Content Sync and Warlords of Draenor

Fun. It’s an often thrown-about buzzword in gaming circles; if something is fun, you want to play it, and the opposite goes if something is not fun. This is hard to put in words, though, and in a game as big and complex as World of Warcraft, something being ‘fun’ isn’t simply it. It needs to be worth your time, especially given the importance of time and progression to endgame content.

Progression is something I can more easily quantify. As much as we may claim not to be particularly interested, near-enough everyone will be happy to get a new piece of gear and to see their stats inch higher and higher, patch-on-patch, and though there is a certain endless loop in constantly improving gear to improve gear, the concept of progression is one that it is easy to subscribe to, particularly in PvE content.

So why is some of the content in Draenor regarded so poorly, especially when it seems like a perfect answer to the complaints raised about Mists of Pandaria’s content? For me, at least, it comes down to the content being in sync – that is to say, it all fulfils similar roles, and thus it’s easily-exchangeable and everyone is able to do something that they like. This is perhaps one of the saving graces of Mists – when the content was eventually smoothed out, the playing field was very level, and regardless of what you wanted to do, it would all get you to the same place. It’s a lot harder to say that about Warlords, so I’m going to explore the content of endgame and see what works well and what does not, especially in comparison to past expansions.


The dungeons of Warlords are fairly varied; they involve bosses with challenging tactics, new locations and old locations, and some fun scripting and references. Croman and Leeroy were interesting experiments with content, but dungeons feel lacking. They continue, at least to me, to feel lacking. There was far more impetus to run dungeons in Wrath of the Lich King and Cataclysm, and they offered a lot more in terms of progression. We’re at neither the high-grind of mid-Cataclysm, nor the faceroll of late-Wrath. We’re in between, but everything aside from boss fights feels rather grindy. Trash is not threatening, but it is everywhere, and it is a fight for the sake of fighting. Dungeons need to be more dynamic and interesting, and there need to be fewer fights that serve nothing except being a roadblock to the good parts.

Conversely, no one wants to return to the no-trash one-room feel of 3.2’s dungeons – with regard to Timewalking, I have seen several comments that the older dungeons are simply more enjoyable. Whether it is their greater simplicity or the nostalgia factor, dungeons in the past two expansions have been less well-received than older ones. Aside from trash, the complexity of 5-man encounters is also irritating. These bosses are on a level par with Raid Finder content in terms of tactics, yet they require far more personal effort due to the smaller group size. The addition of a Mythic mode to dungeons is, in my opinion, not going to make these dungeons any more replayable – why do we need a fourth dungeon difficulty? Weren’t challenge modes meant to do last expansion what Mythic modes are now here for? Mythic modes – like I would argue with heroic scenarios – represent not a desire for greater difficulty, but a failure to properly tailor difficulty to reward.

The removal of the justice and valor points systems made dungeons much more rewarding for progression in Mists, Cata and Wrath; this system no longer exists. Dungeons would be far more attractive if they allowed you to purchase gear higher than the dungeon itself can offer. Furthermore, the issue of ‘Mythic dungeons’ is that in previous expansions, this place of ‘higher loot’ would not be served by retuning dungeons, but by adding new ones. Mists of Pandaria failed to add new dungeons in post-launch content, and so far, so has Warlords. This lack of an easier method to gear-up has led to the necessity of upping item levels on raid gear several times now, because no one has a way to gear up in dungeons anymore.

In summary, dungeons are no longer a worthwhile method of progression. Their difficulty is incorrect given their group size; their loot is not worthwhile; they are no longer the catch-up mechanism (that spot was taken by Raid Finder); there is no points system to allow for faster gearing through dungeons; despite fantastic zones, incredible scope and unique boss fights, their content is not engaging due to the growing length of uninteresting trash fights.

