers, and Faceless Ones could be implemented where we learn how they plan to resurrect Yogg-Saron’s “mind” and more about their motives on Azeroth. Good lore stuff.
Continuing deeper, the depths would slowly start to change in appearance. As the players descend, they would wonder if they are indeed still inside Azjol-Nerub at all, as the walls themselves seem alive…pulsing, breathing? At this point, various fun plays on insanity could begin: strange apparitions, tilting of the screen, eerie sounds and whispers.

A Forgotten One, as seen in Warcraft 3: The Frozen Throne
The players will soon realize that even though they managed to destroy a part of Yogg-Saron in Ulduar, the creature had become so entrenched in the core of Northrend itself that it is still very much alive in some way. By this point, the zone should look horrifying, like the inside of a grotesque, living thing. Think Dead Space. The creatures here should also get really crazy. Mutated aberrations of creatures we’ve seen before, utterly warped by being in such close proximity to Yogg-Saron. REALLY play on the horror theme here.
Final Boss: The boss of this area MUST be a Forgotten One. Many players are confused as to whether or not the Forgotten One in Warcraft 3 was an Old God or not, considering its resemblance to C’thun. Now is the time to clear this up. Forgotten Ones should be immensely powerful servants of the Old Gods, but are not Old Gods themselves.
The setup should be that the players finally reach the center of Yogg-Saron’s “body” under Northrend, where a giant, bulbous, pulsing core is suspended within a large chamber. Beneath it lies the guardian of the core, a great and terrible Forgotten One. This fight should be NUTS. Have the players fight the Forgotten One and deal with all the crazy tentacles, including some that come from the living walls themselves. Bring in Anub’arahm and some other key nerubians from the Upper Kingdom to aid. At various points in the fight, the “core” should become vulnerable to attack. Repeat until the Forgotten One dies and the core bursts. Yogg-Saron is now truly dead, and Northrend can begin to mend.
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So, beyond just being awesome and satisfying tons of player’s desire to see more of Azjol-Nerub, what does the instance accomplish?
- It cleans up the 70-80 Northrend questlines and ties everything together nicely. Let’s face it, it’s really obvious that more was intended to become of Azjol-Nerub and Yogg-Saron. Saronite Ore, the corruption of Vordrassil, and various other things indicate widespread corruption from Yogg-Saron. This is not something an imprisoned being should be able to do, even if it is an Old God. By adding this raid, it explains that even if Yogg-Saron was successfully imprisoned by the titans, he remained there for so long that he was able to literally spread through the ground and become part of the continent of Northrend itself, corrupting it from within.
- In the same vein, it can answer a lot of questions. What are the Twilight Cultists doing in Old Kingdom? What are Forgotten Ones? Why are some nerubians friendly, while others are hostile and seem allied with the Faceless Ones? How did Yogg-Saron’s corruption reach so far if he was imprisoned in Ulduar? Did we REALLY kill Yogg-Saron, or for that matter, C’thun (dun dun dun)? It would clear all of this up pretty well.
- Because of the Isle of Quel’danas style setup, it would give all types of players something new and fun to do. Even casual players get to see a huge part of Azjol-Nerub through the 5-man wings.
- Because the patch both perfectly resolves a huge part of Northrend’s story and also satisfies player’s desire to see Azjol, we’re more prepared to focus on Icecrown and the threat of the Scourge come 3.3. No distractions.
I can’t think of any reason NOT to do this!
