… but I can see how they might end up shaping the design sensibilities of the guys who’ve been developing RPGs in a post-D&D world. The problem isn’t alignments themselves, but when the forces that represent those alignments end up being lopsided. The alignment system (and specifically the application in the grander cosmology of the D&D franchises) is supposed to be about balance. And when the application of that system results in a universe that is inherently out of balance, I’ve got some issue with that.

For example, take the most powerful semi-omnipotent forces we have in the universe of Warcraft.

The Titan Pantheon represents Law. Their whole spiel involves ordering worlds, creating systems that will create and regulate life.

The Old Gods and their lieutenants the Elemental Lords represent Chaos. They go to war with each other when they aren’t going to war with someone else, whether it’s the Titans, the Titans’ creations, or any other force they come across. Harbinger Skyriss definitely implies that they’d go to war with the Legion if the opportunity presented itself.

The Naaru represent Good. When it comes down to it, their job involves fighting against Evil wherever it’s found, whether it’s the Legion or the Illidari.

And the Burning Legion represents Evil. They’ve got both lawful and chaotic elements to them, but the chief objective of the Legion is to destroy the creations of the Titans so that Sargeras can create a new universe under a new order. This differentiates them from the Old Gods, who want to destroy everything because destruction.

And yeah, there are other powerful entities at play, like the Ancients, the August Celestials, Elune, the loa, the gods of the Arakkoa, but all of them feel like they’re lesser players in the game, and to an extent aren’t as easily identifiable with a single extreme on the alignment grid. You’ve got lawful and chaotic and good and evil loa, for example.

Maybe it’s a property of how Blizzard needs to constantly create new enemies for us to fight against, but it feels like there’s a lot more evil in this universe than there is good. Fighting the Legion, or groups that were created by the Legion, or the Old Gods, or groups being controlled by the Old Gods, has defined virtually every conflict we’ve had in the game up until the Iron Horde. (And with 6.2, with the Iron Horde basically joining the Legion… well, yeah. Pattern holds.)

Meanwhile, we’ve never directly encountered the Titans; we’ve dealt with constructs they’ve left behind, constructs that more often than not have been corrupted by evil forces (like all the Watchers in Ulduar) or are programmed to kill whatever steps into their area (like all the Watchers in Uldaman and Uldum) because they’re a glorified security grid that can or must be compromised. The closest we’ve gotten to the Titans is Algalon the Observer, and against all logic and reason he spared Azeroth after we wailed on him for a few minutes. So the Titans are mostly absent and for the most part imperfect.

The Naaru made a big showing during Burning Crusade, showing up to rescue the draenei and the Sons of Lothar and helping them fight against Illidan’s dominion over Outland. That beef expanded to include the greater Legion when Kael’thas betrayed the Illidari (and yeah, Rise of the Horde implied that by rescuing Velen and the exiled eredar, the Naaru were opposing the Legion even then). But what was demonstrated about the Naaru repeatedly is that they have a life cycle: deplete the Light enough within one and it becomes a destructive creature of the Void. Beat the hell out of that Void creature, as we did with Entropius, and there may be a kernel of Light left in it, such as what Velen used to purify and jumpstart the Sunwell. Generally speaking, though, the light-dark life cycle of the Naaru happens over the span of millenia. So to a great extent, the Naaru have the potential to be as malevolent as they are good, with everything depending on where you encounter them in their life cycle. And with all the Void-stuff we see in the Legion, one could argue that the Legion may have a bunch of darkened Naaru enslaved to their service.

Meanwhile, look at the evil and chaotic forces arrayed against us. The Old Gods do not live and do not die; they are outside the cycle. In the comics, even C’thun’s corpse still had enough juice in it to empower Cho’gall, as well as attempt to corrupt Med’an. Yogg-Saron sounds triumphant when we kill him in the sepulcher at the bottom of Ulduar, as though we’ve released him from his ultimate prison. Y’shaarj was killed by the Titans but his last breath created the Sha, which were powerful corruptive forces across the continent of Pandaria. The Old Gods can’t really be stopped, only delayed. To an extent, having this kind of immutable eldritch horror that always finds a way to resurface is okay… it works in Diablo, after all, and the Old Gods beat us over the head with it whenever we interact with them, so it shouldn’t be surprising.

Between the past… resilience of Nathrezim dreadlords and Alex Afrasiabi’s recent tweets about Archimonde, we’re now being led to believe that with every demon in the Legion, regardless of where or when they’re killed, their souls just yo-yo back to the Twisting Nether, and can be summoned back from there at any time. The Nether spans all realities, so it’s the same Nether whether we’re in Main Universe Azeroth or Alternate Universe Draenor.

So the Mannoroth that Grom killed in Demon Fall Canyon during the Third War is the same Mannoroth Grom kills in Tanaan Jungle in the opening cinematic for Warlords of Draenor, and it’ll be the same Mannoroth that we’re fighting again in Hellfire Citadel in Patch 6.2. (This gives Mannoroth’s big line in that cinematic a whole new meaning: “Did you bring these mongrels here just to watch you die?”) And the Archimonde we fought and killed at Mount Hyjal in Warcraft III (which we then just re-lived during the Hyjal raid in BC) is the same Archimonde we’re fighting in Hellfire Citadel. It’s not an alternate universe version, but instead the SAME GUY.

So I guess the supposition is that if we go to the Twisting Nether and kill the demons on their home turf, then that permanently ends those demons (just like we had to go to the Firelands to permanently end Ragnaros). And maybe that makes it so the Burning Legion can actually be beaten.

But that’s ultimately the problem I have with Afrasiabi’s comments. He’s acting like this was always the case. Like we should have always known that the Legion was basically unkillable, and that every demon we’ve killed, every big boss like Archimonde, the Eredar Twins, Brutallus, Mother Shahraz, Magtheridon, Supremus, Malchezzar, down to every satyr or felguard or succubus ever, even potentially Gul’dan and Illidan (because both of them ended up being more demon than orc/night elf by the time we killed them) wasn’t ever really dead. They were just delayed.

Learning that now, ten years after starting this journey, feels like a punch to the gut. It takes a ton of satisfaction out of killing those guys when now, after the fact, we’re told that all it did was just delaying the inevitable, not because these guys are saying “you may have killed me but the Legion will win” but instead “I’ll not really dying, this is just A SETBACK”. It feels like a breach of contract. It feels like something we should have been told ten years ago, so that we knew that it was just buying time. Moreover it feels like something that characters who know more than us, like Wrathion, should also already know.