If Blizzard want to make dungeons more on-par with raiding for helping progression, gear needs to be better and drop more frequently, justice and valor points need reinstating as a catch-up method, bosses need to stop getting more complicated, trash needs to be kept at a suitable minimum to ensure dungeons aren’t a massive time sink, and in general a way of making these dungeons just plain interesting on their own merit needs including. Have gated story related to the dungeons – they could easily be a storytelling mechanism, but consistently – with bosses like Teron Gorefiend, Ner’zhul, etcetera – they are instead used to fruitlessly cut stories short for good.


I will freely admit that, as someone who doesn’t raid outside of Raid Finder, I have no comment on whether normal and above raids are properly tuned or interesting. What I do know is there weren’t enough.

It is not just the scenery but the progression that matters when you have multiple raids. If you have more than one raid, it is easier to swap around and gear up elsewhere when you’re stuck on a singular boss. It is also more fun, because you’re not staring at the same patch of lava every time you zone in.

Let’s cut the crap here. Blackrock Foundry was tier 2 of this expansion and Hellfire Citadel is tier 3. Highmaul, as an entry raid, was not enough. Both it and the Foundry had too many bosses in one instance to keep things interesting for a long period of time. It was criminal that there was no Titan-related raid, no Apexis or Arakkoa-related raid (A freaking SKY-TEMPLE, people) and even if there is another raid, it’s not going to be a fun side-jaunt, and it’s certainly not going to be Ulduar. It’s going to be another Ruby Sanctum.

In terms of progression, raiding has actually done well. Aside from a complete misjudgement of what item levels would be needed by Blizzard on a few occasions, Raid Finder content has been probably the most successful way to gear up and progress. The issue with that is that all raid content still has the re-roll tokens. I don’t really care what name they have; their continued existence is a damning failure of the RNG system in this game and a sign that drop rates on all raid content need improving.

As for story, the raids haven’t been brilliant, but they haven’t been terrible. There has been far less Cho-exposition, which means we have a chance to discover things for ourselves; but there has been far less to discover. The ogre Breakers were explained in a short story, rather than in Highmaul. Cho’gall’s plot death was not included in any difficulty except Mythic – a terrible omission of a story which played a gripping role in Nagrand, and ultimately leaves the Pale storyline without a resolution many players will see. Kargath’s death made no sense – why weren’t we fighting the two ogre-lords who’d overseen the Ring of Trials and the Highmaul Coliseum? Why did they just let us waltz in?

Blackrock Foundry was coherent, but not exactly thrilling. There was no new lore to discover, not many fun mechanics, and some things that made no sense (why was Gruul there except to reuse mechanics? Why did we kill Oregorger when the goren were damaging the Iron Horde? Why was Kromog on their side if we own the Heart of the Magnaron?) There was only one lore character in the raid, and it was Blackhand – the raid had nothing to stand on lore-wise outside of him. At the very least, the bosses should have appeared in the Pit at some point. Blackhand’s floor mechanic was the most interesting thing about the place, in my opinion.

I have no comment on Hellfire Citadel because of its release schedule; I won’t get to kill Archimonde until late August. That’s really unnecessary gating. I’m going to have cleared the first wing what, 7 times by then? I’ll be burning out by then!

On the whole, raids have not been at any historic low; they have not improved from Mists of Pandaria or Cataclysm at all, though.


This will be a quick one, because there were no scenarios. All the hype in Mists of Pandaria, all the talk about how quick they are to produce, and we got none at endgame. They were used in questing a little, but not much.

The garrison invasions are sort of a scenario, but they’re not exactly the most intriguing content, and the reward is based on how well you do, which doesn’t lend itself well to progression.

Scenarios should absolutely have been used. After their role in gearing was smoothed out during MoP (and that was expected due to it being a new content form) they should have featured in Warlords extensively. The story would have been better and the gearing would have been better. It’s a complete failure that there were none.


Apexis dailies. I will shudder every day at the thought of doing them. Their mechanics were too close to 5.4 – do what you want and something will eventually happen. Compared to the rich and successful levelling questing, this was a left-field blow that really has put me off the game. There is absolutely no guidance – and the 5 whole dailies of 6.2 are little better, especially as they involve you doing three apexis-style areas.

