- Joined
- Mar 31, 2004
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Art by:
Nexis (title, Tarot cards), Q-nee-chan (title), Cat.B (Kul Tiran portraits), Dragon of Fate (The Archdespot), Psy Oni (Rogaar and the Shadow Elf), Ulka (Dayoma and Holga)
Nexis (title, Tarot cards), Q-nee-chan (title), Cat.B (Kul Tiran portraits), Dragon of Fate (The Archdespot), Psy Oni (Rogaar and the Shadow Elf), Ulka (Dayoma and Holga)
Time flies by when you're having fun, and it's been a year since the previous Development Update. We've released a number of smaller teasers and sneak peeks on our Discord and beyond, but now it's time for a proper big thing.
So how's HoS doing? As it's been before, work is being done, not a single day without having some bit of Act II done - and it's a huge puzzle that's assembled piece by piece. We've finished thousands of assets (more than 500 models this May alone), processed 2600+ sound files (which is a smaller part of scheduled stuff - and these are only unit replies thus far), finalized main races and most subfactions, and are working on campaign tech now - unlike Act I, there's a large number of complex trigger-driven abilities and mechanics (most of which have been announced in the previous Development Update and have been implemented over this year). It's the size of Act II that makes this more challenging, but progress is being made at a good pace.
Since new races' models were already more detailed and old heroes needed their looks updated to reflect story changes (such as Arnak developing more demonic features, or Wulnar growing in size and strength due to Bleeding Hollow's blood magic rituals), a lot of visual upgrades were in order. While the graphics of Act I could be described as "Classic+", now it's "Classic++" - same style, twice the coolness, thrice the detail, and lots of nods to most iconic depictions of canon heroes and villains. At first we were reluctant to make new models much more polygonal, but, honestly, assets made in 2019/2020 haven't aged well. There was a discussion about separate fingers being an excessive detail or not - until we realized that even some vanilla models (like Naga Sirens) had them. We also decided to adopt StarCraft II's visual design idea of heroes being much more detailed than regular units, but all following the same visual style (nothing is more immersion-breaking than WoW or Reforged models mixed with vanilla ones...). In fact, this is true for original Warcraft III models as well - compare Arthas and Footman models, and the level of detail of Arthas' face and hands/feet. We're only raising the overall bar, and our main goal is to keep all visuals not just cool but coherent. It's more than unit models - doodads, tilesets, UI and more are also done in unison, to continue full visual revamp with a unique look and feel. Thanks to the awesome work of @Maximal, @Vinz and @ShadiHD on models, special effects/UI and skins respectively, as well as Doomcraft providing some very cool assets for kitbashes, and @HerrDave, @Zaffar, @Gtron and @Razorclaw_X who ported and adapted so many models for WC3, it's possible to make the wildest dreams come true. In addition to that, pictures by incredibly talented artists listed above, made specifically for HoS, will be used as collectibles - and we're still discussing the possibility of making Tarot cards a game mechanic, similar to Painkiller or Inquisitor: Martyr.
Anyway, on to the models!
Llane Wrynn
Blackhand
Redesigning iconic heroes and villains of the first two games era was a lot of fun! Our favorite is probably Blackhand who had elements of all his canon or semi-canon depictions added to the mix - from the antlered helmet of WC1/2 manual art, to the film's raptor skulls, to WoD's plate armor and furnace weapon, and even to the cancelled Reforged First War campaign's fel powers! The close second is Teron'gor, still in his orc body, but with demonic horns reminiscent of his WoD version. And we've also updated models of all orc units (and ogres, too) - the humble grunt is not only more detailed, but has lots of campaign-specific animations.
Teron'gor
Defender of the Crown
Here are some more redesigned hero models. Try guess who's who! Most of them are canon characters.
Switching from 1.27 to 1.36+ provided quite a lot of opportunities but also made us reconsider some map design choices. Namely, the initial idea of all Chapters being mega maps with several stages (similar to Chapter 2 of Act I) didn't work well, such missions suffered from massive lags and limited some terraining techniques. Instead, we decided to split each Chapter into small maps, sometimes set in a non-linear fashion - think of dungeons in Rexxar's campaign, but more streamlined and story-heavy. This also allowed us to make interludes, previously meant cinematic-only, fully playable, in turn leading to expanding some story arcs. And did we mention new tilesets? Well we're putting those thousands of new doodad models to good use as we aim to make each map's terrain unique, be it the seedy alleys of Boralus or nightmarish hellscapes of Shial...
