Furbolg Dungeon Idea

Ideas for new content, features, and balance changes.

Poll: Do you think Teldrassil needs a dungeon?

Yes!
3
60%
No.
2
40%
Total votes: 5

Kapitain
Posts: 1

Furbolg Dungeon Idea

Post#1 » Sat Jul 04, 2026 7:41 am

Okay y'all, here's my idea for a Furbolg Dungeon for Teldrassil and the reason behind it.
I'll start with the reasoning first:

There is already a large focus on Furbolgs in Teldrassil, and in ye olden days of TWoW, they added a new questing area on the Southwest end of the map; which afaik is still being implemented by the current dev team.
Teldrassil in general has lots of room for expansion/questing and lots of potential for development.
The reason I place this suggestion however is more-so for the case of adding something attuned to service the area. For Night Elves, the earliest instance you have access to if you didn't choose to leave Kalimdor for EK would be Wailing Caverns or BFD.
That means either you take the boat from Auberdine and go to Dun Morogh for Frostmane Hollow (13-20), or you wait until Deadmines for (18-20); doing some leveling in Westfall on the way perhaps.
If you stay in Kalimdor; you're grinding out levels in Darkshore (which for some classes, like Warrior, isn't exactly easy) and Ashenvale until you either run all the way to the Barrens for WC, or you grind until you're ready for BFD.
Adding an instance in Teldrassil would fix this problem somewhat- adding easy levels earlier on and better gear for your departure to the mainland, as well as tying in some lore.

Now for the idea:
Corrupted Den (16-22 or 14-20), could be called Ursan Barrow, Kalidar Den or something like that.
The players are ushered to enter the den by Adaena Oakleaf, Athridas Bearmantle, Tallonkai Swiftfoot, and Moon Priestess Amara.
Adaena gives two kill quests, one for trash mobs, and the other to kill the chieftain of the Ursans. Her quest text would probably highlight there being honor in mercy, but that the player must choose to do the hard thing and exterminate the warriors of the Ursans.
Athridas would give a quest to stop rituals the Ursans are performing on sleeping druids, maybe there would be 3-4 of these that the players would have to put a stop to.
Tallonkai would give a kill quest for Satyrs, and probably more specifically a Satyr boss, requesting you return with his head or his claws or some other quest item to confirm evidence of the Ursan's corruption.
Amara would give a quest to gather artifacts from the barrow, probably Idols of Elune or something like that which mobs would drop.

As for the structure, it would be a large barrow with some more open areas.
1st area would be the Barricade, guarded by trash mobs and the first boss; a large Ursan brute. The barricade itself would be made of stolen sentinel shields, broken stones, and branches.
2nd area would be the Ritual area, where an Ursan shaman boss is overseeing rituals meant to corrupt sleeping druids, or lock them into the Emerald Dream. This is where you'd complete the quest for Athridas.
3rd area would be the Nursery, where the baby furbolgs are born and raised. The boss here would be a sort of Den Mother, who would become more enraged/buffed if the players kill any of the cubs.
4th and final area would of course be a boss chamber; where the players find the Ursan chief and a Satyr boss.

Mechanically, I have this idea that the Ursan Chief would initially fight alone, and would have dialogue that implies he's only trying to drive out the players until he reaches half health, when the Satyr boss would reveal himself and begin buffing the furbolg, and debuffing the players.
After they are both slain, the players would claim the Satyr's parts, whatever it is, and then they would find a totem on the Ursan Chief; which would be an item that starts a breadcrumb quest to Darkshore. Basically, you'd take the totem back to Darnassus or Dolanaar, and then the NPC would say something along the lines of "This isn't from Teldrassil, it's thistlewood from Darkshore. We haven't yet found the source of the corruption, only it's effects."