This was a complete overreaction to Mists’ early daily content, which was also a complete overreaction to Cataclysm’s. Blizzard seems to do this a lot.

Questing should be fairly exploratory and random with a central strand to guide you; not a railroad, not a desert. There should be clear objectives rather than vague ones, but they shouldn’t be on the micro level of three felfighters, two felbreakers and one felweaver. I, personally, would rather the model of ‘get all these quests at once and do them’ than ‘do two at a time until you hit the boss’, but both work better than whatever happened to the Warlords content cycle.

I will never forgive the fact that we spent a year in Siege and the Timeless Isle with no content for THIS. Since 5.1, the biggest voice I have heard from people is that that was the best daily questing model – Blizzard seems to not want to hear it.

Questing needs to be dynamic, engaging and play a role in the story and the factions it involves. It did not at all.


I shouldn’t have to separate this from dungeons and questing. Here we are.

Reputation failed this expansion. It was too grindy, it did not tie into progression in a meaningful way, and the easiest faction was the PvP one (something I have never said before and never intended to say).

Having one grind-only faction was bad enough in 5.4; having the majority be grind-only has almost killed my love for filling up bars.

The mounts erred on the side of too expensive. There needs to be championing again, and not once every 5 weekends. Give us tabards or dungeons with rep gains permanently. It will incentivise dungeons. Give reputations decent gear for gearing up and they will incentivise rep-gaining. Reputation needs to be a path for alternate progression again. And make them cost gold. I do not want to pay 80000 crystals for a BELT.

I’m fine with multiple ways to gain rep. Let one faction be the grindy-one, and one a turn-in one, but please let them all have quests and storyline and multiple ways to gain rep. I shouldn’t have to grind for hours in this game. It’s 2015.


And at last we come to this.

Garrisons were a terrible idea that have gone against everything Blizzard wanted to promote. People stay here instead of going out into the world, people rely on them for gold and professions and gear instead of the content pre-established for this, and they just don’t serve a purpose.

Missions are something I should be doing. Give me mission scenarios where I go and do them instead. Halve the reward, I don’t care. I want to do it. The treasure missions have sped up inflation but I still don’t have an inn to access them, so the inflation is just hitting me harder.

The profession buildings have brought the slow crisis of outdated professions to a head. Now you can stay inside one building and farm up 700 levels of a profession you’re not going to use the first 699 of. Professions need a fundamental and complete revamp and they need one now. We can’t have a third expansion of fast-level bandaids.

The shipyard was such a good opportunity. Wasted. This is the equivalent of my followers perma-dying if they failed a mission. I don’t need another resource to waste on things, I don’t need missions that take THREE DAYS and still might FAIL. It should have been travelling Draenor and cool encounters and charting the seas and story and instead we got another mission table.

Please never include garrisons in this way again. Give me a ship and make me sail it. Everywhere. Make me responsible for my success, not randomly-generated numbers and icons.

In summation, the content in Warlords is out of sync totally and completely. Raids are the only good way to gear up, there is no incentivising of reputation or dungeons or leaving your garrison that brings them up to a par with raids for progressing. There haven’t been nearly enough fixes, and the radio silence of Blizzard on these issues since Siege was released is not inspiring confidence. It is not surprising to see that three million players have quit; I didn’t play between finishing my 6.1 legendary chain and 6.2’s release. I’m four days in to the patch and I’m not enthusiastic about anything except Yrel. I can’t even play the raid for weeks.

If blizzard wants to fix it, they have to tell us what they’re doing. They have to communicate more. Or people will turn off.


Uprising: Icecrown

Leaving the various factions to negotiate peace (and with their aid against Sorlain secured) we progressed northeast, to try and establish relations with the Argent Crusade. Having heard nothing from Shari’fal (who had left to originally establish relations) and Aleck (who had gone after Shari’fal when his disappearance became apparent) we set out for Zul’drak to discover that under their commander, Rith’len, the Crimson Hand had already cosied up to the Crusade by saving them on several occasions – and unwilling to aid us without the agreement of his higher-ups, the local commander, Adelard, sent us off to Icecrown.

