Sint's Big EK Expansion

Foreword: This post will serve as an expansion to these previous posts. So if you want greater context for what’s going on, read these first. If you don’t care, are only here for Sint’s wild ride, welcome to the pit.

This ain’t your daddy’s Eastern Kingdoms.

Previous Zone Lore

Build your own zone - #4 by Sint-wyrmrest-accord
Build your own zone - #18 by Iustina-moon-guard
Build your own zone - #23 by Iustina-moon-guard
Build your own zone - #24 by Iustina-moon-guard

Overarching idea:

I want to show you how the Alliance ends. A gradual, inevitable thing, where nation states change or grow distant from one another - as the world moves beyond an age of endless crises. Rent tooth and claw by the forces of dark and by their own sure despair, the time has come for the people of Azeroth to decide their way to take on the future.

And the first to fall away…

Is the rule of Wrynn, the Kingdom of Stormwind.

There will be, in total, well over 30 zones. 
To lessen my workload and your reading strain, I will be going one at a time.
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The Human Campaign


Stormwind City

CW: If you’re icked out by discussions of poverty, wealth inequality, and oppression - I would suggest skipping this one.

The New Human Starting Experience

Rejoice! You don’t have to experience Northshire the same way for the nine hundredth time. Unless you want to. There’s always a bronze dragon for that.

Stormwind is at a crisis point. As previously mentioned in the original EK revamp, the Defias Brotherhood has resurfaced. Not only that, but it has thrived in its revival. Vanessa VanCleef fooled Anduin Wrynn by manipulating the King’s mercy, convincing him and most of Stormwind that she had reformed. Having fought the Legion and the Horde during the Fourth War, she spent many months and years “assisting” the King in maintaining his territory. Yet, she did this all to install her people in key positions, loosen the watch over Westfall, and gradually inspire others to her cause.

So when she declared war, it was only a matter of time before her planted seeds of revolution sprouted forth.

So came the Citizen’s Army, the Defias Revolution rallying behind their new President.

The noble humans of Stormwind are a proud, tenacious people. Though the recent invasion of the vile Burning Legion and the following war with the Horde has left them on uneven standing. The defenders of Stormwind, having dwindled in the face of these great crises, now face an old enemy once more. Threatening the sanctity of their lands and the rule of their King, Anduin Wrynn, the Defias Brotherhood has resurfaced - and it is not alone. A storm blows in from the West, and it is time to see whether or not Stormwind will remain steadfast. Since the land is in turmoil, the borderlands of this Great Kingdom have fallen into disarray. Seeking to bring peace back to once peaceful corners of the realm, brave young humans have sought to join the Stormwind Army for a better chance at saving their homes.

A new human will arrive in Stormwind and enlist for the Stormwind Army at the newly formed Military District of Stormwind, built where the SI:7 and Training Hall stand normally. It is here that they will meet General Hammond Clay, Guard Commissioner Gordon Seurat, and Watch Captain Vincent Lautrec. General Clay isn’t present for long, as he’s become a very busy man, and imparts a feeling of urgency with the newbie and the other two officials. Commissioner Seurat welcomes the freshly enlisted newcomer and positions them in the guard, directly under Captain Lautrec’s watch.

Seurat illuminates the situation. Stormwind City has become under some hefty strain after many of the local guilds have broken ranks to join the “Citizen’s Army”. The city, now in massive debt after several new construction process, is in no shape to handle said debt. The homeless crowd the streets, as refugees and veterans of the Fourth War found no safety nets, and the previous economic struggles of the Kingdom have only worsened over time. Seurat is organizing all of the city watch to try and keep the streets safe, but he has a special task for Lautrec, and Lautrec has a task for his new guard. Lautrec is tasked to bolster the New City, derisively called “Gold Town” by many of the city’s denizens.

The New District was built in hopes to house the myriads of those who have either lost their homes, or were forced to travel into Stormwind for work. Nowadays, it’s evident that it’s pretty much a corral for the undesirables. The new guard is sent through “Gold Town” to prevent violence between the denizens of the district, even stopping a back alley brawl between a veteran and a scamp. Spreading that “Traitor Propaganda” of the Citizen’s Army is a sure bet to aggrieve the already aggrieved veterans. Lautrec is a man of few words, but he’s somewhat impressed by your quick handling of things. So he personally sends you back to Old Town, following the trail of the “Propaganda” that boy seemed to be spouting. Supposedly a kind lady gave him an apple and told him ‘some say they will provide, while we will simply provide’. Her name, at least the veteran said her name was, Imelda.

It’s strange because “Imelda Trask” is the name, or rather was the name, of the younger sister of Commander Sumner Trask of the old Westbrook Garrison. She apparently died when Deathwing destroyed the Park, but if this is to be believed, she has continued to draw breath.

She’s not hard to find. She’s absolutely Imelda Trask, and she’s taken to feeding homeless children. Before she can talk to the guard, she’s attacked, and the guard has to save her. She is attacked by citizens, self-proclaimed patriots, claiming she’s spreading dissidence and poisoning the minds of the children. Imelda simply asserts that she’s innocent of any crimes, and that she merely wishes for the best for the children that were abandoned - like she was. Noticing the somewhat sinister edge to that final statement, if not for Captain Lautrec’s timely intervention, two Defias cutthroats would’ve taken the new guard’s life. The Captain takes Imelda into custody, and the new guard finds a trail that leads out into the City Outskirts. Into a shack city that’s been growing ever since the end of the Fourth War. Captain Lautrec sets his jaw and says he’ll take this back to HQ, setting the new guard on a few errands. They head to the Mage Quarter and encounter Maginor Dumas and acquire a magical holding cell, and pass by the usually reclusive Theocritus of the Tower of Azora in a heated argument with High Sorcerer Andromath. They are also sent to the Cathedral Square, where they join at the end of a sermon headed by Archbishop Laurena. She lends a young priestess named Yvette Joyant to Lautrec’s duties. The Archbishop does warn of the darkness in Lautrec’s eyes, worried that he may fall due to his duty and his inability to grasp compassion. The new guard finishes their tour by visiting Lion’s Rest. A recent protest had been broken up here, and a few stragglers are causing trouble. The new guard is not shy in fighting off a few of the more belligerent trespassers, but they are quick to jump into the defense of a man being dragged and beaten by other guards. It seems that while the Citizen’s Army has galvanized much of the city’s populace, it was not entirely for political aim. These people do need help. The new guard encounters General Hammond Clay as he takes prisoners towards the docks (to be taken to a fully rebuilt Tol Barad) and the General asks them to return to HQ.

On their return, the Military District is highly active. A stream of guards leaves the Guard HQ and when the new guard asks what happened, they get an answer from an unexpected source. Matthias Shaw steps from the shadows and vaguely says ‘protect our people from the cruelty of those who know not what they do’.

They follow the stream of guards only to see that Lautrec has begun to attack the refuge on the city outskirts. Several shacks are set aflame, and while he is proven right that the Citizen’s Army is present - him successfully flushing out many red bandanas - it is evident that he is doing something monstrous. The new guard sees Imelda cuffed nearby, as she was clearly forced to help the Guard uncover this plot. The new guard frees her, and together with Yvette’s healing, they confront Watch Captain Lautrec. Narrowly defeating the Fourth War veteran, the fighting is broken up by the SI:7 headed by Matthias Shaw and Commissioner Seurat arrives to officially order the guards to contain the scene. Yvette is thankful she is able to heal the injured in time. Laurena clearly saw this coming.

Lautrec is suspended from service and Shaw commands his agents to deliver aide (directly requested by the King) to these people. Meanwhile, Commissioner Seurat commends the newcomer’s acumen and quick thinking, as this may have become a tragedy if not for them. Though, he worries this might have uncontainable consequences for them.

Either way, he kindly removes them from service. He does, however, say that he recommended them to Hammond Clay, and Clay already has a new task for them. They might not have a future in the watch (after all, someone can’t just defy the chain of command even if its the right thing to do), but a future as an agent of Stormwind? That’s got promise.

New Characters

Guard Commissioner Gordon Seurat: A kind, middle aged fellow, Gordon Seurat has spent decades in the civil services of Stormwind. Raised affluent, he personally witnessed the destruction of Stormwind many long years ago, and so he dedicated the rest of his life and his family’s savings to the betterment of the city. As idealistic as he is, he is no fool, and has a wit and political cunning to him that’s netted him the position he holds now. Working in tandem with the other security forces of Stormwind (beneath General Hammond Clay), he hopes to keep the citizens of Stormwind safe. Though he does play favors for the nobles and for their fellow Royalists, he is not one to leave the poor and downtrodden to die.

Watch Captain Vincent Lautrec: A young man when the Legion invaded, he was already bitter and filled with anger by the time the Horde began the Fourth War. Returning home deeply wounded, he failed to to make a personal distinction between protestors and enemies. His strong sense for justice and his love for his home often masks his inner violence. He needs… a lot of help. He might not deserve it anymore.

Imelda Trask: A member of the Citizen’s Army, Imelda narrowly survived the destruction of the Old Park by Deathwing. Taking many, many years to fully recover from her injuries (both mental and physical) she was upset to learn that her brother had mostly left her and their family behind to maintain his perfect record in service of the Kingdom. Witnessing the failings of the Wrynns in the aftermaths of, well, everything - she found herself joining with a Defias aligned club that eventually joined up with the Defias Revolution. She regrets turning her allegiances against her home, but she truly just wishes to heal Stormwind.

Yvette Joyant: A young priestess, she is very kindhearted and a bit wet behind the ears. Archbishop Laurena sees a lot of potential in the young woman, and hopes that she’s been inspired by these events to travel the lands and heal them - just as her friend in the guard has been tasked to do.