Because what the hell is the point in Wrathion trying to create an army that can defend Azeroth from the Legion if the Legion is infinitely capable of coming back again and again, because they get to ignore death and no GOOD force in the universe can do the same thing?

It’s out of balance. It’s artificial, it’s backhanded, and it shakes my faith in the narrative cohesion of Warcraft as a franchise because it feels like with a handful of tweets, Afrasiabi has just changed the rules that govern the entire conflict.

And to a great extent, it feels like it’s happening because someone really loved alignment grids in D&D and couldn’t think outside the nine-part box.

Here’s all the reasons why the Tae Kim leak is (probably) fake.

1. New Hearthstone expansion in April, over 75m players worldwide, 2v2 mode. To be fair, I don’t disbelieve the 75 million players number, but I also feel like Blizzard would have said something about it if the numbers were that far beyond the 20 million mark we heard about back in September. The Q4 earnings call will be taking place sometime in the next couple weeks, so we’ll get confirmation then for sure.

As for a new expansion, I’ll roll to disbelieve on that one, based on the release timing of the game so far:

  • Hearthstone: 3/11/2014
  • Curse of Naxxramas: 7/22/2014
  • Goblins vs. Gnomes: 12/8/2014

It was just over four months from the game’s release before Naxxramas was released, but it was then another five months for GvG to come out. There hasn’t really been a lot of talk about the next expansion post-GvG, but it doesn’t feel logical for them to have a full 100+ card expansion added with GvG only being in play for 4-5 months. Also, there’s the absence of an event for the announcement to take place at; there are no cons happening in April that Blizzard has frequented in the past.

Could Blizzard announce something at PAX East this year? That’s possible, but it still seems unlikely that it would be more than a new adventure mode. The more Team 5 adds cards to the game, the more punishing the game becomes for new players, and the part where part of Hearthstone’s appeal is the low barrier to entry, very frequent expansions are a bad idea.

As for 2v2 mode, that sounds like one of those ideas that would get batted around internally, but it introduces a ton of issues on its own. It changes the scale of the game dramatically, which really makes me doubt if it’s something that’s being discussed at more than a conceptual level. This isn’t quite a red flag (because the exact phrase used re: 2v2 is “experimenting”) but it feels a bit dubious at best.

VERDICT: Plausible but unlikely.

2. Overwatch release in 2015, business model in flux.: Blizzard only announced the game would be in beta in 2015. Given Blizzard’s propensity for long testing periods, it’s unimaginable that Blizzard would be able to convert the game from what we saw at BlizzCon into a fully playable platform in a year.

As for the business model shenanigans, that feels like a red flag for me. Overwatch has to be free to play with microtransactions. Otherwise, people are going to stick with Team Fortress 2 for their cartoony FPS needs.

VERDICT: Implausible.

3. Executives have low expectations for Heroes, senior staff to be laid off. I call bullshit. If the company didn’t have faith in the game based off how the alpha’s been doing, they’d have terminated the product rather than allowing it to proceed into beta. And liquidating the senior staff from Team 1 means killing off the guys producing Legacy of the Void.

Expecting Heroes to obliterate the rest of the MOBA market when LoL is already so entrenched? Yeah, that’s far-fetched and I agree that Heroes might not make a huge disruption to the market. But “low expectations” feels like an exceptionally punishing way to refer to a game that’s just going into closed beta and clearly will get a lot of iteration before release.


4. Legacy of the Void is ready to go, just waiting on a release date. Bullshit. It’s waiting on a beta test. The recent balance tests might be a clever way to mitigate the length of the beta, but it’s not a replacement for a full-on beta.


5. WoW quadrupled art outsourcing, next expansion is feature-complete. Okay, I’ll admit that I’d never considered the concept of art outsourcing before, because I’d never heard of it. Something about it doesn’t sound kosher, but it’s not a fake thing: Blizzard has a couple openings right now for Art Outsource personnel, but that’s for Overwatch. So for Blizzard to be willing to spend a bunch of money on outsourcing the art for Expansion 6 doesn’t sound unbelievable, especially if you buy into the theory that they authentically want to get their expansions out in a faster cycle.

The feature-complete line is what seems to be tripping a lot of people up. In software development parlance, “feature-complete” means that all of the intended features for the game are implemented, and the product is ready for testing and bug-fixes before it can be released. To put that in more familiar terms, “feature-complete” means that the game is at the end of alpha and is ready to move into beta testing.

So let’s review: Warlords was announced in 2013, and was released four months ago. It’s pretty commonly understood that there’s at least some production work done on the next expansion during the testing period of the current expansion, meaning that Expansion 6 has likely been in production for at least 7-8 months. If you want to tell me that the game is at the end of an alpha stage and will be ready for beta in the near future, you’re asking me to believe that Blizzard is going to put an expansion out for beta testing before they even announce it. I call bullshit.

I’m willing to buy that Blizzard will announce a new expansion for WoW at BlizzCon this year. Hell, I expect it. And I’d be pleasantly surprised if they told us that the beta test for it was imminent after BlizzCon, rather than just doing presentations and then making us wait six months before we have anything playable. But I’m not willing to buy that they’re already almost done with alpha. That’s weak tea.


6. Diablo 3 team moved to a new Starcraft project, similar to Warframe, Left4Dead, DayZ, Smite, and other MOBAs. Oh wow, where to start…

Okay, could you argue that there are commonalities between D3 and Warframe? Yeah, potentially. A third-person action shooter with RPG elements and procedurally-generated levels set in the Starcraft universe sounds pretty neat, but it’s when you rattle off the list of other games that it gets confusing.

Left4Dead: FPS with an emphasis on AI-controlled zombies. There’s some weight to this, since Michael Booth, the guy who created L4D, has been working for Blizzard for some time now, directing an unannounced project.

DayZ: Survival horror MMO, again with a ton of zombies. Gameplay involves finding the resources needed to survive in an open world environment.

Smite: It’s a MOBA, with the quirk that it’s in a closer 3rd-person perspective rather than the top-down isometric version we’re used to in MOBAs.

So, if I’m reading this right, this will be a co-op game like Warframe, with a behind-the-hero view like in Smite, with AI-controlled enemies like in L4D… then where does the DayZ element come from if the world is supposed to be procedurally-generated and not persistent? Where do the MOBA elements come in if the primary comparison is supposed to be Warframe, which is predominately a co-op game?

All of this feels like some rampant speculation about a potential game that would keep Booth’s attention and justify his presence at Blizzard. The crux of the leak, though, is the statement that Team 3 is now working on this project, which Blizzard flatly denied, according to Kim.