This, it became apparent, was why Elient had been happily trailing along with us. Her theory that saronite was the mystical anti-sha weapon we had been searching for all along was… believed by no one, of course, but she was also the only person in contact with the Crusade, and she secured us entry into the Argent Vanguard, as well as negotiations.

The mission was theoretically simple, but I get the feeling that she skipped on the potential danger (and I should have seen it coming). After aiding in the defence of the Vanguard against a Nerubian warlord who was massing forces in Scourgeholme, we would take a siege engine and a collection of troops to Malykriss, where we would secure saronite, while scouting the Scourge numbers along the way.

In contrast to what was to come, Scourgeholme was a breeze. The Nerubian warlord held only a handful of followers, and between us and the Argent defenders, they fell easily.

The siege engine that the Crusade provided was positively ancient. It was more like a castle on wheels, with a ridiculously oversized cannon attached to the front. Still, it held a good twenty people, and we proceeded towards the gate.

After that, it became a nearly endless battle. Undead after undead flung themselves at us, scaling the walls despite our acceleration and the force barrier Edanna focused on creating. We were showered with gore and ice as we crushed undead underneath us and shot far more. It felt like there were hundreds. Out of the fog emerged not one, but two bone giants, approaching from Mord’rethar. Each thirty feet tall and with a club half their size, they slowly advanced, while we were unable to slow down. Anrithen gave the command, and the cannon fired, halting the machine entirely and tearing the giants to pieces.

We continued into the Valley of Lost Hope, to be met by yet more undead. From below, two scores of abominations charged, while gargoyles swarmed in from above. A battle quickly began, projectiles peppering the air. I directed my magic around the edges of the gargoyle group, forcing them together into an attackable group, while the cannon fired a second time, threatening the siege engine with disintegration. The abominations quickly became an equally threatening crater.

With no cannon left to use, and any method of decelerating rapidly becoming impossible, we began to bail. Ahead of us, the castle careened into the crater, and the impact sent a huge explosion flaring across Aldur’thar. The night lit up.

In the aftermath, the siege engine was a pile of rubble illuminated by considerable flames. Arguments broke out, as it became immediately apparent that we were highly visible, without transport, and in the middle of a canyon filled with undead. With little option, we decided to proceed further on into the third valley, using Khairan as a forward scout.

With no massive engine, we were considerably less noticeable, and managed the trek all the way to the Citadel Courtyard without interruption.

“There is a gargantuan flesh construct here! It has activated.” Khairan’s warning shot across the comms. This was really all we needed.

“Hide or flee, but try to take a roundabout route.” By the time Edanna gave the order, we were at the gate to Malykriss. Far ahead, across the saronite forges, the massive silhouette of a flesh giant became apparent. The courtyard illuminated with dark red light as it began to awaken.

Its arm swung suddenly towards Khairan, himself barely visible, and his dragonhawk barely dodged being wrenched out of the sky. The massive construct pulsated with energy, as it began to scan the area for other living targets.

“I have an option for us. Huddle together. The plan is to disguise our living auras with the aura of undeath.” As Khairan returned from around the mountainside, Edanna tasked us with finding tainted rock to use in the spell.

“Would that work with the paladins?” Anrithen enquired. The paladins themselves seemed more than a little unnerved at such an immense being.

“Well, if it all goes wrong, Khairan can give me a lift up on the dragonhawk and I’ll tape grenades to the giant’s head.”

Eventually, a plan was settled upon. We would disguise ourselves as undead using Edanna’s spell, and make our way up to the cliffs where Elient waited along with our escape route. From there, we would attack the giant’s head from behind, taking it out before it could retaliate.

The paladins required convincing, but we moved into the courtyard slowly. Sudden moves would not end well. We halted as the red rays of the flesh giant shone over us. Six, seven, eight, nine, ten…

The red rays stopped. The giant’s mouth opened, and a deep scraping noise came out as it spoke.