Zone Design

So, the way this starting zone works is predominantly in instances and in phases. It’s to prevent Stormwind from being gummed up by hostile npcs, like Boralus and Suramar are.

Each existing district is bigger now. You can expect a few new shops, a few new paths, but each district has been given a new interesting place to hang out in. Old Town’s got a flea market. The Dwarven District’s work yard has been made much larger, and there’s a whole new “bunker” where arms and armor are being built. The Mage District has a school! The Docks have new warehouses that’re patrolled by all sorts of guilds and other mercantile interests. The Trade District has an expanded trading hub, taking the look of an auction house and a farmer’s market. The Cathedral is much larger, fitting for something that should be the biggest religious site for the Church of the Holy Light, and many new statues have been built. One for each of the founding paladins, one for Alonsius Faol, and many more monuments and plaques for figures from legend and history alike.

There are, however, a couple new districts. There is the New City/“Gold Town” that is filled with low-income housing. It’s meant to house the refugees and other homeless people, and is mostly meant to house those directly harmed by the Fourth War. Many think that money and resources should’ve gone to it, which is why it’s known as ‘Gold Town’.

The Military District is where most of the money went. A new Command Center, expansion of the SI:7 and Training Halls, and a vast and comprehensive training area for the army were a part of the construction of the Military District. A massive expenditure, it is unsure when it will begin to be worth the cost of its construction.

The outskirts also house an unofficial district, which is where much of the homeless population of Stormwind can be found. These people have managed to form a sort of community to protect themselves and fend for themselves, surviving off of the refuse of the City itself - as well as surviving by other means. Criminal elements assuredly take advantage of the poor, and the guards do not patrol this shack city. Sometimes raids are held, like the monstrous raid enacted by Lautrec, out of fears that the Citizen’s Army has infiltrated their city. (Un)Fortunately, there’s nothing Stormwind can do to oust the Citizen’s Army now.

It’s not rare to find them, in the new sewers, back alleys, and warehouses of this now sprawling capital city. Those in the red masks. The ones who defied the monarchy twice before, and the ones who seek to finally end the reign of Wrynn in the South.

Goal: It’s my goal to show how damaged Stormwind was by the Fourth War, and how Anduin’s “best interests” for his people may not exactly align with what they actually want or need. The people are growing restless, and the enemies of Stormwind grow more numerous as the days march onwards. There’s clearly hope for the people. But whether or not there is hope for Anduin’s government, or hope for the Citizen’s Army is entirely up in the air.

It’s safe to say that the failure to pay the Stonemason’s Guild really hasn’t paid out, eh?

Slight note: Imelda is an old NPC that got removed when the Park went bye bye. I decided to just yoink her and give her a whole character arc.

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The Human Campaign, Part 2


Elwynn Forest

Zone Storyline

General Hammond Clay is glad to make the player deputy of Stormwind, and tasks his new deputy with ensuring that the people are made as safe as possible during the civil war. He cannot expect a single person to make the difference in this war, so the best he can hope for is that some people’s hardships will be lessened, that things may be just a hair safer for their efforts.

He sets them on a ride to the south, past the city’s alienage, towards Goldshire. Once at Goldshire, Marshal Dughan appraises the group of deputies and says he’s not quite ready for them. After all, he’s been forced to delay while treating to Lord Godwyn’s needs as well as ensuring the army is well-situated. Instead of wasting their time, he sends them north.

Northshire is under attack! Gnolls have surged from the mountain tops, and are unusually organized. While Citizen’s Army scouts can be spotted here and there, it’s clearly not their doing. Northshire has become somewhat of a vital hospital, as overflow from the city has ended up being treated in the Abbey by the abbey’s chief clerics. So, it would make sense that the Citizen’s Army would attack it.

Marshal McBride has the newly arrived deputies work alongside the meager guard force out here to stem the gnoll tide. Eventually, after beating back the gnolls from the Tomb of Gavinrad, the deputies are able to penetrate the gnoll lines and find a Blackrock coordinator. The Dark Horde has gotten too close for comfort.

On their return from defeating the orcish warleader, the deputy finds Marshal McBride coordinating a new group of injured. It appears the Citizen’s Army has renewed their approach on the Lion of Azora.

McBride returns you to Dughan, and Dughan hasn’t wasted any time. Supervisor Raelen from Eastvale impatiently taps her foot. Commander Sumner Trask from Westbrook stays steely and calm. Captain Thomas from the Stone River Post has a fairly animated discussion with the locals.

Dughan has gathered them so that the deputies may handle local concerns.

Going with Raelen shows that even typically peaceful Eastvale isn’t free from the conflict. The local workers are being pushed to their limits, as the Stormwind High Command group is trying to quickly repair their fleet. Given the lack of care from the local garrison, and the pretty demanding task masters, it’s no small wonder that Supervisor Raelen is so concerned. When she’s ousted as a sympathizer, she’s immediately arrested by the Marshal, only to be freed by the peasants she’s been trying to get better working standards for. She dons the red bandana when another rescues her. His name is Avarice, and he’s a Defias mercenary.

Going with Thomas sees the Riverpaw and murlocs in battle with one another. The fighting spills out into local homesteads, and Thomas ensures these people are safe before he has the player do anything against the gnolls or murlocs. When the coast is clear, Thomas expresses concern that the fighting in Stormwind is allowing a much bigger threat to grow under their noses. The Riverpaw make it evident when one of their seers, defeated before he can claim magic power at the center of Stone Cairn, speaks of the end of man in the Gnoll Lands.

Going with Trask has the deputy meet a man who has never thought of much beyond his duty. Trask, an uptight and formal sort, despises the freedom the deputy’s been allowed by General Clay. Either way, he has a duty. Field Marshal Stonebridge has sent him to Sunnydale to retrieve a powerful weapon from Andromath. Harried along the way by murlocs and gnolls, a group of bandits eventually bar the way, and these bandits are clearly not any ordinary bandits. They’re Defias. The Defias aren’t fully beaten, only retreating after a few of their own are lost. Trask and Andromath then meet, only for the weapon to be made unstable by the timely spellcast of a Defias mage, as Avarice attacks. The Elemental released by the weapon wreaks havoc, and it takes the three of you to defeat it and to prevent Avarice from burning Sunnyglade. Trask insists he stays behind to protect the town.

Andromath takes the player back to Goldshire, where Dughan and Lord Godwyn speak. Lord Godwyn appreciates all the deputy has done for Elwynn, and asks to show them around Goldshire. By the end of it, he insists that every war has more than two sides of a story to tell, and that they should not trust him, nor the Army. He implies heavily here that it’s going to be important soon, and in the future, to keep an open mind.

Seeing a few red bandanas in his mansion makes it clear Lord Godwyn is currently deciding his own loyalties. The deputy returns to Dughan, is then sent to the Lion of Azora, and is only able to walk through the gate of the fortress before it falls under attack. The deputy, seen as a liability in a battle of this scale, is sent to Westbrook village to help contain the fighting outside of the town. The deputy fights and defeats Avarice by themselves and is able to watch Vanessa battle Andromath and Stonebridge in the Lion of Azora. She retreats before long, though the feeling is clear that this was not a defeat on her end.

Field Marshal Stonebridge failed to protect much of her surroundings in her single minded efforts to protect the keep. If not for the suggestion of a random soldier, the deputy wouldn’t have been there to stop Avarice from putting Westbrook to the torch.

The deputy is given a sense that this sort of behavior is pretty par for the course with the Army. Either way, Field Marshal Stonebridge is thankful for their efforts, and the zone concludes with the deputy’s return to Marshal Dughan.

He has a mission for them. Redridge Valley and Duskwood, while neither are currently wrapped up in the civil war on the scale of Elwynn and Westfall, they are still parts of this. He’ll be sure to tell Hammond about their efforts, though. Maybe a bigger reward than some pocket change is in their future.

Elwynn. Soldiers ignoring the common folk, the rebels taking advantage of the weakness of the Army’s size, and the dangers arising in the shadow of war. A vision of a revolutionary…

The people will survive. But who will win them over? The neglectful army? Or the chaos sewing rebels?

The Status of the Stormwind Army

The Stormwind Army is not as well off as it used to be. War after war, conflict after conflict… though men are cheap to pay and even cheaper to arm - there is a limit to men. A point where bodies cannot be mustered, or there are simply no bodies to muster at all.

A fleet in shambles. A weary army. A people, deeply impoverished and unable to afford the Army’s return.

Thankfully, much of the fighting done was done at sea. The actual ground forces of the Stormwind Army are diminished, but buffers from mercenaries and militias, as well as bolstered numbers from fresh recruits means this won’t last forever.

Or, at least it wouldn’t have. The Citizen’s Army threw a wrench in that, and much of Army went AWOL to support their cause.

General Hammond Clay is the primary overseer of the war with the Citizen’s Army. Whilst he is not particularly a battlefield tactician, he is very seasoned at crowd control, and so his unorthodox approach to warfare has him curtailing the guerrilla warfare of the Citizen’s Army to a decent extent. High Sorcerer Andromath has taken the Tower of Azora from Theocritus to form a proper magical lodestone in the newly rebuilt Sunnydale. Sky-Admiral Rogers is applying herself very minimally to the civil war. It’s unclear what her stance is. Matthias Shaw and the SI:7 remain consummate professionals despite the chaos.