Ah, Shial. Now that we have that name mentioned, we have to tell the rest - but first, an announcement.
If all goes well (and we hope it does!), we'll be releasing HoS Act II Prologue this winter!
What is it, a demo, a beta, a trailer or something else entirely? Well, you will see! Let's say it's a small (but not too small!) yet very important piece of the plot, setting key events in motion and explaining the story behind characters who did not appear in Act I (as well as showing off the cool stuff we made). Since it is set in the very beginning of Act II, we decided to release it ahead of the main thing - though of course it will be also present in the actual campaign. Stay tuned, it will be a very special nightmare before (or after) Winter Veil...
We have such sights to show you.
This Development Update is very special. We decided to finally reveal a large chunk of lore that's been integral to HoS story since the 2017 revival, but had to wait as we believed the time wasn't right yet, and the audience first had to get acquainted with more familiar characters and places in Act I. Nevertheless, in Dusk of Draenor there's been a lot of foreshadowing, and the post-credits scene in Act I's epilogue was an outright bridge to this very story arc. Now as the upcoming Act II Prologue is set on Shial's world and introduces the players to the Voidsworn and Shadow Elves' arcs, this time has come.
At the same time, while the previous Development Update was dedicated to the protagonists of Act II and corresponding gameplay aspects, this time we w about the villains (and anti-villains) who oppose the cast of heroes (and anti-heroes). And this story begins with revealing the entity that was meant to be one of the main forces driving HoS plot since the project's revival, although she draws a lot from her namesake of the older version. You've already seen her in Act I's epilogue. Now it is time to learn more.
SHIAL
There are worlds beyond worlds and powers beyond powers. The Universe is a yawning chasm, filled with emptiness and puerile meanderings of sentience, and it would be madness to think that Azeroth, a speck of cosmic dust we call home, deserves any special place in it.
The clerics of Northshire teach their flock about Hell where ravenous demons feast upon sinners. This is not a lie, for each moment a billion damned souls are sent into the Legion's furnaces to feed the Burning Crusade's infernal machinery. Yet what we mistake for Hell is but an empty netherspace at the precipice of infinity incomprehensible. What lies beyond is a realm of pure chaos. Pure evil.
The Void Eternal.
Mercifully far away, yet still dangerously close, hungers the greatest of its gaping maws. This is where reality ceases to be, as nether-gales of boundless blackness swirl across the desecrated cosmos, consuming and corrupting all they touch, devouring suns and turning moons inside out. At the epicenter of this unfathomable maelstrom beats the heart of a thousandfold-cursed avatar of non-existence, whose name is deceptively simple, as if it was meant for mortal tongue.
Thrice I have set my eyes upon Her flesh, and thrice I have escaped, body unharmed but mind scarred for all the lives to come. Thrice I have seen what no man should. Sprawling temple-cities dwarfing entire kingdoms, each window a hollow eyesocket, every street a ritual cut. Screaming rivers of crimson and whispering edifices of obsidian. Forests of flayed corpses and gardens of bleeding masks. Gore-swamps and bile-glaciers. Crystal spires piercing the skies' mutilated fabric. A world and a goddess, two being one, a perpetual sacrifice to Her own self.
She does not live and She does not die.
Her speech is not sound.
Yet She exists, She thinks, She wants, and She gets.
Nothing escapes Her sleepless gaze.
A mere echo of Her thoughts has shattered the pathetic semblance of hope and faith that yet lingered at the bottom of my soul.
By Her true name shall I call Her. Speak it aloud at your own peril.
Shial.
Xaltothius the Mad Half-Elf
Shial is an infested and tainted World Soul, corrupted by the Void before she could manifest as a Titan. An incomprehensible, insanely powerful aberration, Shial has expanded beyond her namesake planet as she evolved into a self-replicating nightmarish dimension that exists outside the boundaries of logic and physics, and is able to warp and transform reality around herself. While still bound to the original world, she has a long reach and her whispers can travel far, worming into the minds of those willing to listen. Although her mentality and will are twisted and alien, she is still partially a Titan at the core, no matter how flawed and corrupt. Her visage is that of goddess-like figure, embodying her followers' dreams and fears. Echoes of Shial's long-lost past as a paradise world are weaved into her lies, enticing mortals with half-true mirages.