“Iden-tify … Yourselves.”

This was tragically too much for the Argent scouts, and they scattered to the edges of the courtyard, the disguises dropping off as they fired beams of light at the giant. They rebounded harmlessly and the red eyes re-activated.

“Hostiles… de-tected.”

Its head swivelled as it monitored our locations, and it immediately strode towards the nearest Crusader.

“Sathreyn, those grenades, now! Everyone else to the back of the courtyard!” Edanna hurried us on while the giant was distracted. Its massive arm swept towards the crusader, pulverising the rock face he was climbing and sending him flying towards the other side of the courtyard. Two of his brethren ran towards his crumpled body, while a third attempted to consecrate the giant. More irritated than hurt, it turned and stomped its foot. The crusaders fell like dominoes. The giant began to advance.

Khairan zipped past on his dragonhawk along with Sathreyn, distracting it momentarily with three quick turns that made it attempt to turn around. Its arm clipped one of the wings, and Khairan was forced to land while Sathreyn took the opportunity to jump onto the giant’s head. As the giant searched for a new target Sathreyn placed grenades along any seams he could find in the giant’s head. The giant focused again on the rallied crusaders, who were attempting to move their injured comrade up to higher ground.

The giant’s jaw seemed to disconnect entirely, and a massive cloud of dark gas was ejected from within. Caught unawares, the crusaders erected a barrier of holy energy at the last second, but the cloud did not disperse.

“They’re trapped!” I scrambled down from the forge, and conjured winds, pushing the gas into the centre of the courtyard. The giant turned to face me, its soulless eye sockets bearing down upon me. I beckoned the crusaders over as fire erupted from the head of the giant, doing precious little to the metal embedded in its skull, but melting reams of skin off. The fire trickled down to its chest and it roared at the pain. It reached into one of the lower forges.

“Oh no. Move. Move!” I urged the Crusaders forward as the giant took a huge chunk of blistering saronite from the forge, and lobbed it at our location. Scalding molten rock accompanied our arrival at the second tier of the forge, liquid saronite showering around us. Khairan glanced at the saronite rain, halting it in mid-air and re-directing it at the giant.

Sadly, this was less effective than anticipated, given how the giant was armoured in saronite. As it moved into the centre of the courtyard the light from the fires made it fully visible. It had to be thirty, maybe forty feet in height. Built from the corpse of at least one storm giant, its skin looked like discoloured steel, with large patches stitched together. Artificial saronite armour plates were embedded into the skin, and the head had some sort of cage. The jaw was attached to the rest of the head by wiring, and itself looked to be wholly mechanical. Pipes ran around the neck and down the immense arms. Its eyes were hollow, instead with an ominous red light emitting from them. While skin had been torn off the head, the rest of the giant was incredibly well put-together.

“Keliera, Khairan, with me!” Edanna moved to the side of the plateau, firing her own brand of missiles at the giant’s feet. I and Khairan followed suit, while the conscious Crusaders began to fire more beams of light at its head. The combination of felfire and alchemical fire proved exceptionally effective, with the giant’s feet beginning to disintegrate.

“If we can make it lose its balance, we should be able to bring some of the architecture down upon it.” Edanna and Khairan continued their onslaught, but I halted.

“I can detect something coming. Magical signals.” They were approaching from the mountain opposite, where a saronite walkway breached the cliffs.

The Argent scouts continued to be ineffectual, succeeding in rousing the giant’s anger. It stomped and we scattered back, before advancing. The red glow from its eyes became brighter. It became hot. Almost – burning.

“The eyes! Move out of its line of sight!” We ran, scrambling up the path towards the third level as shadowflame streamed from the giant’s eyes, ripping the forge to pieces behind us. Sathreyn and Lirial gave us covering fire, causing the giant’s feet to give way. It reared back, grabbing onto one of the forges to hold itself up.

“SOLDIERS OF THE LICH KING, ANNIHILATE THESE INTERLOPERS!” A massive voice boomed out from above. Our successful arrival at the third platform was met by a barrage of shadow magic from the walkway, and we glanced up to see at least ten cultists attacking. The Crusaders took over, firing bolts of light and dealing equal damage.