Booth making a game that draws on L4D or at least plays upon his expertise as an AI innovator makes plenty of sense, and if you’re going to pick a franchise in Blizzard’s wheelhouse that would benefit from something that had more innovative AI, Starcraft certainly jumps out as a candidate. But the part where Blizzard shot down Team 3’s involvement makes me doubt the whole affair, and throws up a big red flag for the whole leak. So many other sources are saying that the D3 team was waaaay to excited about what they were doing for it to be feasible that they were sundowning D3.


Let me be clear: I don’t think Kim is making this stuff up. He’s reproducing lines that someone else is feeding him, though for what purpose I have no idea. I don’t know who benefits from saying that Team 3 is gutted, Team 1 is getting beheaded because of Heroes, while Teams 2 and 5 are ramrodding out product faster than Blizzard has ever demonstrated before. Conjuring up some pipe-dream game based on a bunch of currently hot properties like Warframe and Smite only works because of the link to Booth, whose name is never mentioned in the leak.

This smells really fishy to me, which makes me disbelieve pretty much the whole kit of it. So I caution anyone from putting a lot of stock in it.

What’s wonderful is that the next quarterly earnings call will be coming up soon. If Hearthstone’s numbers really are over 75m, then maybe Kim’s leak has more credibility. But if the numbers aren’t, I’ll be perfectly willing to call the whole thing a hoax.

On the Om’riggor

The question: at what age do orcs participate in the om’riggor?

The answer: The Om’riggor, or the orcish rite of adulthood, is mentioned three times in the text of Christie Golden’s Rise of the Horde.

Piecing together all of the specific and relative time references used in the text, we can extrapolate this:

At age six, orcs begin learning how to use weapons.

At age twelve, young orcs can join in the less-dangerous hunts for talbuk.

Orgrim and Durotan became friends at the autumn Kosh’harg. Their friendship continues into the next summer. When they encounter the ogre during their contest in Terokkar Forest, Durotan recalled going on the talbuk hunts, but wasn’t yet of the age to join in the hunts against the ogres or gronn. This implies that there is a non-trivial gap in time between when an orc participates in the talbuk hunts and when he can join the ogre hunts.

Orgrim and Durotan undergo their om’riggor (in summer and autumn respectively) after meeting the draenei.

Orgrim and Durotan’s first Kosh’harg as adults is once again in the autumn.

What’s concrete is that Orgrim and Durotan are both older than twelve when they perform the om’riggor.

What’s not as concrete is whether or not they had participated in the talbuk hunts before they became friends, since that happened in the last year before they participated in the om’riggor.

Conclusion: It is safe to operate under the assumption that an orc who has passed his/her om’riggor is at least twelve. It is probably more feasible that the age for the om’riggor is greater than that, but no other concrete evidence is given to delineate what it could be.


Spoiler Warnings: This entry will contain spoilers for certain quests in Warlords of Draenor, as well as story spoilers for Christie Golden’s Jaina Proudmoore: Tides of War and War Crimes. 

Anyone who’s picked up the Inn or Tavern in their garrison has probably come across this guest quest-giver by now.

So what's your name?

So what’s your name?

The Problem

If you look at the skin tone, the hair color and style, the facial markings that are visible beneath the cowl, and the dagger she’s wielding, every outward sign indicates that this is Shandris Feathermoon. Additionally, the quest reward from the initial quest is a Sentinel’s Companion, which matches with Shandris’ past role as a Priestess of the Moon (which, in WC3, summoned an Owl Scout to scout around).


Harder to tell with the mask she got post-Cataclysm, but even without the facial markings for confirmation, all of the other details signal it.


The problem comes up when you read the quest text for both the initial and repeatable versions of the quest she offers.

“The Huntresses” quest text:

I do not wish to come out of the shadows, but I mean you no harm. My purpose here is my own secret to keep, I simply needed a warm place to bed down for the night.

I can see that you are not the type to be easily swayed into leaving. Very well, perhaps you can aid my in my search.

I am looking for someone, it is not important who. All you need to know is that I will reward you for any sign of high elven weaponry that you should come across.


This is… it can’t be.

I must be off, here is your reward. I do not part with it lightly…

“Fate of the Fallen” quest text:

I feel that I can trust you, perhaps. You have, at least, not spoken of my secret to anyone, and for that I thank you.

I have need of your aid again, and in return, I will share some of my own information. I am here, you see, to find an elf by the name of Alleria. She was lost years ago, on Draenor. It is my faint hope that the twisting nether brought her here.

I do not know if such a thing is even possible, but do keep an eye out for any signs of high elves as you travel.


Another one? How curious.

I may not be much closer to finding her, but these arrows bring some comfort to me, at least.

Here’s what’s weird about the quest text: it seems pretty evident that the quest-giver is someone who a) wants to keep their identity secret and b) has a personal stake in Alleria’s fate. There’s a pretty short list of people for whom those two criteria are true, and it really comes down to Vereesa and Sylvanas Windrunner, Alleria’s two surviving sisters. Moreover, Shandris doesn’t normally meet either of those criteria. She’s never even met Alleria.

And the last weird thing is this: the Sentinel’s Companion Pet Journal entry indicates that it comes from a quest called “Little Sister Lost” which doesn’t exist in the game data. The description of the pet then reads “the companion of a night elf sentinel, rarely given out as a gift.”

The most obvious bit of dissonance, then, is this:

  • The Cowled Ranger is definitely a night elf, sporting a night elf weapon, and handing out a night elven owl companion as a reward…
  • … but the quest text and the title of the non-existent quest in the pet journal both suggest that it’s one of Alleria’s sisters who is looking for her, neither of whom are Night Elves.

To put it another way: the quest-giver is deliberately intended to be Shandris in disguise, but there’s no existing justifiable lore reason why she’d be looking for Alleria.

Possible Solutions

Sylvanas in Disguise: She’s not really well-loved in the Horde right now, and she’d have to disguise herself to visit the Alliance garrison. And from a meta perspective, she’s worn a night elf body before (her original model prior to Wrath was a modified night elf), so this wouldn’t really be that much of a shift for her.

The reason this fails is because of what just happened in War Crimes: Sylvanas’ plot with Vereesa to kill Garrosh before the end of his trial failed, specifically because Vereesa lost her nerve and revealed the attempt to Anduin. The very specific quote I’m looking at comes from the end of Chapter 33 in that book: “Sylvanas Windrunner, Banshee Queen of the Forsaken, would never again make the mistake of believing she could love.” As the end-cap of a book-long plot where Sylvanas was attempting to reconnect with one of her sisters, it stands to reason that she would be less than interested in trying to find Alleria for the same reason.