Shial's true goals and aspirations are apparently not known to anyone besides the Void Lords, but it is evident that she has developed a special interest in Azeroth, taking advantage of its denizens having a history of carelessly reaching out into the Twisting Nether. During the War of the Ancients, a sect of Highborne - the Taen'dorei, or Shadow Elves, - has escaped the destruction of Zin-Azshari, drawing upon the power of the dying Well of Eternity to carve a rift directly into Shial's reality. Now as the Dark Portal is open and the Old Gods awaken to toy with their new minions, the Void Lords' attention is drawn to Azeroth yet again, with Shial as their agent and herald...
Shial, by all intents and purposes, is a personification of the Void. Her new concept was conceived soon after the release of Chronicle Vol. 1 that established updated lore on Titans, Legion and Void Lords, and we decided that the idea of a failed attempt of corrupting a World Soul (which, apparently, happened in canon more than once) can be expanded into a character embodying all the eldritch and evil traits of the Void yet still being somewhat relatable (or at least understandable) due to her Titan origins. This also gave us room at making Shial slightly different from normal Void creatures without deviating from canon - she's not a mass of tentacles and purple mist, but, rather, sort of a cousin entity to the Emerald Nightmare. We absolutely loved how Blizzard portrayed the Nightmare in the Legion raid - it wasn't vaguely menacing, it was visceral, creepy and pretty personal in its "I will corrupt everything you know and love" message, not to mention the awesome red-and-grey visual. Speaking of which, we also drew inspiration from the classic art piece by, "Lovecraft's Nightmare" - its eldritch atmosphere, creepy design ideas and eerie color scheme were integral to our reimagining of the Void and its twisted creations.
So that was the starting point - making a planet where the Nightmare has won and merged with the World Soul. We then expanded upon this concept greatly, designing a number of biomes that could be preset on such a world. Act II will have two of them - the Bleeding Gardens (ruins of a few Zin-Azshari districts that were consumed by the rift during the Sundering) and Kathranaar, the City of Screams (the Excruciarchy's great temple complex where non-stop sacrifices to Shial are made). If these aren't nightmarish, we don't know what is!
Ironically, a few things later introduced by Blizzard were quite close to our own ideas, invented independently - which is a good thing as it allowed Shial to fit even better in the game's lore. Namely, BfA's Azerite is very similar the second form of Shial's lifeblood (originally inspired by Old God blood), which is semi-sentient black ooze-like substance that hardens into huge crystal formations and holds great corruptive power (although we certainly won't be making it a resource to collect in public quests). Nyalotha is essentially the same type of entity as Shial, a standalone Old God-ruled dimension that attempts merging with reality and corrupting it. And, of course, Xal'atath who was barely a footnote in lore as of 2017, but grew into a central Void-affiliated figure by now. Shial is very, very different to her though - and it's also a good thing!
Shial was actually conceived in the early versions of HoS, though she was quite different then. While the original faction idea for the Shadow Elves in 2003 was little more than expies of DnD's drow (evil matriarchal cave-dwelling elves worshipping a spider goddess), we then expanded their lore a lot to fit in Warcraft world better and overall be more cool and original. Two intertwined concepts we had in late stages of old (circa 2006) HoS story development that were essential: Shial (the abovementioned spider goddess) is a female Old God, and has ties to the Emerald Nightmare. One idea we played with was her being the sister of Elune (herself headcanoned as a benevolent Old Goddess at that time) and associated with the smaller of Azeroth's two moons (as, you know, it made little sense to have two moons and only one moon goddess). Naturally, this could no longer fit into any canon-friendly story, but Shial's 2017's revamp still was based on these ideas in a way.
Meanwhile, the Shadow Elves themselves shifted from simple blue-skinned evil elves and driders to all sorts of macabre monsters and mutants, reflecting WoW's lore of Old Gods changing the looks of their followers. But more on that below!
THE VOIDSWORN
Are we not magnificent? Introduce our guest to the epitome of love and beauty we incarnate. Sate his sight with a display of our perfection! Shed your flayed skin like yesterday's fashion, expose every nerve and every muscle to appease his yearning eyes. Then part them with the coziness of their sockets.
