The night elves can have territory in both Kalimdor and Dragon Isles. I can’t see the night elves wanting to up and leave Darkshore, Ashenvale, Hyjal, Felwood, Feralas, Moonglade, Wintersprings, Desolace, etc. They are going to maintain control and patrol these areas. In the exploring Azeroth series we know the night elves are still doing just that. Darkshore is ruined, but the night elves still send forces to watch over it and patrol/protect the lands. Bonus: Northwatch is still maintained by the Alliance too. Kalimdor is far from being solely controlled by the Horde. The night elven and alliance presence will remain.
Oh hoh, my no. We don’t let those dirty normal draenei on our space ship. They’re much happier down there. Free.
Pretty sure the tree is supposed to re-emege in Azeroth.
It’s nice that the Horde gets an entire continent to themselves now.
Enjoy sharing the North with our rejected races.
Good question. Here’s another one: how does a tree planted in the Emerald Dream magically move to Azeroth, a whole other plane of existence?
Future night elf players: wait, our low level starting zone is an island ruled by dragons?
(Actually I guess that will be all players in WW if the Dragon Isles replaces BfA for new characters)
They never said that Nelves are leaving Kalimdor. Just that Amirdrassil left the dream.
The emerald dream is basically a PTR for new world patches, so moving stuff to live is just part of the pipeline.
That tree existed for like 5 years though right?
best, day , EVER !
Considering that most major bad events that happened on the planet, happened due to the night elves, it’s say that’s cosmic karma.
This is what infuriates me the most as a Night Elf player. Teldrassil wasn’t the only place that the Kaldorei called home. You had Darkshore and Ashenvale which the Alliance won back after the Fourth War. In the past five years, it’s possible that both have been rebuilt or nearing completion to being rebuilt. There’s still outposts in Feralas, with the Feathermoon Stronghold. Then there’s Winterspring. Over in the Broken Isles there’s Val’sharah. Then there’s Mt. Hyjal.
Literally, they have lands all over in Kalimdor. They shouldn’t have been all put into Teldrassil to start with. And all of them shouldn’t go to Amirdrassil to end with. It would make more sense for most of them to go to these other areas, that are in their lands. And even retake some others like Azsuna, and the ruins in Northrend.
It makes it more frustrating to be a kaldorei rper even and everyone seems to be deciding to do rp in the Dragon Isles while ignoring that these other places exist. Just because Blizzard decides to make a stupid decision doesn’t mean that we have to go through with it.
It’s being implied once it sprouts in the Dragon Isles. There was a leak earlier in the year that showed it in the Dragon Isles. Someone said it was the Ohn’naran Plains. And every kaldorei rper has taken it to mean that they’re going to the Dragon Isles. And abandoning Kalimdor.
Having your new home be around a lot of friendly dragons seems like a good move from a security standpoint.
At least until the evil dragons update lands.
They misspelled Draenei lol.
To to build on this, we need to understand the narrative, and how it does not meet the bar for satisfactory stroytelling.
While we need to understand that Teldrassil was compromised, and technically not even an ancestral home - being maybe 11 years old by the start of Vanilla and not a “proper” World Tree (ie: not “blessed” by the Aspects), this sets up for what should have been a redemptive arc - the Tree itself having undergone its own journey, including what would have been a spectacular “all is lost” moment.
Given that the seed was a product of two “gods” – gods who oversee the Great Cycle of Life, Death and Rebirth, narratively, the location of Teldrassil is the correct location for the eventual spawning of Amirdrassil. Amirdrassil is the redemption of Teldrassil. It is the soul of Teldrassil, as expressed by the Night Elf souls which the seed contains, and is the ultimate expression of the Great Cycle - Life, Death, Rebirth and Renewal.
And in placing Amirdrassil on the location where Teldrassil was, it would also have been symbolic of the struggle of the Night Elves: their fall before the War of the Ancients, their “death” at the War of Thorns and their renewal with the rise of Amirdrassil.
This could have been a profound resolution of decades of Night Elf punching bag stories, and a good place to let the Night Elves rest.
But instead we get low effort and tonally tone deaf decisions, and I am at a loss.
Let’s look at low effort. The laziest solution to where the World Tree would spawn would be in the Dragon Isles. Narratively, the Dragon Isles has nothing to do with the Night Elves, nor was there any effort to retrofit any connectivity. And saying the Night Elves now have one because of the Tree is a poor narrative choice. Why? Because that location could have been anywhere. It could have bee Stormwind. It could have been Thunder Bluff. It could have been Silithus. And when anywhere is the answer, then nowhere is meaningful. The location had to be meaningful.
Now, Blizzard could have addressed this by placing the Dragon Isles to the West of Northrend and North of Moonglade. That would have put Amirdrassil near a druid power center and close to Hyjal. This would have solved about 90% of the issues players have with this narrative. But then, if you’re going to put the Dragon Islands there, then you might as well have Amirdrassil spawn on the remains of Teldrassil - though I will say having the ruins of Teldrassil as part of the far-off backdrop of the Ohn’ahran Plains would have made for a very interesting visual.
So basically Blizzard said: we have an end zone. We have to wrap up the Night Elf story, let’s smash them together! And then forced the narrative team to “make it work.”
Except there is no “making it work.” Blizzard has a whole lot of lore that made relocating the Night Elves to the Eastern Kingdoms a very unpalatable solution, not the least of which is that Blizzard made it absolutely and abundantly clear that the Eastern Kingdoms is considered a place of exile by the Night Elves, and it is the home of the High/Blood Elves. So whether Blizzard intended it or not, they effectively burdened the Horde and the Night Elves with what is essentially the lamentable “Trail of Tears” where the Horde take the role of the American colonials who uproot and force the indigenous Night Elves from their native lands, and through much suffering and death, effect their relocation to an alien land, with Amirdrassil basically being “well look, you have a casino now.”
This is what keeps me up at night. I can’t reconcile that Blizzard did not see the parallels or that Blizzard understood the parallels and were ok with this incredibly toxic story that the players have to deal with. I just don’t think this is the kind of story Blizzard wanted to tell, but I cannot fathom how Blizzard allowed it to happen anyway.
Alan Moore once said that the role of the storyteller is to tell the story the audience needs, not what the audience wants. But this story does not rise to that bar. There is nothing about the story of the Night Elves, from the burning of Teldrassil to the Exile of the Night Elves in Amirdrassil that examines anything that gives players a sense of completion, unless Blizzard’s narrative choice is: bad things happen, suck it up, buttercup. And that is a rather cruddy message to send to Night Elf players, especially on the heels of Forsaken players getting everything back and their only gripe being a pretty undead princess.
The story was staged, willingly or otherwise, for Amirdrassil to rise from the ashes of Teldrassil, and using the tale of the Two Trees as an allegory for the story of the Night Elves themselves. That Blizzard whiffed this so hard is staggering to me, and leaves me with not just a profound disappointment, but a genuine disconnect with the lore itself. It would have been better if someone kicked Afriasiabi in the shins for suggesting the burning of Teldrassil until Blizzard came up with another reason to start the Fourth War.
They did not get everything back. They got the blight removed, but everything that was destroyed still is and we cannot enter UC. And we now have to take the bronze dragon three times to get back to the original instance.
Also the flight point out of UC in the original instance still is broken.
LOL you want to rename the game Craft, since you’re happy with there being no War in it?
Maybe the Draenei customization is in the spelling.