Vereesa in Disguise: She’d have to disguise herself going into the Horde garrison, and while her last scene in War Crimes suggested that Anduin kept her secret, it’s possible that he informed Varian of it, making her persona non grata with the Alliance as well.

The reason this fails is because Vereesa’s not a night elf, and why she’d choose to disguise herself as Shandris Feathermoon who is in turn also traveling incognito beggars belief.

Shandris On Assignment: The solution that meets the most criteria but requires the most assumptions is this one. Recall that in Jaina Proudmoore: Tides of War, Vereesa and Shandris worked together while skirmishing against the Horde in Dustwallow Marsh during the attack on Theramore. They were among the only Alliance leaders to survive the destruction of the city, specifically because they were outside when the mana-bomb dropped.

Shandris has had a history of making friends in battle pretty readily (she called Jaina Battle-sister after the defense of Mount Hyjal where they first cooperated) so it stands to reason that she might have struck up a badass sisterhood with Vereesa during their shared experience at Theramore. Assuming Vereesa was unable to travel to Old Draenor on the possibility of searching for Alleria there, asking Shandris to do it makes sense, since Shandris would have the resources to do it.

Shandris traveling incognito, however, is the only hitching point for this (if you accept all of the other assumptions). She’s a lauded commander of the Alliance. If it was a named NPC who would be a valid candidate for running the Lunarfall Garrison, she’d certainly be someone I’d put on the short list. She also worked with Thrall’s Horde just as readily at Mount Hyjal, so in a post-Garrosh world it would stand to reason she could probably waltz into Frostwall Garrison without much concern. Finally, the list of guest NPCs who make appearances in the Inn/Tavern has plenty of characters who really don’t have much reason being faction-neutral.

However, I can accept that Blizzard didn’t want to build faction-specific quest-givers for the Inn/Tavern guests, and for whatever reason, Shandris was built to be traveling in secret.

Internal Miscommunication: I can also buy the possible explanation that all of the conflicts in this quest are the result of last-minute changes internally at Blizzard, where the quest text was written to support Sylvanas and Vereesa as faction-specific quest-givers (hence the “Little Sister Lost” quest title in the pet journal) but was later changed to the night elf Cowled Ranger, which resulted in the pet reward being changed to something more appropriate to a night elf character.

Status: Unsolved

Why such attention was paid to making the model into Shandris in disguise is really the most mysterious part of the whole affair. Regardless of any reasons you could conjure for why Shandris of all people wants to find Alleria, her being in disguise doesn’t make sense when none of the other faction-aligned guest NPCs have any reason to conceal their identities. Why someone who’s in disguise as a night elf ranger would end up have all of these accouterments that suggest Shandris when there’s all of these other lower-profile night elf rangers to imitate only adds to the mystery: if it’s NOT supposed to be Shandris, why all the clues suggesting it’s her?

Maybe we’ll see something about this in a future content patch, but if it’s a seed for future content, it’s pretty well-buried. If it’s an artifact of some past design or just one of the quest-designers having fun with us, it could amount to nothing. And right now, with how the repeatable ends and with zero evidence to suggest anything Alleria-related in WoD, the likelihood that there’s nothing here is pretty high.

I personally like the headcanon that Vereesa saved Shandris’ bacon during Theramore, and as a reward Shandris is hunting for Vereesa’s sister on Old Draenor, despite the fact that Alleria being anywhere near a past version of Draenor is… well, calling it a moonshot would be a pretty terrible pun given all the circumstances. But the bottom line is that the quest hinges on players finding a silver-lined arrow in the Shadowmoon Burial Grounds, which the NPC, whoever she is, recognizes as belonging to Alleria.

Is it foreboding that we find this arrow on a grave? Is it Alleria’s grave? Or the grave of someone killed by this arrow? THE MIND BOGGLES.

I want to believe there’s something deliberate here, but hell, we all thought that Arator’s big appearance in Honor Hold was a deliberate thing, and it amounted to nothing. Sometimes, the little notes are just in there for no rhyme or reason.


Rulkan is the Orcish Jaina Proudmoore

Focus on a young couple. They go through a fairly traditional courtship, filled with the promise of a great future for their people. Suddenly, however, a dark threat appears over the horizon. She advises caution, but he chooses to rush in headlong, and each choice he makes draws him further and further down a path of darkness. At last she realizes that she no longer knows the man he’s become, but a timeless and fervent love still survives.

You look at that story and it’s easy to assign it to Arthas and Jaina and what they’ve been through together, but with the new narrative we’ve got in Warlords of Draenor, it’s actually something that plays perfectly well with Ner’zhul and Rulkan.

For Arthas and Jaina, the threat was the Cult of the Damned. For Ner’zhul and Rulkan, it was the Iron Horde. Both Arthas and Ner’zhul made a fateful choice that broke their relationships: for Arthas it was choosing to cull Stratholme in order to save Lordaeron, and for Ner’zhul it was reviving the Dark Star to keep the Iron Horde from slaughtering the Shadowmoon Clan. After that break occurs, both Jaina and Rulkan take the survivors into exile, while Arthas and Ner’zhul continue down a path of destruction. And ultimately, both Jaina and Rulkan are willing to put past hatreds aside in order to combat the greater threat; Jaina works with Thrall and the Horde against the Legion invasion at Mount Hyjal, and Rulkan enabled Prophet Velen and Yrel to assault Ner’zhul in his place of power at Anguish Fortress.

The idea that Rulkan joins the Alliance Commander as a follower is pretty much where her story stops at this point, but the commonalities with Jaina’s story up until the Battle of Mount Hyjal is something that really sticks out to me. Combine that with all the Cult of the Damned-like qualities that have been impressed upon the new Shadowmoon Clan in WoD-SMV, down to Ner’zhul summoning an Army of the Dead during his boss battle, and it really feels like Blizzard made an active attempt to align Ner’zhul’s narrative with Arthas’ as strongly as they could. I think it’s a pretty interesting turn, since it amps up the connection with the Lich King story (and Ner’zhul of all people going down in a launch 5-man really feels like a plant for future content), but it does so without really altering the existing Ner’zhul story.

Moreover, it infuses what I feel is a lot of additional character into Rulkan, who was essentially killed off introduced in Rise of the Horde as a way for Ner’zhul to get duped by Kil’jaeden. Having her alive completely shifts his state at the start of the Iron Horde narrative (one of Kairozdormu’s “blades of grass”) while also putting a strong female orc character squarely in the Alliance narrative.