Are we not generous? The Blessed Anguish knows no greater joy than to be shared. Would any of you dare offend her with indolence and avarice? Give out of your hearts, the thick, sizzling, salty crimson of charity and compassion. Let your veins run scalding hot with the nectar of life, and rest not until the deed is done!
Are we not merciful? Have pity upon our guest, a poor soul led astray by false and cruel fate! Make his lungs fill the air with the sweet song of appreciation. Ease the bending of his knee with the kindness of your blade. Cure him of hope. Cut out his doubt. Dissect, sever and unmake to reshape him as one of us - a living, breathing, screaming instrument in the great orchestra!
Shial's Hospitality
The Void Eternal has no shortage of servants and followers in Act II - from Cho'gall's clan, to corrupt Tidepriests of Kul Tiras, to various aberrations and mutated fauna. But Shial's favourite and most faithful adepts are the dominant species of her world - the sayaad, commonly known as succubi and incubi. While these creatures are more famous for being popular warlock minions and notorious agents of the Burning Legion, some of them have very different masters.
Nobody knows if the sayaad got corrupted by the Void in Shial's wake, or if it was their own folly and ambition that led to damnation, but now they can be counted among the most twisted and debauched sapient races of the universe. The Sayaadi Despotate was all but literally built upon sin and suffering, as its rulers, Eight Hundred Despots and Despinas, competed with each other for the Void gods' favour, ordering the construction of sprawling temple cities and inventing new methods of sacrificial torture. The majority of the Despotate's population consisted of nothing more than living property to toil and suffer at the whim of their masters.
The Burning Legion's invasion of Shial's world heralded a great schism, since many of the oppressed sayaad saw this as an opportunity to gain the upper hand. As demons advanced, apparently with no other intent than to wipe another Void-infested planet from the face of the universe, their attacks sparked massive slave rebellions. It was common for felguard to storm a temple-palace only to be greeted by the sight of Shial's idols toppled and the ruling Despot or Despina eviscerated by their own once-loyal sycophants. However, while millions of sayaad flocked to the victors' banner, the Legion's initial success was short-lived. Shial herself intervened, heeding the prayers of her devout, plunging the planet into a massive Void storm and unleashing myriad nightmarish creatures at the invaders.
What followed was a war of attrition ending with a shaky standstill. While the Sayaadi Despotate was all but destroyed, the Legion eventually ceased the advance and retreated at the Dark Titan's personal order - to the great surprise of his own generals, Sargeras was unwilling to commence a complete annihilation, instead, he was apparently sated with assimilating a new race into the Legion's ranks. Shial, in turn, has tightened her grip on those who remained true, ensuring that no sayaad would ever betray her again. Out of the Despotate's remains the Excruciarchy was born. Ruled by the iron fist of a single Archdespot, this cult was quick to warp and twist surviving loyalists into the Voidsworn whose fanaticism was matched only by their cruelty. As new wars with Legion loom on the horizon, the Excruciarchy remains one of Shial's greatest assets in the Void Lords' schemes.
The Excruciarchal Voidsworn are succubi and incubi taken to a whole new level of evilness, and we decided to hold little back while designing them. While their Legion-affiliated cousins are often portayed as selfish and whimsical hedonists, the Shial's faithful exemplify a different, darker shade of depravity and sadism - they see everything, themselves included, as living sacrifices to the Void. Emphasis on "living" - the sayaad's twisted morality makes them abhor killing, even in battle. Instead, they specialize in ritual torture, and woe be to those who end as their "guests"... As illustrated by the quote above, the Voidsworn venerate the Blessed Anguish as an aspect of Shial, and consider sharing it an act of mercy and compassion. While their lowest ranking acolytes, known as the Unblemished, have little visual difference from normal sayaad, the majority of the Voidsworn are hideously mutilated. Some wear their own flayed skin as loincloths, others have their faces melted by the Void energies or are reduced to levitating limbless cadavers. The Archdespot's personal guard, the Dominators, have their chests ripped open by his very hand, and stay alive only as they feed on the power of their own agony.
