Know Your Lore: The Story of Us -- Quests in WoW, part 2

Wrath of the Lich King is where the current paradigm for quests in World of Warcraft took full shape. Whether you played Horde or Alliance, you got to experience the events of Wrath from an entirely new perspective than questing had ever managed before. Even though there were still (and always probably will be) quests asking players to gather random amounts of (as an example) meat for stews or cannonballs, these quests were supplementary in nature.
The big-draw quests were elaborate chains that revealed lore about the world and the threat that it was now under. The Lich King's attacks on Orgrimmar and Stormwind during the events leading up to the expansion were bait in a subtle trap aimed at bringing players to Northrend. That's right: The Lich King attacked your cities entirely to get you sent to him. You. The player characters were the front and center reasons for everything. The Lich King desired nothing less than the finest heroes the Horde and Alliance had to offer, and that's exactly who they sent.
How did questing reflect this?
So come then, you heroes, in all your power and glory
The Horde starting experience in Borean Tundra is a good example of how the story directly involved you without necessarily having everyone fawn at your feet. Upon arrival, Horde players met with the Warsong Offensive's leader, Garrosh Hellscream. If you took part in the Hero of the Maghar quest line, Garrosh was somewhat respectful, but otherwise he was disdainful of new arrivals. However, upon taking up the task of quelling Scorge assaults on the Horde position, it soon became apparent that if Garrosh didn't respect you; Overlord Saurfang did.
The quest Foolish Endeavors is a brilliant example of quiet, elegant exposition. In it, Saurfang lays out the struggle to come in precise, elegant language. This world you seek to destroy is our home. Saurfang's involvement leads to your character's becoming, in effect, one of his direct operatives. It is in that capacity that you are sent to the Dragonblight and so become central to the events at the Wrathgate.
Alliance players aren't left out, however. From a quest in Howling Fjord that has you potentially run directly into the Lich King himself (and die for it) to saving the Ashbringer for Tirion Fordring, you're thrown into the fray almost immediately. The Alliance quests in the Dragonblight are arguably even more important for personal involvement, as you quickly become the favored instrument of the 7th Legion and eventually fight alongside Highlord Bolvar Fordragon himself to quell the lich Thel'zan. Either way, as a trusted figure instrumental to your faction's war effort, you end up asked to hold down the fort while the events of the Wrathgate unfold.
Time simply doesn't allow for a really detailed examination of how the game drives the character forward from the starting zones to the Dragonblight and the culmination we experience via the Wrathgate quests and the Battle for Undercity that unfolds. Sadly, the Battle for Undercity was removed with the coming of Cataclysm, so players currently leveling through 70 to 80 won't get to experience either faction's version. These quests absolutely put you as a player front and center in the events unfolding. I remember as I did the Horde version for the first time realizing that I was, in effect, the right hand of the Warchief in his negotiations with the Alliance and his decision to bring force to the ruined Undercity, as if I were Rexxar in the Warcraft 3 founding of Durotar. It was a heady feeling, marching into UC alongside Thrall and Sylvanas.
In my opinion, the first "act" of Wrath that ends with the Wrathgate/Battle for UC quests is simple brilliance and does exactly what the quest design in this expansion intends -- it puts you in the middle of unfolding events. You see the chaos unfold; your respective faction leaders directly turn to you to help unravel the knot they find themselves in. Any player who has gone through these quests should feel like a pivotal part of their world.
Secrets of Ulduar
While Ulduar itself is a side note to the unfolding story of the Lich King, Yogg-Saron's threat to the world was very real, and the use of Saronite by the Scourge (pretty much everything in ICC is made of the stuff) combined with the manipulations of Loken and the raid zone's events. The Storm Peaks and the 5-man dungeons Halls of Stone and Halls of Lightning do an excellent job of combining phasing and factional unlocking (the Sons of Hodir, in particular) to direct the story forward. Though there are some missteps (the daily quests get kind of odious at times), the ulimate experience of the Storm Peaks is aimed at getting players involved in the story of Ulduar.