“We need to take out the cranes. They’re our only hope of felling this thing.” Edanna glanced at the row of large cranes before us. We unleashed our various weapons against the already vulnerable ridge, and one by one the cranes began to topple. One slammed into the giant’s remaining foot and it screeched an unholy curse, lumbering forward as another two cranes fell, tearing through its head and arms. It collapsed forward, taking half the mountain with it as it did so. We were suddenly on a rather teetering precipice. The cultists’ assault continued. They seemed to be gaining fervour as the giant’s unspent necrotic energy dissipated into the air. The final crane fell onto its side, a full crate of saronite spilling out before us.

“I trust this will satisfy Elient?” I questioned.

“Oh, it will be plenty. Thank you for your aid. I suppose it’s right that we give you something in return.” A voice replied, one distinctly not that of Elient.

Evy’lin. Of course. I thought I’d noticed her signal among the fighting at Scourgeholme. It made sense. Stepping forth from the shadows, she leapt, scaling the mountain with ease and putting her whole body into a slam with her sword that tore through the chains connecting the walkway to the mountain like it was butter. Leaping back to join us, gravity met the cultists with several sickening crunches. The walkway swung into the remaining forges, scattering more fire before swinging back into the mountain and finally falling into the ruined courtyard.

We all stood silent for a moment, staring at Evy’lin as she and Elient quickly gathered saronite. Then the entire mountainside rumbled.

“It’s coming down. Darkstrike, where is the exit?”

Pausing to slip some more saronite inside her pocket, Darkstrike nodded towards an obscured walkway that led to the other side of the mountain. “It takes us back out into the Broken Front. Climbing down it will be easy.” Elient led the way, followed by the crusaders and their wounded, then us and finally Evy’lin, who lingered as long as possible collecting saronite until the ridge we had been stood on began to fall into the pit of molten saronite and corpse.

As we crossed the Broken Front, the sickening screech of metal signified the final collapse of the gates and walls on the edge of Malykriss as the whole mountain juddered, sliding down slightly into the valley.

Fresh Growth – Chapter 9

Two goblins clad in armour far too large for them swaggered forward from the bottom of the steps.

“Your kind knows not to come into Azshara. You’ll pay for this.”

As they prepared to attack Zipzil jumped off the hippogryph and rushed to my defence.

“Hold it there! She’s with me!”

The two goblins stumbled.

“You – what?”

“We need to get in, now. Something bad’s happened in Ashenvale. We need to alert Bilgewater.”

“You ain’t gettin’ past us with that spiel, traitor-”

“We don’t have time for this!” With that I leapt off the hippogryph and barrelled past the two guards. Their yells brought light to my eyes as the door flung open and I nearly ran straight into an orc.

“What in Hellscream’s name is going on here? Why is there an elf in the middle of Horde territory?” I launched into full explanation before he could try to attack.

“Bomb gone off in Silverwind Refuge, massive forest fire, Silverwind wiped off the map, the detonator’s supposed to be here. Right here. And that detonator is the only way the bomb could have gone off and we need to see it, now!”

Silence fell in the dim light until a goblin joined the stunned orcish commander at the door.

“Krogg? What’s goin’ on?”

“Molotov, this elf says that a detonator here for a bomb in Ashenvale went off today. Do you know anything about this?”

The goblin went as pale as his compatriots.

“That’s impossible. No one’s been in that vault today.”

“Well a bomb went off, and your happy-go-lucky engineers assured the warchief himself that that detonator was the only way the bomb would go off! We need to check the vault!”

‘Molotov’ stuttered. The guards seemed to have stopped their desire to attack out of plain shock.

“But Mida’s the only one with the key. She’s in Orgrimmar. It couldn’t have been-


Without any disagreement the goblin raced off, rather athletically, down into the main body of the town. The orc was silent for about a minute, looking Zipzil, Kalandrios and I up and down before finding his capacity to speak again.