The Archdespot himself is all but a living avatar of the Blessed Anguish. An incredibly ancient incubus, he is as decrepit as he is powerful, existing in a state of perputal bliss and agony as armor made of Shial's living blood devours and heals his flesh. It is said he has sacrificed everything to his goddess, from the closest advisors and loved ones (those faces on his armor, they are not porcelain masks... in fact, they will even have animated portraits!) to his very name and personality. His seat of power, the Everthrone, is possibly the Excruciarchy's most terrible creation, as it has been made from the remains of several naaru, still alive and sentient, fused together as a Void conduit. The Archdespot's weapon is yet another naaru, twisted and warped by the centuries of torture into a bound Void God. Yes, you don't really get more evil than that.
Archdespot screenshots galore ahead!
Providing the sayaad race with a fitting backstory was one of key ideas when HoS was reimagined and rewritten in 2017, as succubi play a very important role in the new plot (and you've seen some foreshadowing to that in Act I already). Some more official lore has been revealed since then, but it was hardly satisfying (although the incubus model was a treat, and we were quick to adopt it - thanks to @EmperorVitiate and @Sarsaparilla for help with extracting the low-poly version!), so we decided to stick with our version. And since "normal" sayaad aren't exactly the paragons of morality and kindness (though we gave them much more depth, since the basic concept of fan service-y "lust demon" is a tad plain), making their Void-affiliated cousins much, much worse was quite a challenge. A lot of inspiration came from horror classics like Hellraiser and Event Horizon, and even the original Call of Cthulhu story provided some great examples of cultists being anything but nice and harmless. Tinkering with some of the original Blizzard designs was also a lovely challenge - namely, we recycled WoW Trade Post's warlock "incubus" attire from outright joke items into something scary (and even kept the heart-shaped gems).
The original (you've been warned!):
The Voidsworn are meant to be initially received as an "eviler than thou" faction, the darkest shade of black in a story that has no shortage of villains, and they will evoke both characters' and players' fear. They won't appear often (and will do so even less outside playable interludes set on Shial's world), and they will certainly present a lot of danger as opponents with very unusual mechanics. However, there's more than gameplay here - did we mention the depth we gave to the sayaad, taking a step above the usual concept? Well that extends to the Voidsworn as well. Let's just say their obsession with taking enemies alive and converting them is more than simple minion-making. We were inspired by Warcraft RPG's (non)canon mention of succubi inevitably falling in love with their summoners and expanded that idea to more than just romantic affection. All of sayaad are meant to be abnormally empathic, and you'll see what that can mean when coupled with Void infestation that does some very interesting things to one's mind.
THE SHADOW ELVES
Thus the pact is sealed. From the blood of your blood, a beautiful garden will be born. I will give them blossoms to enrapture. Thorns to eviscerate. Vines to jugulate and strangle. Branches to bear the bitter fruit. And will take their eyes so they weep the sweet dew of crimson, the tears of unending joy as we all share in the Blessed Anguish.
Thus you surrender your existence to powers untouched by time, unmoved by fate. No force on this world or beyond harbors the strength to bend our knee. Not even the mighty Legion!
Shial's Claim
There's a lot to tell about the Shadow Elves, but we'll hold our horses here - the upcoming Act II Prologue is dedicated to their story above all else, and we don't want to spoil too much. Instead, we're telling you something else...
We altered our original plans, and the Shadow Elves will be a playable race in Act II!
Let's have a sneak peek at their gameplay concept. The Shadow Elves are unique in terms of both balance and unit roster. They don't have dedicated casters, instead, their every unit is a caster with a mana bar and 2-3 spells. Instead of usual weapon/armor upgrades and caster ranks, they have the Paths system - each unit belongs to one of three Paths, and each Path has three levels of upgrades similar to caster tiers (first one is unlocked by default, second and third are researchable). Path upgrades are extremely expensive and take a lot of time to research (as they combine damage, armor and health upgrades + unlocking new abilities), so while mechanically they are not mutually exclusive and a player can theoretically research all three, in reality they will have to pick the first Path carefully, and later pick one more that has units to synergize with the first one. Path units at Level 1 (without upgrades) are mostly inferior to other races' equivalents, at Level 2 they are just as good and somewhat even better, at Level 3 they are overpowered, though still have weak sides and require a lot of control. Shadow Elves are supposed to be a "difficult to master, awesome when played well" race. They have very little room for error, are expensive, all units are niche specialists and require tons of micro (in a way, it's a whole army of mini-heroes), not to mention the restrictive Paths system that forces the player to stick to a specific small roster of units and combine them very carefully. However, when fully upgraded and understood, they are probably the most powerful non-Stygian race in the game, able to easily counter even Dwarf and Legion powerhouses, steal enemy units and unleash killing power and dirty tricks no other race has.