The Stormwind Guard force has perhaps undergone the greatest changes. While the Army remains in some manner of disarray after being forcibly downsized by the rise of the Citizen’s Army, the Guard has only grown larger and more prominent. As they are used to battle against gnolls, murlocs, bandits, the Defias of old, and the Dark Horde - they’ve become a more effective weapon against the Citizen’s Army’s saboteurs and propagandists. To lessen General Hammond Clay’s workload, the position of Guard Commissioner was created, with Gordon Seurat chosen as its first. Commissioner Seurat handles the guard’s day to day, and coordinates with General Clay on dealing with greater threats to the security of their people.

Stormwind has effectively become a police state.

The Citizen's Army

The Citizen’s Army, if it wasn’t already clear, is not just the Defias Brotherhood. The Defias Brotherhood is, however, a major member of the cause. Vanessa VanCleef serves as the President of the Citizen’s Army because she founded the thing, so of course elections would swing in her favor.

It’s simple. After Vanessa spent enough time sewing dissent and gaining allies, she declared war on Stormwind, and was able to pull in many likeminded entities.

First on the list: The Soldiering Patriot. Initially a veteran’s club formed in the aftermaths of the First and Second Wars, it has slowly but surely gained membership, backing, and influence - and has shifted further and further into an anti-Wrynn camp. Now headed by ‘the Senator’, a half-dwarf named Terra Sinbad, it has thrown in its full support behind the Defias Brotherhood. Given its high amounts of actual battlefield veterans, the Patriot forms a fair portion of the wartime leadership of the Citizen’s Army. The time for Kings has come to an end, says Sinbad, as too many people came home only to be told they must go without aid for the sake of the “King’s Peace”. The veteran will represent himself, and he shall no longer war without just cause. Terra and Vanessa are actually close friends, the two of them sharing extensive conversations over the years about how to best undermine the rule of Wrynn. Whilst Terra does think Vanessa is a fool for not seeking further rulership beyond the death of the last Wrynn, she still regards VanCleef with great respect. Vanessa, of course, values Terra and her people very highly.

Secondly: The Black Horizon. An extremist cult of militants, the Black Horizon formed when the Baloric paladin named Antonio Moro witnessed the most recent invasion of the Burning Legion. Viewing much of the invasion as a warning from the Light itself, Antonio believes that the apocalypse will be heralded by a sky as black as night swallowing up the Sun on the horizon. He and his cultists all agree that the Light’s warning comes due to the King’s welcoming of darker aspects into the Alliance, and also the King’s seeming disinterest in actually maintaining the core values of his people. VanCleef thinks Moro and his sycophants are madmen. But they’re enemies of her enemy, and they also are strong fighters. None fight harder than religious extremists. So, she lets them stay around, if only because they are strong.

Thirdly: Dormarch. The Lynchpin of Dormarch, Jesse Chruiteir, witnessed the orcish invasion of Azeroth firsthand. Growing fearful of what outside influences could do to mankind, he then spent the next 4 decades shoring up as much wealth, influence, and power as he could all in the name of humanity. Dormarch, deeply human centric, prefers to think itself as an organization simply fighting for humanity’s best interests. Others, VanCleef included, would call them supremacists. But Jesse sees a lot of promise in the Citizen’s Army and what it could do for mankind… so Vanessa lets him stick around.

Fourth, and certainly not the least: The Defias Brotherhood. Having been defeated multiple times historically, it was clear as day that Vanessa had to rethink how she was going about things. She had to play at a far more subtle game if she was to ever gain footing strong enough to depose Wrynn. So, she did just that. The Defias, for many years, seemingly vanished into the wind. Any trace of it seemingly disappeared. Many of its members seemed to find new lives, take on new identities. To give the SI:7 credit, they did suspect a conspiracy. But the King wanted mercy, so they only kept tabs rather than fully investigating the fate of the Brotherhood.

Dozens of laborers guilds and unions, closed door clubs, and other organizations would slowly but surely be infiltrated by the Brotherhood and Vanessa’s ideals. So when the time came, she was able to shock Stormwind, and begin a difficult war with a more advantageous position.

Don’t mistake Vanessa for an idealistic fool. She knows that Stormwind’s Army is strong and capable. She also knows that it wouldn’t take much for other Alliance member states to step in. But she’s thought this through. She’s agonized for hours upon hours, deliberated and strategized with as many people as she could trust, and has planned as far ahead as she possibly could. Failsafes. Battle strategies. Political opportunities and causes.

Even with all of this, there’s a strong chance Stormwind simply rebukes her. That the rule of Wrynn remains supreme in the land. She’s willing to take that chance.

The Citizen’s Army isn’t fighting a “fair” war. Stormwind is used to mustering its army and clashing with other, equally massive armies. The Citizen’s Army prefers to hit and run, to strike key strategic locations with small strike teams, to use mass misdirection and feints to confuse and break the Stormwind Army, and to infiltrate and sabotage. Should Stormwind mass in Westfall, it’d be the end of them. But that depends entirely on if Stormwind can ever mass in Westfall.

There are other groups involved. Militias, farmers, mercenaries, even rumors fly of jungle trolls.

What’s evident is that while VanCleef simply desires vengeance for her father, the rest of the Citizen’s Army fights to overthrow the monarchy once and for all. For a representative state, perhaps?

Zone Design

Immediately exiting Stormwind gives an image of how things have changed. The “nicer” homeless refuge is the within city walls, as out here is a desperate place of people with nowhere to go doing all they can to survive. Guards mostly corral it so that people can easily travel to and fro the city.

Traveling the road takes you to Goldshire, which has new buildings and a very clear amount of wealth to it. As it is wealthy from the local gold mines, the city of Goldshire is one that attracts business and the elite. There is a Lord of Goldshire, Vander Godwyn, who seems mostly disinterested in the civil war. His manor remains gated, but he often can be found bickering with Marshal Dughan about the army’s encampment outside of his city.

From the road to Goldshire one may travel north, finding Northshire. Northshire Abbey is just a part of the community of Northshire Village, a simple community of farmers and clerics, with a small guard outpost nearby. Rolling hills are home to vineyards and rustic housing, with the great abbey just over the river. A newly built Tomb of Gavinrad is a place of great significance for Stormwind, as Gavinrad was one of their own, and he was one of the Founding Paladins! A forest in the Redridge Mountains looms over Northshire, and gnolls dwell within.

If one travels west from Goldshire, they encounter the village of Westbrook, which is now greatly overshadowed by the Lion of Azora. Once simply a garrison manned by those combatting the gnolls to the south, it has transformed into a military Greatfort and serves as the primary command center for Field Marshal Stonebridge. Stonebridge maintains the border against Westfall, newly an enemy state to the Kingdom. The villagers do what they can to support the troops, and the Lion of Azora is comparably impressive to the Scarlet Bastion of Stratholme. Thousands of soldiers are stationed here, with commanders drilling them and preparing for operations against the enemy. It’s not rare to see wounded come in, as well as enemy prisoners. The Riverpaw have been displaced, and a SI:7 camp overlooking the river takes their place.

The south roads of Elwynn, reached by going east in a fork on the road leading from Goldshire, are home to farmers. Murlocs and gnolls have been allowed to run amok since the civil war’s beginning. Due to this, it is not rare to find a farm set ablaze by the Army - as the Citizen’s Army liberated local farmers from the local dangers, and the farmers were seen as collaborators.

Taking the road east from Goldshire takes one to Eastern Elwynn. First to be found is Sunnyglade. Burned down by the orcish Horde many years ago, it took a long time for the town to be reconstructed. Theocritus, master of the Tower of Azora, was at first welcoming to the newcomers. But when agents of the crown demanded him to pay fealty to his rightful leaders in Stormwind, he politely declined. So, High Sorcerer Andromath evicted him and began using Sunnyglade as a partial mage encampment. He teleports important personnel in and out of Stormwind from here.

Taking the road further east puts you on the path to the Stone River Post. Guards patrol this part of the road because of its proximity to murloc territory, which has grown particularly frenzied since the start of the civil war. It’s believed that the gnolls have encroached on murloc land, making it so the murlocs have begun to overpopulate their habitat.

Further east still is Eastvale and the Eastvale logging camp. Not much of note has changed other than the urgency of the work orders, as well as guards watching the mountains in case of an attack from the northern Redridge Range.

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The Human Campaign, Part 3


Duskwood

Zone Storyline

Ever since the Veiled Hand’s brief reign of terror in Duskwood, the territory has fallen further and further into the darkness. Due to the Scourge, the simple lack of manpower, and now the civil war removing any hope for resources - Duskwood has become nothing shy of a properly hostile territory. To think Brightwood was once populated and prosperous.

Darkshire has been abandoned, as between the numerous threats already present within the wood, the arrival of the Scourge and the downfall of the Night Watch has left the remaining watchers with little to no ability to hold the town. Many of the citizens are gone, having found refuge in Stormwind City, leaving a scarce number of people to fight for what remains of their home. This is Camp Timberfall, where Sarah Ladimore heads the remainder of the Night Watch in hopes to eventually win a losing battle.

Marshal Dughan unfortunately could only afford to send the player ahead. Now simply an adventurer due to falling outside of the Stormwind Army chain of command, the adventurer reaches Camp Timberfell to the surprise (and mild disdain) of the residents. They weren’t expecting backup, but they also weren’t expecting their backup to just be one person. Avette Fellwood, an archer that’s been helping Sarah around camp, is quick to waylay a lot of doubts. Avette, having been a hardy survivalist for many years, notes that even one capable person is enough to turn a camp into a village. They just need to play to the adventurer’s strengths, and the adventurer needs to do the same for them. Sarah, however, is mildly downtrodden. She disagrees with Avette and practically admits that she thinks this could be the end of the Night Watch.

Abandoning Duskwood has been floated around as an idea, apparently. And given that Sarah holds the most sway, it’s not an idea to be taken lightly. Avette angrily marches away. The adventurer chooses to follow her, and they end up encountering Avette at the edge of a cliff overlooking what was once Darkshire.