I’m pretty hopeful that we’ll see more of Rulkan going forward, because I feel like her addition to the narrative was for a greater purpose than even what we’ve seen so far. Callbacks to WC3 are great and all, but I’m really interested in seeing some new story as well, and Warlords has delivered on that while setting the stage for even more. We’ll see.

A DIRGE FOR HELLSCREAM (Part 1: Fatherhood)

Even though I know that there aren’t really a lot of folks out there reading this, I feel it’s important to point out that there will be spoilers for the Nagrand questing experience in Warlords of Draenor and you should proceed with caution if you haven’t experienced that in context yet.

What’s interesting about the Nagrand finale is that it provides a single conclusion to what are ultimately two different narratives: there’s the story presented in-game of Garrosh and his rise and fall, from his introduction in Burning Crusade up until now, and there’s the whole story of Garrosh presented throughout the entire franchise, across short stories and novels in addition to the game itself. I’m going to focus on the former story first, since that’s the one most players are going to be familiar with (though if you’re reading this, you’ll probably be interested in the latter story as well.)

The first story is really all about Thrall as a surrogate father for Garrosh: when Garrosh is introduced in BC, he’s characterized as a young, depressed orc who grew up in the shadow of his father Grom’s damnation of the whole race. Thrall returns, not only telling but showing everyone on Draenor that Grom died a hero, a redeemer of his people. And Garrosh swells up with pride that his father’s legacy has been restored. Thrall, as the bearer of Grom’s legacy (and Orgrim’s, and Durotan’s, and maybe even Saurfang at this point…) becomes the replacement father for the Mag’har, all of whom grew up without their fathers’ guidance.

As we see Garrosh later in Wrath of the Lich King, he’s become Thrall’s right-hand, even if his intolerance for the Alliance races doesn’t bode well. The beginning of the echoed admonition (“You disappoint me, Garrosh”) reinforces the idea that denying Garrosh approval is intended to punish him for his bad behavior. Garrosh’ earlier exchange with Saurfang at Warsong Hold has airs of this, since Saurfang is (rightly) advising caution, but the undertone of Garrosh’ abrasive response is “Thrall put me in charge here, not you, so stop trying to be my dad by telling me what I should or shouldn’t do.” And all of this following Garrosh’ leadership challenge before the Scourge Invasion (in which Garrosh’ lines all sound like “dad, you’re doing it wrong, I can do it” and Thrall’s responses being “son you’re not ready”) sets up the Northrend campaign as being Garrosh’ coming-of-age, prove-to-me-you’re-a-man event.

There’s a constant sense of Garrosh trying to impress Thrall by being forthright, and every time Thrall is disappointed with him, Thrall’s never specific about why he’s disappointed, so Garrosh gets the wrong idea and screws up worse the next time. Because Thrall’s never had a son and Garrosh has never had a father, so neither of them quite know how to understand one another.

Cataclysm has Thrall leave Garrosh in charge of the Horde to go off and be the World Shaman, and this is where you see Garrosh slipping into a new phase of trying to impress an absentee father: by outdoing him. Thrall united the clans to bring them out of bondage? Garrosh reaches out to the Dragonmaw to bring them into the fold, and even takes Blackrock defectors like Malkorok under his wing. Thrall took a harsh land like Durotar for the Horde? Garrosh savagely grabs territory to secure new footholds for the Horde. The event in Stonetalon, taken in context (and not as Afrasiabi’s mistake, wrought by internal miscommunication) is Garrosh questioning whether or not he’s doing the right thing, but he nonetheless chooses the path of violence. The choice doesn’t matter, though: Thrall isn’t there to admonish him, or to guide him. The bottom line is that despite all the work Garrosh is doing, Thrall is nowhere to be seen. (Players seec him plenty, but Garrosh isn’t in on any of that.)

Mists is where we really see Garrosh finally come into his own. He blows up Theramore because he wants to take Kalimdor for the Horde and Theramore is a prominent target to demonstrate on. He invades Pandaria because he wants it for the Horde. He pursues the Divine Bell because the Horde needs the best weapons in order to survive. He starts cutting weak links like Vol’jin out of the Horde because the Horde needs to be strong. When he gets the Heart of Y’shaarj, he realizes that he now has the ultimate arsenal, which turns all the emotional energy of the Horde’s warriors into weapons. The Horde will never be tools in the hands of others again, but they will instead be the hands that wield weapons and display their strength in glorious resplendence over Azeroth. He doesn’t need to prove himself to Thrall anymore, not if he can prove that he’s made a stronger Horde than Thrall ever could. So even when Thrall himself comes to him and says to give it all up, Garrosh says “no, daddy. I’ve done good, you’re just too weak to see it.”

So at last, when we come to this final showdown between Garrosh and Thrall, there’s an overwhelming sense that Garrosh is finally fed up with Thrall acting like his dad. Especially when he’s been hanging out with his actual dad for an extended period of time.


To an extent, I can really see where in-game Garrosh is coming from here. The Warchief title was never something that was meant to be bestowed, but instead something that was taken by the strongest orc on the field. Blackhand got it by virtue of being that strongest orc, at least in terms of public acknowledgement. Orgrim took it by killing Blackhand, and Thrall only got it from Orgrim because the Doomhammer was about to die. Grommash has it right now because no can stand up to him.

So for Thrall to say to Garrosh “here, you can have this job” instead of making Garrosh earn it through combat, it was a failure on Thrall’s part. Give Garrosh more time for dialogue and you’d probably hear: “You didn’t give me the experience I needed to earn my title. You gave me a horde that didn’t make any sense to me, and told me to protect it against a world that wants to snuff it out. I did the best I could, I pulled every trick I could come up with and it was never enough for you. So how dare you say that I failed the Horde when you set me up to fail from the start?”


Thrall never praises Garrosh in-game. Thrall’s only comments to him that the players ever hear after his introduction have to do with disappointment. So Garrosh having this internal narrative where Thrall is this disappointed surrogate dad actually makes a bit of sense at the end. You might pity Garrosh for being so wrong. And when Thrall responds to Garrosh by saying that he chose his own path, the player is basically assumed to believe that Garrosh just made all the wrong decisions… but there’s another edge to it: ultimately, Thrall busied himself so much with saving the orcish people (or the world they have to survive on) that he ended up doing a sorry job of saving Garrosh from himself.

The in-game narrative for Garrosh ends without him ever seriously considering the possibility that he was wrong, convinced that he was doing what he thought was right for the Horde. Thrall, meanwhile, ends up winning because he can call the elements, and he’s convinced that HE’S doing what’s right for the Horde. And players are generally going to be go along with Thrall on this, since he’s always been a hero.