In addition to the main Shadow Elf race, a standalone hostile faction known as the Bloodweepers will appear. These nightmarish amalgams of former elves and Shial's Void-twisted flora serve a different purpose, which, once again, will be explained in Act II Prologue.
Along with the Stygians, the Shadow Elves are an original race invented specifically for HoS - as described above, initially we went with a very simple reiteration of the classic drow concept. Then they evolved into something more interesting, but when we reimagined them for the 2017 revamp, we knew that Old God custist theme is overdone and we need something more exciting. Thus, for one, we decided to establish closer links with the War of the Ancients era Highborne. There is no shortage of races in canon WoW that are related to them - from naga and satyr to the Nightborne, and we stuck with the latter as a starting point. Meanwhile, the Bloodweepers were originally inspired by Dante's Inferno with its description of sinners fused with bleeding trees - but, as an ironic coincidence, the final result also resembles a concept discarded by Blizzard themselves and appearing in TBC artbook.
B&W concept art by Blizzard Entertainment, not related to HoS in any way and used purely as a reference
MIZRAKH
Before the exile, before the faithful became the hunted, we talked - me and Mizrakh. He was unlike Kil'Jaeden. His speech was devoid of half-truths, of flattery and veiled threats. Instead, he spoke with unbreakable certainty, no longer a pupil of mine, but a fellow preacher. He spoke of a myriad races to acknowledge us as their mentors and masters. He spoke of unity, of liberty and prosperity. He spoke of chains to break and fate to bend. But he also spoke of the Flame burning brighter than the Light, and that very moment I saw his future - one of a hideous man'ari lording over creatures most vile. Half-naked, winged daughters of sin praising him as the Liberator. Four-armed sons of avarice reforging his body and soul into what they called "Deathless". His path was one of tyranny, lies and sorrow, leading away from everything we ever were. And when I spoke in turn, he was deaf to my words as I was to his.
We parted our ways, forsaking each other. He was one of many whom the Dark One took from me. A brother, a wife, a son and now a pupil.
Yet many, many years later we talked again, on Draenor. Wearing the flesh of an orc, Mizrakh allowed me to peer into his mind. And it was then that I realized that my vision was never wrong - but incomplete. For I saw millennia of struggle and betrayal, of a shadow crusade within the Burning Crusade, a clandestine war fueled not by righteousness and justice, but hate, envy and lust for power... and something more. Mizrakh was still loyal to what I left behind. To the defiled hellscape of Argus which was his home, to the abominable man'ari who were his people, but never to Sargeras. He preached to the myriad races who accepted the eredar as their mentors and masters, he brought them unity, liberty and prosperity - and hated to see his work reduced to kindling. In his mind, the eredar were destined to rule the universe, not burn it to ashes in a pointless, endless war driven by a fallen Titan's paranoia.
And by the Light, he was never alone! He took pride in owning no slaves, but he had loyal servants, agents and confidants. Creatures whom he has personally brought to the Legion's fold - the sayaad whom he liberated from an eternity of horrendous torment on a world trapped in perpetual sacrifice to the Great Hungerer, the tothrezim who were elevated to artificers and coinsmiths from a life of toiling at the non-existent mercy of their cousin race, and many, many more. Eredar, too - some trapped in his web of blackmail and manipulations, but others willingly, if secretly, renouncing the Dark One. Hurting their hubris and demanding too much from his most arrogant servants was Sargeras' mistake. And when Mizrakh was eventually brought down, judged and sentenced, it was a plan within a plan, a fake defeat in an ongoing power struggle, and torture he endured without confessing his true goals to the Dark One. Then he escaped, his spirit guided into a dead orc's body by the faithful sayaad as we stood our ground at Karabor.
I saw his past, but not his future, and when we parted our ways, I knew for certain they would never cross again. But my prayer and my hope are still with Mizrakh even if he rejected them, for now I know that the Dark One's grasp can be broken. Perhaps the Liberator will yet live up to his name.
Velen the Divine
I am Deathless. The Dethroner. The Ender of Dynasties. By my hand, palaces fell. Tyrants perished. I am your Liberator. Rise. Stand tall and proud.