Darkshire has been overrun by the undead. They’re not in the streets, but shadows in the windows, low moaning and groaning, and the stench of death is a sign enough that the town is no longer meant for the living. Avette explains here that she understands where Sarah is coming from. Sarah’s entire family is dead and buried, and she’s always had to fight. Her found family in the Night Watch turned to the side of evil, her home in Darkshire had been conquered, and all of her pleas for help have fallen on deaf ears.

Avette asks the adventurer for help. She can tell that they’re strong. In fact, she notes that they’re strong just like Sarah is. That sort of inner glow that lights a path through the darkness, and will always serve as a beacon for men… so long as the beacon remains lit. She fears that Sarah’s doubts have started to extinguish that light. So, Avette hopes that the adventurer can put that hope back into Sarah.

Together, Avette and the adventurer clear a path into the outskirts of Darkshire. It’s here that loud galloping can be heard, and the Dark Riders begin to run down the path. Before the adventurer and Avette are noticed and inevitably run down, they’re pulled inside of one of the houses by a pair of very strong arms.

Tobias Mistmantle. Believed to have either died or returned to his home in Silverpine, it turns out that Tobias remained in Duskwood as he believed he owed it a debt for all that Stalvan did during his life. Tobias fled Darkshire when the Scourge attacked, not out of fear, but because he was hoping to prevent a new chapter in the Legend of Stalvan.

Tobias, Avette, and the adventurer venture forth when Tobias says the coast is clear. Together, they’re able to fight back quite a few of the undead that have claimed the town. When they enter town hall, they fight and kill a powerful skeletal warrior, and it appears this is enough to frighten off most of the rest of the feral dead. Tobias and Avette stay behind to clear up any stragglers, asking the adventurer to return to Sarah and deliver the good news. The player’s sense of hope is dashed on their return, however.

Camp Timberfell is vacant. It’s clear that a fight happened, as some of the Night Watch members are cold on the ground. Following the trail, the adventurer discovers footprints and… hoofprints? The Dark Riders?!

The player is able to arrive just in time to see Ariden, the perpetual leader of the Dark Riders, in combat with Sarah Ladimore. She’s skilled enough to go toe to toe with this supernatural juggernaut, but its evident her stamina is flagging. The adventurer runs to her side and together, Ariden flees. Sarah notes that they’re lucky to survive, as Ariden could have easily killed the both of them if he so pleased. Why he didn’t is no mystery to Sarah, however, as the Dark Riders are always driven by a singular purpose - that being to gather mystical relics and bring them to Karazhan.

Sarah speaks about the story of her father. A man of great valor in life, only to be a heinous monster in death. His great blade, Archeus, falls into the purpose of the Dark Riders. Until they find it, Sarah is more useful to them alive, as she may eventually be key in finding it. She notes that a hero of eld briefly brandished the blade, but returned it to her when it outlived its purpose in their hands.

Commander Ladimore is practically despondent at this point. The people she swore to defend have now been scattered, all because of her own selfish desire to hold onto this one last piece of her father. The adventurer then shares what they came to say. Avette and Tobias await her command in Darkshire’s town hall. Sarah silently follows the adventurer, as she’s been shocked into silence. To see Darkshire cleared of the dead… it lights something inside of her. She acknowledges, at last, that Stormwind isn’t going to help them. The Citizen’s Army has sent supplies, but even they can’t afford to send soldiers to Duskwood. So, as ever, it’s the duty of the Night Watch to bring peace to this land so thoroughly drenched in terror.

She decides to send the adventurer along with Tobias to scout out Mistmantle Manor. Lo and behold, its evident that Stalvan’s grave is still full. The manor, however, isn’t vacant. As Tobias and the adventurer explore it, they find a plainly clothed man deep in study - as well as half a dozen blades at their backs. The man politely introduces himself as Frank Catesby and that he doesn’t wish to be interrupted. He then recognizes Tobias, or at least the signet on Tobias’s finger. Apologizing to Tobias for invading his home, he reintroduces himself as the Smoking Man, a somewhat legendary figure from recent Westfall folklore. He admits he has great fondness for Duskwood, as he was once a denizen of Brightwood. Surprisingly, he extends an olive branch. If it’s true that the Night Watch is working to save Duskwood without Stormwind’s help, they’ll need all the help they can get, and that it works in his favor to find aid all the same.

Tobias, Frank, and the adventurer return to Darkshire to find Avette and Sarah arguing. Sarah argues that their first priority should be putting down the threat of the Dark Riders, whilst Avette is very clear that they should be looking for their people.

Frank introduces himself to Sarah and offers her full command of his men. He says that she should be able to act against Ariden with his people on her side, and that he’ll help find her people in her stead. Thankful, Sarah leaves. Avette is furious.

The adventurer is then given a few choices. Two of them are adventures with introduced characters, and a couple others are small questlines that aren’t entirely connected to the main story. We’ll cover the smaller quests first.

Firstly, Tobias speaks of an odd lake in the forest. Called Lake Blackwater, it used to be a popular fishing destination for the denizens of Brightwood. Blackwater was because of the black-scaled fish that called it home. He says that the lake is rather odd because he’s heard tell of moaning and groaning from the lakebed, and an undeniably putrid smell.

When the adventurer arrives at the lake, they’re quick to find out that Stitches now inhabits the lakebed. In a deep depression, Stitches apparently couldn’t be destroyed by the Night Watch, so they dumped his corpse in the lake. However, Stitches came back, and is sad that the Embalmer is truly dead. Stitches knows the Embalmer is dead for sure, as the abomination devoured Abercrombie’s corpse. Getting corpse flowers for Abercrombie’s grave, catching completely dead fish (killed by the abomination’s putrid aura) for Stitches, and finding an undead cat help convince Stitches to leave the lake floor. He sees the adventurer as his new master, and asks the adventurer “What Stitches do?” The adventurer can order Stitches to end his own life, but Stitches misunderstands and says that “Stitches already dead”. So, the adventurer can send Stitches to roam the woods and protect the living, or tell Stitches to leave and never come back.

Secondly, Avette wonders about Blind Mary. Although Mary is a banshee, she was always a rather pathetic sight, rather than one to be feared. Indeed, Mary had been more helpful than a hindrance, and it always made Avette curious whether or not the banshee still continued to persist. Instead of finding Mary, the adventurer finds a strange mirror, and when they touch it - they’re sucked in. Entering a realm composed entirely of reflections and glass shards, the adventurer has to fight through strange and twisted reflections of the people they’ve encountered (a Veiled Hand version of Sarah Ladimore, an undead murderer version of Tobias, and a feral worgen Avette), before finding Mary. Mary tried to enchant the mirror to regain her beauty, only to find that there was something far more wicked within the mirror gifted to her by the “Merchant of Glass”. The adventurer helps Blind Mary leave this place behind. Mary nearly sacrifices her freedom to save the adventurer’s life, and this one act allows her to regain some semblance of her prior beauty. Forever thankful, she rewards the adventurer on their return to the normal world.

Frank will make a comment if the player has done both quests that “Duskwood’s story is not one only of her living inhabitants. For those who still hold onto goodness or those who still can be reasoned with, they belong here just as much as we do. It’s good that you helped them out. Can’t say I have much hope for the abomination, but I knew Mary when she was alive. To live such a hard life only to meet an even harder undeath… I’m glad you looked beyond what she’s become. The reality of just about anything is that nothing is as it seems on the surface. Good on you, kid.”

Back to the main storyline, Tobias and Avette head out to old worgen territory to see if there are any survivors hiding in the mines. The worgen are believed to have all been wiped out by the Scourge, and so when they find the area overrun by skeletons and zombies, it seems all but confirmed to be true. That is until a death knight attacks. The few Death Knights still loyal to the Scourge have taken up warlordism in the aftermath of the Feral Scourge’s surge, and Jericho the Black is one of said warlords. He’s too strong while being bolstered by so many undead. All seems lost until a shadowy figure blindsides the Death Knight. This gives Avette, Tobias, and the adventurer enough time to escape.

The shadowy figure turns out to be a worgen. He calls himself Alpha Prime (though he is not the original Alpha Prime) and has regained his will - though not his identity as an unchanged man. A true tribal worgen, he leads the surviving ferals in the woods, and has been harboring the people the Night Watch are looking for. Tobias is able to use his knowledge of the beast within to negotiate with Alpha Prime, but Avette doesn’t trust the worgen. Never trust a beast.

Avette nearly ruins everything by trying to free the survivors without the worgen’s consent, and the adventurer is narrowly able to save her from the claws of the ferals. It takes Tobias’s wit to convince Alpha Prime that Avette is simply afraid, just like any of them are. He shifts into his worgen form and says that he knows what it feels like to be a cornered predator.

Avette returns to Darkshire with the survivors. Meanwhile, Alpha Prime takes Tobias and the adventurer on a hunt. They hunt down Jericho the Black in his fortress at Raven Hill, and it’s here that they learn that Jericho does not serve the Lich King. A Dark Horde envoy, one of the Forsaken, retreats when Prime’s group arrives. With the strength of the beasts at their side, the adventurer successfully kills Jericho the Black and liberates the settlement of Raven Hill.

Frank is glad to see the worgen with the adventurer on their return to Darkshire. This is where Frank decides to take the adventurer, just the two of them, to ogre territory. Frank and the adventurer are out here for supplies, and here it’s revealed that Frank is a powerful fire mage. Frank also says that he’s doing a favor for Sarah.