In the end, history moves in a circle. Thrall gave birth to Garrosh Hellscream, wanting him to become a hero, and when Garrosh became a villain instead, Thrall brought an end to the monster he’d created. But it’s important that Thrall starts the final fight using the Doomhammer and then has to end it using the elements; he can’t match Garrosh’ raw strength and combat prowess, but his powers as a shaman are what lets him win the day.

Thus, the in-game narrative carries forward the big Thrall story that’s been at the core since Thrall took over the orc narrative in Warcraft 3: it’s not enough to simply be strong. You also need wisdom, and you need to respect the forces that are greater than yourself. Thrall respects the elements, and they aid him in his time of need. Through his example, the orcs need to remember to respect the world around them, which Garrosh refused to do and which the Iron Horde has discarded under Garrosh’ tutelage.

The bottom line that underscores the end of Garrosh’ story, however, is this: can the orcs ever truly return to the idyllic shamanistic lifestyle they had before they were introduced to the concept of war on a grand scale? Is it even possible to abandon the Horde, regardless of the forces that created it or sustain it? Garrosh didn’t think so, and he wanted to move forward instead of backward, no apologies. Thrall is bent double to an eternal struggle of trying to get the orcish race back into a box that they can’t fit into anymore. However, because Blizzard doesn’t seem interested in letting players choose between those two paths, Garrosh has to die.


There’s a lot more to say on the subject, but it requires us to look at Garrosh and how he’s moved in the non-game products, especially Christie Golden’s novels and the faction leader short stories.


Personally, I don’t find a lot of value in stocking up on a full log of Mists of Pandaria daily quests to turn in when the servers switch over to Warlords. Nothing against those colleagues and friends of mine who swear by it or their reasons for doing it, but it doesn’t work for me, and here’s why:

  • I don’t feel an overwhelming need to give a kiss goodnight to the daily content. It was good content and I enjoyed it well enough to accumulate thousands of Lesser Charms on my main, but I can’t say that I’m super-attached to it. Moreover, it’s not going anywhere.
  • I’ve got limited play-time. Trying to stack up a full log of dailies is time-consuming, and when the XP and gold rewards simply don’t compare to the XP/gold per hour of doing the Tanaan experience (especially given how practiced I am with that content from doing it repeatedly on the beta) it makes a lot more sense from an XP/gold gain perspective to just get started with Tanaan Jungle from minute one instead of flitting about Pandaria turning in quests.
  • I’ve got seven level 90 characters, which is by far the most I’ve ever had at max-level EVER. Even if I could somehow justify stuffing the quest log on my main to get a negligible headstart on XP gains, I know I couldn’t do it for the other six. (And I just remembered that I plan to use my boost on my gnome mage once I get the expansion, so that’ll be EIGHT. Sweet sisters of mercy.) I’m not really what you’d call an altoholic (I just like covering my bases with professions, really) but the bottom line is that it’s just not a positive ROI for the time needed.
  • I fly out tomorrow Wednesday to Los Angeles for BlizzCon and a bit of a holiday and won’t be back at my gaming rig until next Tuesday. My wife works next Wednesday, so it’s back to the grind of taking care of my son. The expansion comes out Thursday. If I was going to attempt to do a project like this instead of what I’ve been doing (farming old raids for incremental progress on old legendaries because I can actually do it now as a priest also GOLD) I’d have had to start on it weeks ago.

Again, this isn’t meant to slight folks who a) have time on their hands, b) feel an attachment to the content and want to give a send-off, c) REALLY LIKE DAILIES, d) maximize their gold gains at every turn, e) aren’t disappearing to SoCal for a week-long drinking binge, or f) do what they want b/c it’s a fuckin’ game and they’ll play however they like. The game has latitude to support a lot of play styles, and it’s not my job to tell people what they should do with their play time, since I certainly wouldn’t appreciate it if someone said “you need to do this with the slivers of time you set aside to game.”

I just wanted to throw out why I won’t be doing this, and affirming that my focus on November 13th will be collecting heads in Warlords of Draenor. So long, Pandaria. I’ll likely visit for brews and mounts and other stuff when I run out of stuff to do on Draenor. /wave

A Case Against the Naga

Normally, I’m advocating for stuff to get added to the game: I’d love High Elves as a playable race for the Alliance, and for Ogres to get added on for the Horde. I’m all for expanding the free-to-play options in the game to make it accessible to a wider audience.

But I’m telling you, I really don’t ever want the Naga added as a playable race.

When I originally wrote this post, it was back when “The Dark Below” hadn’t been debunked as a WoW expansion yet. Now with the new filing about “Eye of Azshara” all of this discussion is getting dredged up again, and since I never really got around to pubbing this post before, I figured it was worth getting up since the arguments are all still valid.

But let’s get this out of the way first: if there are playable naga, it doesn’t mean I break up with the game. It just means I probably don’t do their starting experience.



Here’s why Naga should never be playable:

  • They’re a race of snake-dudes all beholden to their Queen Azshara, and have pretty much been characterized as evil, bloodthirsty bastards in every appearance they’ve made in the franchise. Yeah, Lady Vashj was playing bass for Illidan and Kael’thas in their emo cover band back in WC3, but it was clear from word one that she had ulterior motives then and afterwards. **
  • Because they’re snake-dudes, they don’t have legs or feet. So if you look at the equipment slots, there’s no logical place for legs, belts, or boots to go. Yes, a bunch of races (trolls, tauren, worgen, draenei) already ignore the feet slot, since their specific feet/hoof constructs don’t really fit into boots. But because the boot texture is displayable at least partially on the lower leg, this is an acceptable compromise and doesn’t really break suspension of disbelief. Naga would need to ignore three slots instead of one, and there’s just no place for those textures to go. ** Suspension of disbelief is out the window.
  • Another note of the equipment slots: aside from the visual distortion of having belt/leg/feet slots, there’s the consideration on the player’s part. “My character doesn’t have legs, so why do I have a legs slot? Why should I have to put something there?” Experienced players are going to say “you put something there for stats” but I can see new players tripping over the concept. It breaks the immersion that a piece of gear that you should be able to equip doesn’t make sense to wear because your character is incapable of wearing it.
  • Female Naga have four arms. I know the minute there’s a four-armed playable character, you’re going to get people saying “wait, so I should have two bracer slots, right?” “I can totally dual-wield two-handers, right?” “DUDE FOUR DAGGERS GUYS”
  • If you look at every other playable race in the game, you can take off the head, feet, hands, and tail (if there’s a tail) and end up with something that could be human. You can’t do that with the naga. The reason this detail is important is that if a character is meant to be something that the player relates to, a body that’s too far from the human shape isn’t going to accomplish this. Not everyone goes in for treating their characters as a personal avatar, but players who do that are the ones who potentially connect with the game in the deepest way, and making that bond as strong as possible from an art end is clearly a part of Blizzard’s psychological strategy in setting up long-term player retention. Now, admittedly, that inability to relate to the character just means some people don’t pick naga (I don’t play Forsaken characters because I don’t feel like relating to an angry corpse) but I feel like Blizzard’s done a good job of introducing races that are readily relatable for players, in order to make that avatar bond as surefire as possible.
  • There aren’t not enough methods to customize how a naga would look; they don’t have hair for styles, they don’t have ears for piercings, and you can’t really alter their faces very dramatically. You’ve got scale color, a secondary color for the fins, eye color (though that’s really small on the male), and maybe different fin “styles” — which goes back to how having their fins poke out of all their armor would continue the whole immersion break.