“How do you know this? We haven’t heard anything from our scouts out of the ordinary all night.”

“I was there when it happened. Silverwind and everything in a mile-wide radius is completely burnt out. No survivors but Zipzil here. He explained that it was a bomb. As for our speed, we got a lift.” The hippogryph wandered off slightly, not acknowledging my company, simply digging around the ground for something edible.

“You – goblin. Is this true?”

Zipzil frowned. “Every word of it, Warlord, as much as I hate that it is. Oriet saved my life.”

To say the wizened orc was taken aback would be an understatement.

“W-well then. I suppose I am… thankful. But why come all the way here to drop off a goblin?”

“To warn you. And, if possible, to find out who is responsible. Better to know who is to blame and target them than start a terrible circle of retaliation. Especially given the nature of the world we live in.”

Footfalls behind me signalled someone’s arrival. I spun to see the commander from earlier, with a young goblin woman still in her nightclothes, and behind her a rather tall goblin in some semblance of rushed dress, concern etched across her face.

“Krogg, what’s this about a bomb? I haven’t authorised any bombing.”

“No, and no bombing has been ordered. But this elf says – and the engineer beside her confirms – that a very large bomb went off in Ashenvale earlier tonight.”

The eyes of the women widened in what looked like utter terror.

“Gods no, Krogg. Not that one. That wasn’t ready yet, and it wasn’t meant to be used. How’d it go off?”

“That’s why we called you. You’re the only one who can get into the detonator’s vault.”

“It can’t have been that. That’s impossible.” The tall goblin woman turned to me. “I hear you saved one of my engineers. Thank you. I won’t forget it. Name’s Mida, second-in-command of Bilgewater Cartel. I’m afraid Gallywix is away on business, but you won’t regret not having his pleasure.” Mida ushered us all inside and locked the door shut. “Precautions, I’m afraid. This bomb was our most top-secret weapon, only to be used for the most dire emergencies. Never, I assure you, for thoughtless annihilation of life.” Mida opened an inconspicuous part of the wall, revealing a technology rich panel. She typed in a code and the section of wall began to lift up.

“Normally, members of the Alliance and low-ranking members of the Horde would never see this. But desperate times.” Mida pulled a long chain of keys out of her pocket and grabbed a torch from the wall, leading us down into a passage moving directly underneath Bilgewater. As Mida led us through a labyrinth of tunnels like a tour guide, she reeled off bits of information about what each room was for and what each piece of technology did, never once slowing down.

Eventually, we reached a large dead-end room filled with square vault doors and several inactive elevators. Rather than move to a specific vault, Mida began inserting the keys into a large control panel filled with keyslots. Her voice was partially obscured by the noise as the vaults all began to open.

“This is the most technologically-protected position outside of Kezan – maybe even including it, after the Shattering. The vaults in here contain some of the plans of all the Horde’s most important military operations. We goblins do not take our security lightly. These vaults are the most protected in all of Azeroth. No one should have gotten past-”

Mida cut herself short as an deafening silence fell. Every vault in the room was empty. There was no new technology here. No military directives or plans or objectives. There was nothing here, and most importantly, no detonator.

Someone had stolen the detonator. Someone had bypassed all the technology of the Bilgewater Cartel and set off the bomb.

About Incoming Posts

Basically, I’m going to split my posts into a couple areas:

Firstly, there’s a ‘Drafts’ category which is where I eventually am going to store everything that is essentially a draft that I’m not thinking about using.

Secondly, I may make a miscellaneous category for the others or just keep them uncategorised depending on how I’m feeling.

Thirdly, the story I haven’t written yet but intend to write which is the main reason for my making this blog will probably have its own category, because I intend to write it as a serial (that is, I will spellcheck, edit, and upload each chapter individually as soon as I consider that I’ve reached an appropriate cut-off point. Each chapter will have its own post, and the story will end where I think it should end (I know where that is already, but the important part is the getting to it) or may continue if I don’t think it should end. Simples.