It’s here that Frank and the adventurer find out that Sarah lost her father’s blade to the ogres. An ogre warlord holds Archeus as his own. The two of them take the ogre down and recover the blade, and in thanks for how competent the adventurer has been, Frank calls in his “extra help”. Men in red bandanas exit a conjured portal. Frank, now unmasked, admits that he is a leader within the Citizen’s Army. His coming to Duskwood, however, was not sanctioned. As much as Vanessa empathizes with the plight of the people out here, she has a war to win. He came, anyway.

He says this is all for the sake of Duskwood, and that he revealed himself to the player because he feels like it’s only courteous if he does. That said, he notes that he is also out here because of a mystery that the Black Horizon uncovered. Indeed, as he says this, Antonio Moro walks through the portal. The zealot growls out the words “The stench of the demons is nigh.”

This may explain why the Dark Riders are suddenly active again. Medivh may be gone… but the power of Sargeras lives on.

He returns the player to Darkshire. Here, Avette is pacing worriedly. Sarah is nowhere to be seen, and she tells the player that whatever they have to say can wait. Avette rushes out on her own, just as before, and the player is forced to follow her. They follow her all the way to a crypt near the road to Deadwind, where the corpses of many of Frank’s men can be found. Deep within, the player arrives just as Avette’s bow is shattered and a mace strikes her in the chest. She took that blow for Sarah, who shouts out Avette’s name.

Galvanized, Sarah jumps to her feet, and the adventurer is able to help her temporarily kill the Rider. Sarah apologizes to Avette as she carries the archer from the crypt, saying that she was a fool to think that she could fight the Dark Riders alone. Avette, still somewhat conscious, says that Sarah is strong enough to kill Ariden alone - that Sarah just doesn’t believe in herself enough to do it.

Returning to Darkshire for the final time, Sarah arrives to find the Citizen’s Army in her town. Frank nods at the adventurer as Antonio steps forward, kneeling. “It is an honor to wield such a mighty blade, Sarah Ladimore. Banish the shadow.” He offers Archeus to her. When she takes it, the Dark Riders arrive in force.

The Defias Brotherhood, the Black Horizon, the Nightbane Worgen, the Night Watch, the survivors, and even Blind Mary and Stitches come along for the final battle. Sarah battles Ariden one on one, and its clear she is fighting evenly now with Archeus in her hands. The adventurer goes around and helps Tobias protect the survivors, help an injured Avette find a new bow, help Alpha Prime kill the Dark Rider’s attack hounds, and eventually rejoin Frank and Antonio to fend off the Dark Riders.

Sarah almost falls to Ariden’s dark might, but he is stalled by an arrow to the heart. Avette grins on a rooftop, and is nearly thrown to her death by a pulse of magic released by Ariden’s hand. Instead of finishing Ariden here and now, Sarah decides to save Avette’s life instead. She catches the archer before she hits the ground, and Ariden retreats.

Sarah profusely apologizes to Avette, and Avette shuts her up with a kiss. “You did just fine, Commander. Just fine. Our people are safe, and I’m still alive, ain’t I? Take that frown off of that pretty face before you add too many stress wrinkles to it, yeah?”

Sarah calls Avette an idiot, and is deeply thankful to Frank. Frank instead says she should thank the adventurer, as the adventurer is the one who made this all possible. So, Sarah does just that.

Frank pulls the adventurer to the side and says that the rest of the nation needs able hands like our’s, and that even though he knows we are royalists, he doesn’t quite care. The war shouldn’t stop good people from doing good deeds. So he sends us along, saying that Redridge could use our care.

Duskwood. A faltering human spirit. A legacy of darkness. The looming Burning Shadow. A vision of evil, yet a vision of hope.

The Citizen’s Army, though first seen as warmongers and terrorists in Elwynn, are painted in a much kinder light by Frank Catesby. Is it true, then, that this war is between patriots and traitors? Where is the side of justice?

To Redridge, then. Marshal Dughan’s recommendation remains in mind, and the adventurer is stronger for their experiences in this darkest of forests.

Key Relationship

As much as I love the relationship between Matthias Shaw and Flynn Fairwind, I always took umbrage with how that relationship almost entirely developed offscreen. Why not, I thought, develop a homosexual relationship on screen?

And why not between Watcher Ladimore and Avette Fellwood, a duo of npcs who fought side-by-side during the Veiled Hand situation?

Idk. Heroic knight and hardy huntress make a really damn good pairing to me.

Zone Design

Duskwood receives fewer new updates than Elwynn. Predominantly, old areas are simply bigger.

Raven Hill is a full scale settlement that will later be inhabited once Jericho and the Dark Riders are beaten.

Nightbane territory has a section dedicated to the roaming undead and a section where the Nightbane live. It’ll be filled with neutral npcs, including Alpha Prime.

The western reaches of Duskwood will sometimes be patrolled by members of the Citizen’s Army following the end of the questline. It’ll mostly be Black Horizon members rather zealously putting down ghouls and occasionally fighting with the Nightbane pack.

A few new crypts dot the landscape.

Blackwater Lake, full of dead fish and surrounded by old cabins, is occasionally inhabited by Stitches. He can also appear anywhere in Duskwood after his quest is completed, helping the adventurer out in battle.

Darkshire itself is enlarged to be of a similar scale to Corlain in Drustvar. It’ll have a more Tim Burton-y design feeling, akin to how Halloween Town in Nightmare Before Christmas appears.

If I was to put a dungeon anywhere, it’d be the Mirror Realm. Though Mary escaped it, it’s clear that this “Merchant of Glass” stored more tricks within the realm, and Sarah thinks it likely they could escape just like the player and Mary did. It’d be good to deal with that before it became a problem.

Duskwood’s story will connect with Deadwind Pass when I get to Deadwind Pass.

Frank

This is not the last of the Smoking Man.

2 Likes

gettin sinty with it

1 Like

sint? sinting… always sinty.

The Human Campaign Part 4


Redridge Valley

Zone Storyline

The resurgence of the Dark Horde has put a heavy shadow over Redridge. With the Civil War raging in and beyond Redridge, as well, there is nary a thing that Lakeshire can do but weather this precipitous age.

Marshal Dughan’s recommendation to travel to Redridge came at a very tense moment.

For decades, Redridge has been under the care of Magistrate Solomon. Solomon, elected by the lords and ladies of Redridge to oversee the territory from his court in Lakeshire, has always been a divisive leader. Though he has kept the denizens of Redridge and Lakeshire from being completely overwhelmed by their enemies, it has been plain for many years now that he has been… rather ineffective at properly protecting these people. Between disappearances, an inability to safeguard the territory, further incapabilities to garner support from the other territories, and constant reliance on adventurers and deputies to actually save his people when things were most dire - it became very clear to the people of Redridge that Solomon was not an effective leader.

The Magistrate fought to keep his position. In fact, the lords and ladies of Redridge supported his claim. As much as they agreed that Solomon hadn’t been the most effective leader, Solomon had maintained the control of the Lords and the supremacy of the court of Stormwind. Mercenaries, men-at-arms, mustered guardsmen from the garrisons - even soldiers from the personal fiefs and forts dotting the mountainsides and the valley itself - all enforced the rule of the Magistrate. For, for just a small time, the people rallied behind a new leader. A girl raised in Lakeshire, her name is Nida Eastwood.

Nida, the young girl met years and years ago who lost her necklace in the lake, has grown up into a fine young woman. An upstanding member of society, she spent much of her teenage years helping around the shire. It was through meeting others and learning of their hardships that Nida eventually developed an interest in humanitarianism, and eventually politics. At the age of 20, just 2 years before the Stormwind Civil War broke loose, Nida met Vanessa VanCleef.

At first, VanCleef and Eastwood didn’t get along very well. To Nida, it was evident that Vanessa was a liar and held a deeper mystery to herself, one that Nida at first believed to be dangerous for her home. Vanessa picked up on Nida’s perceptive nature and decided to pay attention to her. Over time, Nida grew to like Vanessa. After all, Nida saw through VanCleef’s outwardly positive outlook on the King and the King’s Court, seeing that deep within - Vanessa hated them. And Nida? Having seen the depths of Magistrate Solomon’s failures, and the continued refusal by the local feudal leaders to bring about any measure of change for the better; she had decided that she also did not like the nobles of this court. After VanCleef left Redridge, seeing that it had been somewhat secured in the aftermath of the Fourth War, Eastwood began to drum up support from the citizens of Redridge to finally dislodge Magistrate Solomon from his office.

It didn’t work. Nida, herself, was jailed in the Lakeshire prison for being viewed as a dissident. Many of her supporters were ousted from the community, put in the same stocks with Nida, or even (or so it’s rumored) killed.

The deputy arrives in Three Corners to see it very tense. With Duskwood all but abandoned, with Elwynn under assault, and with the Citizen’s Army known to be present in all territories - there is a palpable sense of doubt and worry at Tower Watch. In fact, Watch Captain Parker is doubtful enough of the deputy’s credentials to run them through a brief test of loyalty. He tasks them with killing a few gnolls and getting resources for the guard. Pleased with what’s brought back, he lets the deputy through into Redridge proper.

It’s on the way to Lakeshire that the deputy sees fire on the horizon. The city bells are clanging constantly on their approach, and they enter the city to see it wrapped up in a frenzy of activity. Smiths outfit soldiers, soldiers rush to and fro, elected officials scream over the commotion, and Magistrate Solomon is nowhere to be seen. A returning Troteman, now the Marshal of Redridge, gets the deputy to join the defense of the town. As they saw along the way, Redridge had come under attack. What had started as a small-scale gnoll attack had developed fully into an invasion, with thousands of gnolls coming down from the mountains. A ‘Warlord Screamer’ being touted as their new leader. Alongside Marshal Troteman, the gnoll forces are prevented from breaching Lakeshire’s walls, but the siege of Lakeshire has properly begun. Troteman wishes the Bravo Company was still around… Alas, Keeshan deserted after the end of the Fourth War. Seeing that Stormwind still couldn’t take care of its soldiers, that its land couldn’t support veterans, something inside of Keeshan broke.