From your first quests in the zone, you're directed to discover why the local Vrykul are kidnapping males from the local goblin town, which leads you to ally with a disaffected crone seeking to infiltrate this last bastion of loyal Vrykul warrior maidens in dedicated service to Thorim, one of the Titanic Watchers of Ulduar. Through your unfolding actions, you manage to achieve the near impossible and bring Thorim back to his resolve after centuries of mourning his deceased wife. You repair Thorim's relations with the Sons of Hodir, a group of Frost Giants loyal to another of the Watchers. You reveal that the other Watchers have all vanished from their places of power, help Thorim regain his trusted proto-drake mount, his warhammer, and confront his brother Loken ... only to discover that all you have done has been at Loken's instigation. You lure Thorim into Loken's trap all unawares.
Even your pursuit of vengeance in the Halls of Lightning is all part of Loken's plan. Warped by his proximity to Yogg-Saron over millennia, Loken is eager to die at your hands. In killing him, you directly trigger the Algalon protocol. That's correct: In attempting to avenge yourself on Loken for his manipulations, you doomed Azeroth.
This gives Ulduar as a raid zone a surprising amount of personal relevance, even if it is in effect a sidestep on the way to the final confrontation with the Lich King. You go in there to stop Yogg-Saron, yes, but also to fix the mess you yourself caused by leading Thorim into Yogg's clutches (thus giving him access to all four of his designated wardens and a chance at escape) and in killing Loken and activating the Titan's mechanism for judging Azeroth and reoriginating it if it fails said judgement. It's all astonishingly elegant.
Next week, the big misstep of questing in Wrath and how the Lich King ends.
While you don't need to have played the previous Warcraft games to enjoy World of Warcraft, a little history goes a long way toward making the game a lot more fun. Dig into even more of the lore and history behind the World of Warcraft in WoW Insider's Guide to Warcraft Lore.
Filed under: Analysis / Opinion, Lore, Know your Lore, Wrath of the Lich King






Reader Comments (Page 1 of 2)
Bellajtok Oct 12th 2011 3:12PM
I love that trailer. I may have to go and watch all the ones that I haven't seen.
Fletcher Oct 12th 2011 3:42PM
2.3 (the Gods of Zul'Aman trailer) is definitely worth watching. Zul'jin is incomparably awesome compared to Dakaara.
Bellajtok Oct 12th 2011 4:41PM
If he's incomparably awesome, how can they be compared?
MrJak Oct 12th 2011 5:28PM
They were compared.... and one was found wanting.
Drahken Oct 12th 2011 6:06PM
I love Zul'Jin in that trailer. I love the shot of him escaping silhouetted against the moon. And I especially love how just blindly angry he is that he can't even work up anything elegant and witty at one point. "I spit on da Horde! I HAAATE you. I HATE YOU ALL!"
Elmo Oct 12th 2011 6:45PM
Its funny when you compare the trailers they do today to old ones from the vanilla days.
those look like they were shot with a character in first person and fraps doing a BG for instance :D
Fletcher Oct 12th 2011 3:41PM
Another quest chain worth noting is the Grizzly Hills/Zul'drak one with Drakuru. Where *you* are directly responsible for delivering Drakuru the army he needs to conquer Zul'drak, and have to deal with all the consequences of that.
Which in part includes Zul'drak's *other* major quest chain, dealing with the Drakkari attempt to sacrifice their own gods to gain the power necessary to push back the Scourge. Har'koa is a pretty, and pretty awesome, giant glowy kitty cat goddess.
The Dewd Oct 12th 2011 4:22PM
The one problem with that is that you, really, have to make sure you do Grizzly Hills first, then DTK, and then Zul'Drak - or it gets confusing as to why Drakuru is where he is at any given point.
Sumadin Oct 12th 2011 3:46PM
Storm peaks learned me one thing(amoug others): Reject any gobblins offer for One-way trips.
Welldead Oct 12th 2011 3:55PM
Most favorite questline has to be the wrathgate. no doubt.
icepyro Oct 12th 2011 7:55PM
This. I discovered it on my second trek to 80 and have done it on every toon I level since. I miss Battle for the Undercity though.
durandal Oct 13th 2011 6:24PM
Absolutely. I wish it came back one day as a Caverns of Time dungeon.
Shinae Oct 12th 2011 4:48PM
That reminds me. Loken's tongue is one of the more... interesting quest items around. :P
vocenoctum Oct 12th 2011 5:09PM
I think there's a lot of story arcs in Wrath that tend to be forgotten now that the expansion is over.