Loot-table wise, the trash mobs would drop things like shattered blades, tattered mooncloth, ritual idols, etc.
More specifically, there would be items meant for use by Hunters, Rogues, Priests, and Druids; with a few decent pieces for Warrior. Leather, Cloth, and a couple mail items.
Perhaps the Ursan Chief would drop a good 2H mace, the Den Mother might drop a tooth that could be used as a dagger, the Guardian could drop a good shield, the Shaman some good +Spirit cloth, and the Satyr would drop a good stave or wand or something; maybe even a somewhat decent trinket! (Not sure, I'm still working out the details)

The whole point of this dungeon would be to fill a sort of racial/regional gap, where there isn't too much to do besides either grind quests in Kalimdor or leave for EK; and it would offer good loot and exp for Nelf players, who may struggle when questing in Darkshore otherwise. Additionally, it would just add a lot of flavor and lore that could be nice.
Finally, it would wrap up the Teldrassil corruption questline with a neat little bow and a breadcrumb quest to Darkshore.

Extra thoughts/details:
Grell would probably be present here, serving as trash mobs, corrupted by satyrs.
Sleeping furbolg for some decor, maybe muttering; players could interact to find that they are having nightmares, potentially for a quest.
Old Neutral Furbolg: a prisoner of the Ursans who could give some insight as to the reason why the Ursans became corrupted; maybe saying something like "Chief Ursangor took up a 'horned advisor' before he went mad", perhaps he could even give the Chief's kill quest and Adaena's quest could just be to kill the Guardian at the barricade.

Let me know what you think, and Pig: if you see this, you better respond!!

Octosaur
Posts: 22

Re: Furbolg Dungeon Idea

Post#2 » Sat Jul 04, 2026 10:21 am

You've obviously put a lot of thought into this but I think in terms of furbolgs they already have a dungeon in Ashenvale and they have a raid in Timbermaw and there really is just the one plotline that they all follow which is... they keep getting corrupted.

Should Teldrassil get a dungeon I would rather it be related to the growing rot at the core of the tree itself.

The main villains could be sect of Druids of the Nightmare who have been influenced by the same corruptive powers as Wailing Caverns which can work into a larger storyline of perhaps dealing with the Nightmare in a raid at a later point, and their goal in the dungeon being to both feed the corruption of the tree and grow an army to attack the Night Elves from within Teldrassil. The space to place it would work nicely in the top-left with the idea being a Barrow Den being hollowed out deeper into the tree.

Entering through a barrow den is a cool idea but I think better than fighting Furbolgs would be fighting Druids trapped in their druid forms, the whole den having been driven feral. The first boss could be a Druid of the Nightmare with simple mechanics as she starts in bear form then shifts to cat form and vanishes before beginning to stalk players and dealing high damage if not revealed which gives a nice bit of utility to early anti-stealth items/abilities or could even just be countered by an item dropped in the dungeon like throwable torches.

Additional sub-sections could be:

Getting into the system of the tree itself with gelatinous corrupted sap monsters and... bog elementals? Whatever those marshy hulky monsters are called.
A webbed-up hollow infested with spiders.
A pit of rotten water with maggots in it.

Additional encounters could be:

A ritual area full of dancing Grell following a larger Grell boss.
A small coven of Satyrs.
Corrupted animal spirits.
Night Elf Ghosts/Banshees.
Maddened Night Elf Sentinels since we don't actually fight many Sentinels in Vanilla, even if you're Horde.

Finally the end boss of the raid could be a corrupted ancient of lore who has gone mad with visions granted by dark powers and he summons in low HP shadow Grell adds to swarm players.

There's a lot of options for cool fights and bosses and story in the Teldrassil area and I think a Teldrassil dungeon would be kinda wasted on being more corrupted Furbolgs since we already have a lot of that both in instances and in questing. I'd prefer a dungeon to be about something more unique to the Tree and the enemies of the Night Elves since the dungeon doesn't have to be more neutrally aligned, being pretty much impossible for the Horde to reasonably reach.

Adesta113
Posts: 6

Re: Furbolg Dungeon Idea

Post#3 » Sun Jul 05, 2026 1:42 am

There is enough low lvl dung even with S&S and Exhaustion.
It will be Alliance-only dung, which already have Stockade "unbalanced".
There should be item for reward. FMH items overturned compared to RFC. So ally will run full green-blues already at 16 lvl. It's first what I thought when saw place and lvl of dung.

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