It’s the duty of the deputy to possibly track down Keeshan. But before they can leave for this mission through gnoll lines, Richie Osgood (the late Verner Osgood’s son) pulls the deputy to the side. He’s been watching them since they showed up. Verner died against the resurgent Scourge, and so did a fair few more people, all because the likes of Solomon couldn’t keep this place protected. Troteman might be a good soldier and a good military leader, but the military doesn’t really care about civilian lives. So, when nothing’s put forward to actually defend the people, only to kill the enemy - a lot of people die. Richie says that he’s heard about the deputy, actually. Word spreads quickly in a nation at war, and the news of a Stormwind Soldier ignoring an active battle to save a town from being put to the torch? That’s big. So, Richie asks you for a favor.

It’s about Nida. Richie really cares about Nida, and he doesn’t think she’s a bad person. He, in fact, thinks her incarceration is pretty unjust. While nobody local could convince Solomon off of anything, maybe a deputy of General Hammond Clay himself could?

So the player meets with the practically decrepit Magistrate, wheel-chair bound for a simple fact that he’d grown fairly feeble in his old age. His mind is still strong, but it’s evident he shouldn’t be holding his office at this point. The rigors of public office aren’t kind to men of his advanced age. Solomon, as usual, hopes the deputy isn’t here for small talk. With his city and his territory under siege, he could use good news. So when he hears the request to let Nida go? He simply claps the deputy in irons and suggests they cool their head before they waste his time again.

In prison, the deputy finds themselves across from Nida’s cell. She’s sorry this happened. A guard passes by to tell the prisoners to stop chatting, but he’s not harsh. He seems to also like Nida well enough, well enough to get close enough to Nida for her to snatch the key on his hip. Something she picked up from Vanessa, apparently.

Setting herself and the deputy free, she asks them for help in escaping the prison, which they manage to pull off (with a little help from Richie outside). Before they can escape, Troteman surrounds them and seems astonished that Parker couldn’t see through the deputy’s “disguise”, and that they were always a Citizen’s Army spy. While untrue, can anyone blame Troteman for seeing things this way? The deputy fights tooth and nail to keep Nida and Richie safe, as neither of them are fighters, seemingly cementing their loyalty. They pass out… and wake up in Shalesbrook, a town in Shalewind Canyon. Richie is glad to see them and takes them outside of the house they were in.

They’re not in Stormwind anymore. Shalesbrook is loyal to the revolution. The Soldiering Patriot has taken up residence in Shalesbrook, with its veterans keeping the people safe from the newfound Gnoll War. Intelligence that VanCleef had been gathering points to this all being a feint by the Dark Horde, an attempt to weaken Stormwind’s borders to ready it for a proper invasion. Terra Sinbad, headquartered in the deeper mountains, leaves Shalesbrook and Redridge to… John J. Keeshan. Keeshan is tired of waiting for recognition, tired of waiting for the state to do what it needs to do. He’s here in a brotherhood of veterans, fighting for veterans, to ensure that the corrupt society that failed them will fall.

Keeshan is caught by some nostalgia, as working with a deputy of Stormwind is something he’d done many times before. They were good times, but they were also bad times. Either way, Keeshan wants this new deputy to be able to choose their allegiances. He wants them to be able to return to Lakeshire to help against the Gnolls. So, he comes up with a plan. Richie is capable with a hammer. The deputy is a proven survivor and warrior. He needs for Nida to be - oh! Her father was Lee Eastwood, was he? Keeshan remembers Eastwood, that tough piece of work. John and Lee served together during the wars, and Lee was one of the finest soldiers he’d ever seen. Though his sanity took a hit due to the extreme violence of war, Lee had always held the line, and he’d done so with unrelenting skill with a sword and shield. Nida so happens to not be the soft village girl she was believed to have been. Equipped with a sword and board, she’s just as tough as her dad, if not tougher.

Keeshan’s plan goes thusly. The Citizen’s Army, specifically the Soldiering Patriot, has uncovered the location of a Blackrock outpost beyond Stonewatch. It won’t be lightly guarded. But with the attention focused on Lakeshire, it’s unlikely the post will receive any reinforcements for the time being. The three of them needed to fight their way into that camp, retrieve any sort of important correspondence they could collect, and bring it back to Lakeshire. He’ll shadow them, but he can’t be seen with them.

The plan goes without a hitch. But, Nida leaves before Richie and the deputy return to Lakeshire. She tells Richie to go home and is thankful for the deputy’s help in leaving Lakeshire, but she doesn’t plan on returning home just to be thrown behind bars again by the Magistrate. She believes in freeing this land. She tried to do it honestly, but she now sees why Vanessa felt the need to do all of this. There are people in this world that only see war as the end result. They only care about battlements, warzones, and the cruel calculus of war. Civilians are expendable. Another resource, brazenly used and wasted. As much as she doesn’t expect the Citizen’s Army to be much better, as they are warriors and soldiers all the same, she does hope that she’ll be able to bring about change more effectively from that avenue.

The deputy returns to Lakeshire and gives Troteman Blackrock correspondence. As it shows, the Blackrock Clan are in cahoots with the Redridge Gnolls. In fact, the Dark Horde seemed to acknowledge Gnoll legitimacy to own the territories Stormwind currently inhabits. Further still, the Gnoll War is just the first part of their onslaught.

Troteman doesn’t agree putting the deputy back in prison, and with the deputy’s help, is able to mobilize Lakeshire’s forces to prepare for war against Warlord Screamer and his Dark Horde handlers. Gnoll warlocks summon lesser demons where the Tower of Ilgalar used to stand. Gnoll warriors assault a recently restored Alther’s Mill. Gnolls and canyon ettin work in tandem in the Redridge Canyons to harass Lakeshire. And from Render’s Camp and Render’s Valley comes gnolls outfitted with orcish arms and armor, with orcish mentors accompanying them.

It’s by the time Troteman’s Army reaches the Stonewatch approach that it becomes clear that Warlord Screamer isn’t just a stupid gnoll. He distracts the Stormwind forces. He uses diversions and guerilla tactics to separate them, to force them to overextend, to trick them out of key locations. They’re tired.

Warlord Screamer then makes his appearance. No man has ever seen a gnoll so huge. A colossal, hulking beast, he is more than a head taller than the tallest man, with a massive and jagged mouth. His hair is thick and black, his face mostly obscured by a bone mask, and his body clad in Blackrock metals, gnoll spiritual symbols, and bones. A huge black metal spiked collar surrounds his neck. The terrifying thing about Screamer, beyond his horrific and ear-splitting screams, is that he is very clearly fel-corrupted. He is a fel-hulk.

Screamer nearly kills Troteman and almost demolishes Troteman’s army, until Keeshan appears. The deputy helps Keeshan rout Screamer’s forces and scare the Gnoll Warlord to flee to the deeper mountains.

The two men share a tense moment. Troteman is surprised to see Keeshan again, and is shocked to realize that Keeshan is with the enemy. When Troteman calls Keeshan a traitor in shock, Keeshan retorts that he’s doing what he’s always done - fought for the people. He didn’t march to war to kill orcs for the King. He didn’t do it for some weird notion of a “nation”. He did it because he wanted to protect people, because he failed to protect his wife.

Troteman counters with that he can’t protect anyone if the sons of Stormwind are too busy killing one another to stop the Dark Horde from destroying them. Keeshan then darkly notes that half of the reason the Citizen’s Army is fighting with so much urgency is because “After the Fourth? Your army at its best couldn’t contend with what’s waiting for us.”

Troteman commends the deputy for their skill in battle and ability to keep their head held high even through Solomon’s heavy handed choices and the ‘propaganda’ of the Citizen’s Army. He needs someone to follow through on the Screamer situation, but he knows that the other territories of Stormwind are in dire need. Should the deputy not want to head further into the mountains, Duskwood awaits.

Redridge. A never-ending legacy of war. An aging, failing government. The young and old are trying to make a change. A vision of monstrosities, both old and new.

Meeting the Soldiering Patriot shows a new angle of the Citizen’s Army. They are not so dissimilar to the Stormwind Army, even carrying much of the same camaraderie and bravado the Army tends to bring with it. It’s Nida, a girl trapped between her home and her duty, that shows that the Citizen’s Army might not be much more morally superior to Stormwind - but they also bring a mechanism for change that Stormwind sorely lacks.

John J. Keeshan, Marshal Troteman, and Nida Eastwood

The three of them represent differing aspects of this whole conflict.

Keeshan is the tired veteran, who has seen his hard work wasted, and seen people just like him be neglected and die even though they put their lives on the line for a cause. He defects because he sees no other moral alternative. This way, he can fight for his brothers.

Troteman is the patriot, who believes that his hard work is not yet finished, and that any man who flees his duty is a coward and a traitor. To break is to be weak. The strongest brotherhood is the one within the army. You only abandon your brothers to fight for any other cause.

Nida is the young idealist, who has just begun her hard work, and views war and conflict as an unfortunate necessity when all other paths fail. She cannot justify death and destruction, but she knows that people will die in such a pitched battle of ideals. To fight is to admit failure, but admitting failure doesn’t mean you’ve yet lost. The war, alas, has just begun - and if there is to be battle, one must fight for one’s rights.