The war vs the Lich King, you step off a boat and are enlisted. You fight alongside soldiers, many of which don't make it. This stuff takes you through several zones, into the Icecrown zone and even into the citadel itself. Overall arc, to be sure, but there's also...
Quest a bit in Borean Tundra, learn that the Blue Dragons are doing Bad Stuff. Help a red try to stop them, enter her prison and put her down when she fails. Take your revenge (later) on the head of the blue's.
Discover the machinations of an old god, discover the truth behind some of the origins of the species (gnomes, humans), fight the old god to stop him, fight Algalon to save the world, again!
The worgen are a part of the lich king arc, really, as is Drakuru as mentioned above, but they are still well developed parts of such.
Wrath had a lot of important questlines that told important stories.
vocenoctum Oct 12th 2011 5:12PM
It also occurs to me that what they needed for cataclysm was also a way to level from 80-85 in the old content just added, to let that hero of yesteryear go back to a (level 80) Redridge and see the bridge finished, rahter than fighting Shnotzis
Caz Oct 12th 2011 5:47PM
@ vocenoctum - To your second point, yes! I agree wholeheartedly! The exp to hit level 81 could have been gained by a long quest chain that involved you going through some of the redone zones, doing level 80 quests that eventually led up to the assault on Hyjal or Vashj'ir. Each race could have had a different chain which took them to the zones relevant to their race. This could have served to answer some of the questions regarding the time gap between WOTLK and Cataclysm.
Of course, this is an option at level 1; however it would have brought some much needed expac cohesion to come home from Northrend at level 80; briefly explore the 'new' world via questing, learn some background about what's happened while you were gone as opposed to just jumping off the boat basically, and heading to Hyjal.
Angus Oct 12th 2011 7:48PM
Don't forget, our finding out about Malygos going nuts and killing him had a bigger impact than anything else short of killing Arthas.
His madness hid the fact that he KNEW where Deathwing was and was holding him there. His magic was keeping Deathwing from coming back. Big bad knew if he came back in he'd have to break through the wards Malygos put in place to hold him. Not only would that weaken him, but he'd be staring at a very angry Aspect along with 2-3 flights of dragons all itching to rip his armor off the moment he got out.
That's right folks. We helped cause the Cataclysm.
Lokanaya Oct 12th 2011 5:20PM
What I liked best about the Wrath quests wasn't the being the hero everyone knows and fighting alongside Thrall/Wrynn, although that was amazing. It was that you messed up, you made mistakes, you trusted the wrong person. Jumping ahead, you even ran away from the big bad because you *just weren't powerful enough.*
While we do the same thing in Cata *cough1KNeedlescough* it doesn't have the same impact or same consequences. (Yet) Not to mention in Thousand Needles, at least, it goes against all common sense and we want to say "What the Hell? You gave Artifacts of Doom to her?!?" to our characters, while in Wrath, while you may have been wary of the quest givers, it was understandable to be duped.
In short, in Wrath, our characters were *human* (Or Tauren, or Night Elf, or whatever) and they weren't just the legendary hero that had no flaws, they *were* flawed and made reasonable mistakes.
Just my thoughts.
vocenoctum Oct 12th 2011 6:12PM
I'm mostly alliance, but it was amusing when I'm in Stonetalon and we supply weapons to grimtotem and it makes a sort of sense, really. out of character I know, but in character at this point I don't really. Then I skipped Desolace and the intro quest of Ferelas references "The Alliance needs your help to overcome our enemies, the Horde and the Grimtotems." and they're hostile and such, but no reasoning.
I believe the grimtotem=sucks quests in Dustwallow are still in, and maybe I should have gone that route? But sometimes the quests just disconnect, even when I'm following available bread-crumbs. :)
(there's also a mishmash of quests that "happened" between Old World and Cataclysm and quests that are still available with little/no update...)
RetPallyJil Oct 12th 2011 5:26PM
Heh meeting the Lich King himself in Borean Tundra ...
I was a shiny new level 71 or 2, questing diligently across the zone, when I chose to stand (somehow) RIGHT NEXT to where ol' Arthas spawned for the quest event.
Being confronted with the pinnacle of Scourge horribleness appearing beside me, I did what any sensible paladin would do:
I jumped right off the damn platform and pally-parachuted the hell out of there. I was so embarrassed when I finally got back up to my group lol