Can you come up with non-evil naga? Sure. Blizzard did non-evil orcs, did semi-evil elves, did totally chill minotaurs… the part where the naga are all inherently evil is something they can work around if they want to. But I don’t think coming up with that narrative is worth it when the naga themselves are as monstrous and inhuman in countenance as they are.  Can you art a way out of all of these issues, including how monstrous the naga look? Yeah, I think that’s doable, but if you do that, are they still the naga?

When I’ve had this discussion with friends and colleagues in the past, the response I get from people who are jazzed about the naga is that all the equipment slot shenanigans aren’t an immersion break for them. I understand that for some folks, stuff like that doesn’t kick you out of the game. For me, though, coming out of playing tabletop D&D, the paperdoll on your character sheet being a map of your equipped gear is a big part of the character fantasy, and half that equipment being superfluous on a naga just doesn’t compute for me. I’m willing to buy “this chestpiece will magically vary in dimension based on the race and gender of your character, and it’ll even look tattered if you’re undead because reasons” but when you say “this pair of pants is now a big mail sock because snakes can’t wear pants” I’m just NOPE.

When it comes down to it, I think introducing the naga as a playable race would also setting a bad precedent, since it opens the door for other non-bipedal races to become playable races. People have talked about the centaur, dryads, keepers of the grove, dragonkin, tol’vir, nerubians… basically any race that’s ever expressed sentience has been floated as a possibility. Largely speaking, aside from all the same problems I listed above about paperdoll dissonance and avatar potential, I don’t think a ton of value gets added to the game when a race gets shuffled in and then has zero relevance after the starting experience is completed.  That’s an argument to not add any new races ever, and I get why Blizzard will likely continue to add races as expansion features, but I also feel like it makes it much easier on Blizzard to focus on races that don’t require a ton of handwaving to make functional as playable entities and have greater avatar potential.

I get it. Some people want to play snake dudes. I am not one of those people. I think adding snake dudes to the playable roster would be a misstep. However, I would likely still buy the game if I’m still interested in playing it, and I don’t see my interest going away.

I can probably talk a great deal more about the potential behind this “Eye of Azshara” expansion, but I’m loath to spend my limited resources on it when we’ll have proof of its (non-)existence in a few days. Stay tuned.

**: Granted, those motives basically never got revealed and came to nothing when Vashj’s plot in Burning Crusade boiled down “hoard all the water on this shattered world” and she got shanked in the neck by a 25s team.
**: Yes, I know, the engine is built to allow leg textures to work on some naga mobs so they have more costume options. I still feel like this places an illogical constraint on the artists to come up with armor that looks believable on player characters.

Here’s how I’m trying to do Kanrethad:

First off, let’s have a link to the warlock I’m using for this fight:

Talent/Glyph choices:

  • Soul Leech for the absorb, Sacrifical Pact to soak Chaos Bolts if I’m not in a position to LoS them.
  • Mortal Coil for the bonus heal.
  • Unbound Will as a last resort to clear magic debuffs if I’m not positioned for Fel Flame and Singe Magic is on CD.
  • GrimSac because DUH.
  • Kil’jaeden’s Cunning for Incinerate spam on the move, but I’m awful at casting while moving.
  • Siphon Life so that imp phases let me get topped off. Unending Resolve because stacking it with SacPact is excessive and I haven’t got enough keybinds. Fear so that I can get the Pit Lord to just stand there instead of having to watch for the fear to break and wait for him to get in range for Enslave.

Buffs: Using a Flask of the Warm Sun, stocked up with Potions of the Jade Serpent. Dark Intent is up, and also using a Drums of Forgotten Kings for 4% stats. Was using Mastery food just for the sake of having a food buff, but am switching to an Intellect food.


  • Burst Macro: Applies Curse of the Elements, buffs me with Dark Soul and uses Drums of Rage. Used on the pull.
  • Enslave Macro: Targets/Enslaves the Pit Lord and re-targets Kanrethad. (Have a Fear macro that does the same thing.)
  • Banish Macro: Targets/Banishes the Doom Lord and re-targets Kanrethad.
  • OHSHIT Macro: Uses Sacrificial Pact and Twilight Ward.
  • Purge Macro: Uses Unbound Will and Singe Magic.
  • Heal Macro: Uses Ember Tab, Pit Lord’s Demonic Siphon, and Healthstone.
  • Havoc Macro: Sets a skull on my target, pops Dark Soul and Havoc.
  • Fel Breath: Uses Pit Lord’s Fel Flame Breath (targeted @player so it should aim at me if I’m in range) and Demonic Siphon.

Positioning: Using this set-up, even though the bulk of my attempts have been done without using an LoS strategy.


At 1s before the pull, I pop a potion. As soon as he’s targetable, I use the Burst Macro and pull out the Doomguard. Immolate is the first spell I cast, followed by Rain of Fire, Conflagrate, 3x Incinerate, and just doing the standard rotation from there, stocking up on embers. I keep casting right up until the Pit Lord spawns, then he gets feared and I keep DPSing Kanrethad. After a couple more rotations I GrimSac the Imp and Enslave the Pit Lord, then CTRL-1 him to start smacking Kanrethad.

Charge the first Curse of Doom cast. Purge debuffs as necessary. At this point he is typically down to around 75-80% life, depending on whether or not I had a Doomguard on the attempt.

