Evil only wins when it spreads. It can cause destruction, it can cause death—but those are consequences of its nature, not its victory. Not its goal. The danger of evil, the purpose of evil, is that it causes those who would oppose it to become evil also.

I love the idea of that, but it's hard to picture it working well, logistically.
Given that flying would probably be available, they'd need a way to keep us from entering the rest of the continent early that doesn't feel completely artificial. An invisible wall, or multiple magic barriers splitting up the empire for years... maybe the latter could work, but it feels forced.
Something I'm going to be very curious to see with a revamp of Northrend is handling the amount of Horde and Alliance encampments. This will be our first time returning to an old zone following the fourth war and essentially the end of the greater conflicts between the Horde and the Alliance.
Take Borean Tundra for example; what happens to Valiance Keep and Warsong Hold? These can't really be removed as they're both massive structures. Valiance Keep can maybe absorb Farshire and become a human outpost, but even then where does this fit into the greater build of the zones? Warsong Hold is a massive structure Garrosh had built for the campaign against the Lich King, will it just be an abandoned military post?
A core part of Northrend's original design comes from the faction split and the different experience each has in the leveling, dungeon and social aspects of the game. A lot of these areas in each zone are pretty central to the makeup of the zone that I cannot imagine how they approach it. Is it possible that Horde and Alliance have a different campaign again, while not being at war? Will Northrend host more subfaction conflicts like the Heartlands book with the Kor'kron vs Stromgarde?
it's intersting to think that Quel'thalas has a far easier approach to a revamp in the sense that it was a single faction's zone. Only one main plot needs to be replaced, and this general theme with Midnight makes it fairly easy to continue in TWW's steps of the Horde and Alliance answering a call together.
I'm really excited to see how they handle this, I think it could be a really fun way to continue to flesh out any worldbuilding that may been watered down in the past few expansions.
It's been done before, though it always does feel a little contrived yes. Forbidden Reach being cut off by Razsageth's storms, for example. And even now you can fly into vast open caverns past Nerub'ar Palace, but a few seconds in and you'll get webbed up and dumped back in the city.
I think Avaloren was said to be cut off from the rest of the world by storms, so maybe that could feature. Although I kind of like the idea of large magical walls, like a magical version of Pandaria's Serpent's Spine. There is also that report of Titanforged heretics, maybe Avaloren is divided up into regions and we're just not given any reason to forge past the one we start in immediately.
No. It's literally a dagger. https://www.wowhead.com/item=124367/...ots:id=1117870
@Worldshaper
You're paintin' a picture. And I like it.
I wouldn't mind that being the story tbh. Really hope they do something interesting with the Beledar, would be a shame to just leave it untouched.
NO, that one of Mannoraths teeth, fang, what im talking about its a chalice/cup Something else.
Originally Posted by Blizzard Entertainment
Btw do you all think there is a chance of Anduin actually dying?
This is a longshot but I could see Anduin sacrificing himself and being able to force the Beledar to shift back to permanent Light similar to how Velen shifted K'ara. Ofc it could also be Turalyon that does that. Or Faerin.



Any update on 11.1?

Sometimes, the light of the moon is a key to other spaces. I've found a place where, for a night or two, the streets curve in unfamiliar ways. If I walk here, I might find insight, or I might be touched by madness.