The Monstrosity of Redridge

Warlord Screamer is one of many new Dark Horde leaders I wish to introduce. Warchief Vox’nar Doomwalker, in her seeming endless cunning, schemes to use all of Stormwind’s enemies against it. The gnolls, an ancient enemy of the human colonists who formed Stormwind, are perhaps one of the best allies an orc can find.

While gnolls are not particularly well-organized nor particularly industrialized, they have a sophisticated understanding of the terrain. It simply takes the Blackrock to turn the disparate gnolls into a fearsome army. Screamer, having killed Yowler to take control of the Redridge Pack, had displayed a fierce acumen and aggressive wit that many gnoll leaders have failed to even slightly display. Proving himself to be a dangerous enemy of Redridge, he was hunted by Troteman before the onset of the Civil War, and believed dead.

That was until the Shadow Council under Vox’nar found the gnoll warleader bleeding out, but certainly alive. He was restored, no, made greater. His hatred for mankind is all Vox’nar needed from him as they stitched him back together, infused him with malefic fel might, and turned him back on Redridge.

Screamer wants to remove humanity at last and finally reassert the rule of the Gnolls in the South.

Zone Design

Redridge is laid out similarly to it is in retail. As much as it may feel that a second Redridge zone should prevent this from being true, it’s honestly not the case. The Redridge Range is accessible through the Redridge canyons, if you were curious.

As Redridge is a valley, much of it is more vertical, with paths along cliffs and whatnot inspiring a much taller and grand feel. When walking into the canyons, it’s like you’re deep within a canyon, not within some sort of shallow valley.

Stonewatch is a massive, imposing keep. Lakeshire is a proper city, just like Darkshire and Goldshire. Shalesbrook in the Shalewind Valley is akin to the size of Hearthglen in retail.

The Tower of Ilgalar is no more, instead being home to a new encampment similar to the Dragon Isles gnoll villages. The orc presence is greatly reduced in general, with only a few through the region.

The Redridge Highway is a central point. The guard is mobilized and constantly going up and down it, occasionally caught in pitched skirmishes with gnolls, murlocs, and other local threats. Everstill Bridge is magnificent in its current incarnation, with wagons, horses, and foot bound travelers constantly traveling its length to cross Everstill into Lakeshire. Dark Iron Dwarves from the Burning Steppes are not a rare sight, and some Dark Iron munitions are used in the Gnoll War’s later battles.

With the gnolls spilling in from the deeper mountains (the Redridge Range), the Redridge Canyons are the most dangerous section of this zone outside of Stonewatch itself. Gnolls, ettin, and lesser demons make it hard to surpass if you’re not traveling the center road into the Range itself.

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The Human Campaign Part 5


Redridge Range

Zone Storyline

Years ago, Valestone Hamlet suffered from the Kingdom’s inability to safeguard it. With the small camps, lumber yards, mines, and homesteads throughout the Range under constant threat from bandits, gnolls, and more - there was never any chance for the Hamlet to grow. But when a band of adventurers came through, chasing coin and reputation, they liberated a few freshly dug mines from the grips of the bandits. The Valestone Mining Company ended up being able to propel Valestone Hamlet into a proper shire.

When the chair of the VMC stepped down and retired from the company, she was elected into office as Magistrate of Valeshire. Magistrate Ariana Clark now watches over the growth of Valeshire and more, as people set out to turn the Redridge Mountain Range into a proper home away from the rest of Stormwind.

The people of Valeshire were successful for a time. A sister settlement arose deeper in the woods. Many travelers started to travel north, either braving the Redridge Canyons or the cliffs to reach the mountaintops. That was until the local gnolls, having briefly been beaten back and held off by the much more capable Valeshire militia, were organized and sent on the attack. With the outbreak of the Civil War coinciding with the new Gnoll War, Valeshire has been returned to a state of tension and paranoia, with Magistrate Clark doing all she can to steer her people through the storm.

Before the player is even able to see this, they first stop in Lakeshire to be enlisted by Troteman for his “gnoll hunt”. Riding through the canyons, many gnolls are battled, but it’s clear that this isn’t the first fight the hyenas have faced this day. Indeed, Citizen’s Army corpses are also dotting the landscape, and the sounds of combat clutter the canyon.

Keeshan had the same idea that Troteman did.

Troteman dons a much more quiet and severe nature. As Troteman’s Army reaches the same battlefield the Citizen’s Army is on, it becomes clear just why. A disastrous battle happens next, as Marshal Troteman marches his army against the Citizen’s Army, leaving the adventurer to narrowly avert a gnoll counter attack that would’ve destroyed both sides. Troteman, blinded by his pursuit of justice, doesn’t care that he just nearly lost everything. He didn’t. Keeshan, however, did.

Keeshan barely flees with his life, and Troteman, deaf to the concerns of his soldiers, marches into Valeshire. Magistrate Clark isn’t too fond of this, but she seemingly relents into cooperating with Troteman. The deputy is quick to discover that she was strong-armed into it, as the VMC rapidly turned into a problem after Ariana stepped away from it. The new company chair, Wesley “Wes” Chafin used the VMC’s wealth to seize land and property, gradually turning much of Valeshire into a “company town”, meaning he owned more than the mines that the workers worked in. He owned their homes and the stores, he practically wielded as much power as the Magistrate herself, if not more. Chair Chafin lets her handle politics while he wields the rest of the authority one expects from a powerful leader. Clark has her hands full, as she’s been taking care of an injured girl, not quite eager to put her in a company owned hospital.

The deputy, of course, uncovers this plot while trying to allocate support for Troteman’s hunt for Keeshan - among other things. The deputy helps Magistrate Clark remove offending gnolls from around Valeshire, and even helps VMC men-at-arms fight off a gnoll attack on company owned mines. Yet, when the fighting comes to private mines, the VMC is nowhere to be seen. Instead, the Valeshire Miners Union is on the case and they’re under equipped and undermanned. The VMU are harried pretty badly by the gnolls, but the adventurer and (eventually) Magistrate Clark’s assistance fend the attack off.

Ariana is pretty upset. Chafin isn’t protecting their community because he only cares about coin, and Troteman’s doing nothing about the gnolls. He’s wasting his time on a single rebel instead of fixing a problem right in front of him. In fact, Ariana is starting to believe that the Citizen’s Army has a point. Just months ago, the Citizen’s Army had a base deeper in the woods. The VMC made plans to oust them, only to attack an empty outpost.

Seemingly abandoned, Ariana decided to rely on the people once again, and has been trying to empower the VMU. She takes the adventurer back to Valeshire, only to learn that the girl the Magistrate was tending to is none other than Nida Eastwood. A barely conscious Nida hands the adventurer a sealed letter and asks for them to wait to deliver it. The Magistrate understands Nida’s allegiances right then and there.

The Union Chief, Sid Lewis, finds out that the VMC is supporting Troteman’s Hunt. Lewis organizes the locals while Chafin’s attention is divided, putting together a fairly capable militia with the help of other Fourth War Veterans. Ariana, Sid, and the adventurer go forth and destroy a gnoll encampment. Troteman’s Hunt has come here, hearing that Keeshan has been using the gnolls to cover his tracks.

Chasing out Screamer’s captain, Big Barker, they’re held up by the VMC. Chafin sees this as his big moment, finally time to knock over the VMU to ensure his dominance, but seeing Ariana breaks his heart.

He loves Ariana. But he loves his power more, and decides to tell the Army that the VMU and Magistrate of Valeshire are both pawns of the Citizen’s Army. Magistrate Clark demands how he’d even prove this, and then says he already has. He then throws a still injured Nida in front of himself.

The VMU has no choice but to attack, for Nida’s sake and for the sake of Valeshire. Before things get too intense, Chafin is pulled back by Troteman’s forces as the Marshal has picked up Keeshan’s trail. This, however, isn’t over.

With Nida retrieved, the adventurer recognizes now might be the time for the letter. Ariana takes it, reads it, and sends Sid into the woods. She takes the adventurer on a quick trip to see how Valeshire fares without her.

The letter is from Keeshan. He’s surprisingly polite, possibly because he’s lost any real need to puff out his chest, and simply illustrates that he knows that Ariana will lose power. He’s seen it before. Good people, good good people, trying to do right; they do right, but they don’t seize power. They make the mistake thinking that good deeds are enough to keep people happy. With as many vipers there are in this world, Keeshan sadly notes that Ariana has lost her chance to settle this peaceably.

She’s got the Citizen’s Army on her side. There’s a camp, called Camp Jacob, where the Citizen’s Army has been camped awhile. Though Jacob is now vacant, it’ll do for her purposes.

She leaves the adventurer to find Keeshan, if they can. The adventurer tracks Troteman’s March by following VMC men-at-arms. Sneaking into a wagon, they’re able to ride straight to the Marshal. He is quick to absolve the adventurer of any wrongdoing, as he believes that we were only doing our duty in defeating the gnolls. Now that we’re here, Keeshan must be hunted down.

He’s apparently holed up in the terrain behind Hogger’s Hill, the capital of the Gnoll Nation formed of all the gnoll tribes brought together by Warlord Screamer. For some reason, he’s ignoring the gnolls. He’s going after one man - that being Keeshan. Troteman tasks the adventurer with keeping the gnolls off of the main charge, putting them with the VMC. With Chafin at their side, they fight against swarms of gnolls, before realizing the gnolls have begun to retreat. It’s because another force has arrived.

The VMU. Ariana clashes with Chafin and shouts for the adventurer to run and get Keeshan. It’s an all out war as they run through the battlefield. Gnolls, Citizen’s Army stragglers, the VMU, the VMC, and Troteman’s Army. There are demons, paladins, simple mercenaries, and so much more. An odd orc or troll can even be spotted, with a two headed magi being the last obstacle before reaching “the Hills of First Blood”.