First Imps: Refresh Immo on Kanrethad, drop a RoF on the portal, target an Imp, Fnb+Immolate, Conflagrate, Incinerate spam. Typically takes 3-5 casts to kill them all, since I tend to start casting before all of them have spawn, hence some don’t have Immolate and last a bit longer. If I’m lucky enough to pull off a Shadowburn to get some embers back, great. First Cataclysm cast typically happens around here: I charge up a CB, Charge him with the Pit Lord, and then try and get another CB in there while he’s stunned.

First Felhunters: Move the Pit Lord to safety, start up RoFs on the portal, use the Havoc macro on the first Felhunter to come out and then cast a CB on the second. Sometimes I’m able to knock off those first two in a lucky crit, but it’s not often. If I’ve got an imp on my shoulder, very good chance my cast gets interrupted, meaning the Felhunters stay up long and nom through my health such that when Kanrethad throws his Chaos Bolt at me, SacPact/TwiWard aren’t enough for me to soak it. LoSing it is a possibility, but that just interrupts my DPS on the Felhunter(s) and increases the likelihood that their Devour clears the Pit Lord’s Enslave early. It’s been very inconsistent, which is why I’m constantly tripping over the Felhunter phases.

Doom Lord: Refresh Immo. Dismiss the Pit Lord during Kan’s cast and re-up the Enslave. Banish the Doom Lord once he spawns. Free DPS until the next imp phase. If I get to this phase, he’s typically around 40%.

Second Imps plays the same as the first, but the additional management of keeping the Doom Lord banished can cause a panic.

Second Felhunters never goes as smoothly as the first, if I even get past the first. I’ve never gotten past this second phase, and the lowest I’ve got him healthwise is 25%.

So, any suggestions?

Timewalker Rewards: Conclusion

So let’s run down that original list again to wrap this up. Note that each entry links back to the article where I go into more in-depth analysis about each subject, so if you want to see my work, that’s where to go.

  • GoldRisky as a reward because of the threat of inflation, but a little is unavoidable.
  • Experience: For the scaled character it’s not a reward, but for the player it could be a reward if tailored properly. It’s all you want until you don’t need it anymore.
  • Endgame Gear: Too risky given power-creep at the time it’s introduced; making Timewalkers mandatory for progression supercedes current content too strongly.
  • Gear Tokens a la Timeless Isle: Viable as a catch-up mechanism, especially if a content drought is coming.
  • Cosmetic GearRisky because of the asset cost in creating new cosmetic gear.
  • Loot Rolls: Dubious because it’s just a chance for gear, but also awesome because it’s a chance for gear.
  • Justice/Valor Points: Good night, sweet prince.
  • Unique Currency: As good as whatever the currency buys.
  • Reputation: As good as whatever it gates access to. Only good until you don’t need it.
  • Achievements: Foregone conclusion; everything has achievements.
  • Pets, Toys, and Mounts: Useful for collectors or for people who like the aesthetics, but otherwise useless.

All things considered, I think that the best solution is one that offers a unique gameplay experience, provides players a great deal of choice, but focuses principally on rewarding players by giving them a greater chance at getting rare drops from doing Timewalker dungeons. I think it would be simple to extend a gear strategy to this as well, but let’s cut to the chase and introduce the solution.

Introducing the Timewalkers Faction

Faction Background: Mortals of all races who’ve taken on the duty of aiding the Bronze Dragonflight in protecting the timeways. 

The Timewalkers offer a daily Timewalker dungeon quest to max-level players, directing them to complete a Timewalker dungeon. Completing the quest rewards a [Satchel of Time-Lost Artifacts], which contains the chance to acquire rare drops like mounts, pets, and unique equipment that normally drop in that specific dungeon, but at a higher percentage. For example, completing a Timewalker daily for dead-side Stratholme would give you a satchel that has an increased chance of dropping Rivendare’s Deathcharger.

Completing a Timewalker dungeon always rewards a [Mote of Time] as currency, which are used as a currency with the Timewalkers reputation vendor. Bonus motes are also a consolation prize if you fail to get any rare drops from the satchel.

At Friendly, the Timewalkers reputation vendor Llore offers a [Time-Lost Bag of Treasures] in exchange for motes. Opening this bag grants a chance to acquire a dungeon-dropped mount or pet that you don’t have, similar to the satchel, but drawing from all dungeons. At each successive reputation level, a higher-level version of the Time-Lost Bag is offered at the same price, with an increased chance for you to acquire the most rare mounts. In the event that the Time-Lost bag doesn’t reward a mount or pet, or if you’ve somehow acquired ALL of those mounts/pets available, the Time-Lost bag might reward a Seal of Tempered Fate or a lump of gold.

Hence, motes can be used the following ways:

  • Used to purchase Time-Lost Bags,
  • Used to gain reputation with the Timewalkers,
  • Used to buy unique mounts/pets,
  • Used to buy a Timeless Knowledge token, which when used grants leveling alts across the Battle.net account a 10% increase to XP gain. The mote cost of the token decreases with reputation gains,
  • Used to buy a Grand Commendation that increases reputation gains by 100% for all characters on the account.

This creates a number of interesting choices: you can either choose to gamble your motes on the possibility of getting stuff out of the Friendly-level bag, or use them to gain reputation so that your bag has a greater chance of getting rewards. Unique mounts and pets are there to provide a clear grinding objective (just like the Cloud Serpent mount did with Emperor Shaohao) while the account-wide tokens are there to help mitigate the grind for the reputation itself and for experience for the characters who need it.

Ultimately, at Exalted, characters will still have a use for the motes in the form of spending them exclusively on bags for rare drops. And since the list of rare drops is long enough that it’ll take an excessive string of luck for players to acquire everything, there’s a good incentive to keep running Timewalker dungeons to get motes even once all of the other rewards are exhausted.

I think that it would be easy to add gear into this reward structure by just making it cost motes (in the form of Timeless Isle-like armor tokens), or by making profession recipes that require mote-purchased crafting materials. However, I also think that gear as a reward (in any form aside from cosmetic gear or loot rolls) has the greatest chance of turning Timewalker dungeons from a fun side activity into part of the gear progression curve, which is not where it belongs.

The Wrap

Thanks for hanging out with me while I try to both make a suggestion and show my work while doing it. At the end of the day, this is really something of a hard thing to tackle on my own… it smacks of something that really requires multiple perspectives and a discussion between people to really nail down the best solution. And I have to imagine that boiling things down to a “rep faction with a unique currency that lets you get the mounts/pets from old content” doesn’t sound exciting on its own, but I’d like to think that after reading through all of this, my reasoning for that solution should be more evident.

Tell me what you think. ^_^