Here’s where, decades ago, Barathan Wrynn killed Packlord Garfang to end the first Gnoll War.

Cinematic here.

Keeshan is on the ground, nursing a heavy wound. Troteman is largely unharmed, holding his sword out, ready to strike. “I’m the director of the campaign that saw your reputation cleared. Why’d you do this?”

“Y’think I care, bastard? You’ve turned on your own kind.”

“Have I? I’m not the dog who chewed through his leash just to join some- some traitorous harlot’s cause! You’ve tarnished everything, John! Everything!”

“Know what I see, Sam? I see a man… a man so scared to lose his safety blanket, that he’s pissing himself ‘cause he’s so scared. You’re nothin’. Bravo Company died for this nation, I lost everything for this nation…” Keeshan pauses, gasping in pain, “Not because it was my duty. But because it was right. But what did we get? We got shallow graves, and the men we fought for dug ‘em for us.”

“Kill me. It’ll be a mercy.”

Troteman kills Keeshan with a swift strike of his sword. He seems to feel the weight of the world settle into himself, as he has just killed the last thing that tied himself to this world. His service, his record, his responsibilities… they’re nothing, really.

Troteman flees into the hills with a haunted expression.

Cinematic ends.

The adventurer returns to Ariana’s side. Together, they kill Wes Chafin and, though Keeshan’s death will be mourned, it is an overwhelming victory for the Citizen’s Army.

Troteman’s Army flees the deeper mountains, having lost their Marshal. They return to Lakeshire, none of them aware of the role the adventurer took. They did not choose any side, instead helping the people of Redridge fend off the gnolls and a greedy mining company. Ariana returns to her position as Magistrate, with the rest of Stormwind none the wiser that she’s now a member of the Citizen’s Army.

The adventurer is sent away. Ariana, Sid, and Nida are all thankful for everything they’ve done… calling them a hero to the people.

Redridge Range. Old wounds. Difficult choices, difficult paths. The parting of ways. A vision of the future, built from the blood of the past.

Though John J. Keeshan is dead, many more have risen up in his stead. The struggle for this land and the soul of its people has reached a new fever pitch, and the Dark Horde’s shadow deepens.

Without anything left on their agenda (should Duskwood’s task be completed), the adventurer returns to Stormwind to give General Clay their report.

First Blood

Sam Troteman and John J. Keeshan reflect Sam Trautman and Rambo from First Blood, the novel that ended up being adapted into a movie that spawned an entire franchise.

Just one thing. Rambo dies in First Blood.

I think killing characters is a good idea when you have a good reason to do it. Keeshan’s had a long and difficult journey throughout Warcraft canon, and I think that he embodied Rambo a little… too much. So, let’s do him a favor, and finish his story the most Rambo way possible. Dead, but with a fairly meaningful story.

Keeshan realized that soldiers were just being used by Stormwind to protect their interests and little else. The men and women (and anything in between) who fought, bled, and sacrificed for Stormwind really weren’t cherished. A few heroes were held up, everyone else was treated as expendable assets.

While this makes sense from a purely military perspective, there is no such thing as a purely military perspective. People leave, eventually. And people are more than their service.

So Troteman represents the man who doesn’t exist beyond his duty, as he’s afraid of the man he is without his responsibilities. Whereas Keeshan represents the man who exists despite his duty, fatefully linked with it until his end, because he is in too deep.

They are both ruined men. Destroyed by loss, sacrifice, and the lack of support their nation gave them. Will Keeshan’s death light Troteman’s way? Or will this war continue to tear people apart?

Zone Design

As a wholly new zone, Redridge Range is similar to Highmountain or the Storm Peaks. Both zones play heavily with elevation.

Steep hills and cliffs, towering mountains and dense forests at their bases, mines dotting the landscape, with scarce camps and homesteads along the way. Valeshire is a city much smaller than the other shires, mostly dominated by a company town. The people are dirty, not due to a lack of hygiene, but due to the intensity of their work.

Gnolls build forts where they can, using lent orcish knowledge and skill earned from endless battle with the castle building Stormwindians to craft proper defenses against armed assaults. Hogger’s Hill can be considered a true gnoll city, as while the gnolls remain largely nomadic, they collect around Hogger’s Hill to make use of its defenses and amenities alike.

The remains of orcish weapons litter the forest floor, but so do much older human weapons, as artifacts from both the First and Second Wars as well as the first Gnoll War still remain.

Hogger’s Hill will later be an elite questing area, as well as a set of dungeons surrounding the Gnoll War.

This post ends the first arc of the Human Campaign. The Guard, turned Deputy, turned Adventurer has seen the Kingdom decline.

Balor awaits.

And then?

Westfall.

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I’ve been trying to not post so I don’t interrupt the flow, but…

M O A R !

Just absolutely loving the tone and the intrigue of the campaign.

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teehee

post all you like, I like seeing people’s opinions

im working on balor and westfall so it’ll be a bit until the next update, but it’ll be a biggun!

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Good to see someone else remembers this place.

Been interesting/cool to read through your thread thus far. I do always like seeing community spins on larger overarching stories.

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The Human Campaign II

Setting the scene for Balor and Westfall

The seasons of war shift. Holding patterns both armies had taken have begun to break, as armies converge upon one another. Commanders push advantages, saboteurs go about their shadowy works, and a King looks upon his nation in crisis. He knows she watches his every move, and he’s nervous.

The player, a deputy turned adventurer, has learned a great deal since they first embarked on their journey. Returning to Stormwind as a seasoned adventurer, they seek to reconnect with General Hammond Clay - to see where they might go next. Instead, they encounter the full might of Stormwind. Field Marshal Stonebridge marches up and down the columns of soldiers, shouting out words of inspiration. A haggard Marshal Troteman can be spotted, stood silently behind Marshals Dughan and McBride. Turalyon is not far away, clearly in a heated argument with Halford Wyrmbane. And then the adventurer finds General Clay… with the King at his side. This is the first time the player will meet Anduin Wrynn.

Anduin has grown older. He’s still a young man, but he gradually resembles his father more and more as he ages. Much of the soft and boyish expression Anduin often carried, even into the most fraught battlefields of the Fourth War, has left him. He’s stressed. He’s not eating well. He’s navigating the most complicated conflict in his nation’s history, and he was never ready for it.

But he’s still the same man. Kindly, he greets the player and praises them for all they’ve done. He’s aware that the player has been seen in cohorts with the Citizen’s Army, but he notes that he doesn’t believe the player is a traitor - that they are simply going where the citizens of the land need them the most. He loves that energy. He then leaves the player with Hammond as he moves to the front of the army. After the army’s defeat in Redridge, the weakening of the Kingdom’s hold on its other territories, as well as the attack on the Lion of Azora (the one the player was present for), Anduin says that they cannot afford to be lenient any further. Should the people of Stormwind know safety, the Army must take the battle to this nation of thugs and thieves.

Turalyon seems to dislike what he hears and departs. Troteman’s expression doesn’t shift. Stonebridge, McBride, and Wyrmbane all seem to be taken by a patriotic spirit. Dughan shifts uncomfortably in his place. And General Clay seems to frown, ever so lightly.

As the army leaves, Marshal Dughan finds the adventurer and tells them exactly what happened.

After weighing all of his options and considering the events of the previous year (the canonical time frame the adventurer takes to travel through Part 1 of the Human Campaign), Anduin decided that it might be the right thing to truly march on Westfall. To absolutely uproot the Defias Brotherhood, to destroy the Citizen’s Army at its source. Since a forward assault has always been viewed as fairly foolhardy due to the tactics of the Citizen’s Army, it seems somewhat peculiar that he’d charge now. Indeed, Dughan notes this himself. However, things have changed since the player was last in Elwynn, as the Balor campaign has hit a new phase. While the island is far from completely under Stormwind’s control, enough of it is that Anduin is going to use it to besiege Westfall. With the Stormwind Army and Navy boxing in Westfall, it’s believed that VanCleef will have no other recourse other than to die like her father did.

Seeing that the adventurer has worked hard to keep people safe despite these trying times, and seeing that they’ve gone through a lot (he even positively notes how much bravery it takes to take on the Dark Riders and fend off Warlord Screamer), he imagines it might be a good idea to send the adventurer out into the field. He suggests this to General Clay, and Hammond agrees.

So either the player flies out to Balor with Sky Admiral Catherine Rogers or they ride with Marshal Dughan to Westfall.

Balor and Westfall Campaign Concept

Each zone will have 3 parts. All 6 parts must be done to complete part 2 of the Human Campaign, but they may be done in different orders. One may complete the entire Balor Questline before ever going to Westfall, and vice-versa. Depending on questline order, different events will play out. Still, the end results will be the same.

For exactly why I’m doing this, well, I always felt player choice is somewhat lacking in these kinds of MMORPGS. It might be big and bloated and misguided in the end, but I thought it could be fun if quest order had an effect on how you viewed a specific storyline, with different scenarios playing out depending on what stages things are done in.

There are 3 separate battles in the Westfall-Balor Campaign, before the final scenario that finishes the Second Arc. Each battle is changed depending on the parts done before them. So if 2 parts of Balor are done first, the battle will reflect this.

This does mean, yes, there will be 3 different variants of the main scenario battles.

Each part of Westfall and Balor will be covered as individual posts, and each main scenario battle will be covered as individual posts. They won’t be as extensive as the regular posts, but it’s just so that I don’t write something that’s overly too long.

:melting_face:

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This is pretty cool dude.

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the revamp will take a break until December, i will be busy on another writing project til then :face_with_peeking_eye:

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hey would yall be mad if i did something else rq

im cooking up something wild on the side

(shadowlands redo)

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