Mizrakh
Mizrakh the Liberator is an ancient Eredar lord and one of key commanders who spearheaded the Burning Legion's most successful invasions. A relentless crusader and a charismatic preacher who has converted many races into demonhood, he worships no deities other than his own pride. Mizrakh was quick to renounce the Light when Sargeras first offered his gifts on Argus, but millenia of conquering in his new master's name instilled no true loyalty in his heart. The Liberator's dream was one of the eredar ruling the known universe as living gods, a race of flawless warrior-sorcerers feared and beloved by all, and he saw the Burning Crusade as a means to that goal.
Insidious and crafty, Mizrakh is a major player in the game of power within the Legion's ranks, mostly competing against the nathrezim whom he considers parasites and manipulators preying on Sargeras' obsession with fighting the Void. The Dark Titan himself has drawn Mizrakh's well-concealed ire after undoing all of his successes in the war against Shial, preventing the Legion from finishing what they started, as well as taking the credit for assimilating the sayaad race. However, it is the Liberator, not his master, who is venerated by the Legion-affiliated succubi and incubi as one who broke their chains, winning their hearts and minds.
Mizrakh is also known as "Deathless" for a reason. Before the nathrezim convinced Sargeras to make the enslaved World Soul of Argus power a resurrection engine, a similar project was suggested by their cousin race, the four-armed tothrezim, who owed Mizrakh their standing as the Legion's artificers and bankers. While the experiment has been deemed a failure and its details are lost and forgotten, it was no coincidence that soon afterwards Mizrakh, the tothrezim's revered Benefactor, acquired the ability to return from the dead quicker than any demon, possessing a mortal's corpse and reshaping it into an exact copy of his eredar body. It was what instilled supernatural fear and loyalty into his converts, and became the envy of rival warlords who eventually conspired against him. Facing the coup's inevitability, Mizrakh had to pull out a gambit to evade giving out his true intentions, faking defeat and true death. Fallen from grace and stripped of his power - or so his foes believed, - he spent centuries in the Twisting Nether's limbo before finally manifesting within the body of an orc on Draenor, not without the aid of his faithful sayaad. Now Mizrakh has more than one score to settle, and no shortage of pawns at his disposal...
Mizrakh is the second greater-scope villain in HoS, after Shial. He has already debuted in Act I - it was his spirit that possessed Arnak's dead body in Karabor in Chapter 2. Now he becomes involved with the matters of the First War on Azeroth, and it is there that his plans within plans may require some adjustments. Unlike his prime foes, Shial and the Archdespot, who are a distant and looming force of evil, Mizrakh is always in the thick of the events, and gets personally involved in the action. While he is outright hateful when it comes to most mortal races, some genuinely intrigue him. Expect him to be a potential ally in many matters, and as the protagonists' karma shifts, reflecting their decisions, so may even a great demon's attitude change.
Naturally, a character nicknamed "the Liberator" opposing an evil Archdespot sounds like a nice fellow. Of course, we're subverting these expectations as Mizrakh is not even remotely a goodie-two-shoes. Sure thing, he abhors senseless genocide and slavery, but by his nature he's just as cruel, selfish and elitist as any other eredar lord, and then some. On the other hand, he's also the definitive anti-paladin - an oathbreaker and an unbeliever, but one with his own code of morals, a number of dark virtues, a full understanding he's not a good guy, and respect for those he considers worthy of it.
With his hidden rebellion against Sargeras we're exploring the theme of some eredar being disillusioned with the Burning Crusade, believing they sacrificed too much without gain, and that the Dark Titan needed them more than they needed him. This doesn't make them any less adamant in the belief that their race is destined to rule the universe as the paragons of might and sorcery. Mizrakh, unbroken even by his downfall, still oozes hubris and unconquered pride, yet he has what it takes to back his claims, nor is he alone - there are many, many demons within the Legion secretly working towards a shift in the balance of power. Act II only scratches the surface here, mostly with familiar races like eredar, mo'arg (both felguard and brutes/engineers), doomguard and terrorguard, imp mothers etc, and putting sayaad at the plot's forefront. However, the actual Legion (both the main faction and subraces) unit roster will be more diverse and include some exotic creatures like the aforementioned tothrezim, taken from the Warcraft RPG. However, these are matters of the more distant future - while many Legion units will be present (and even playable) in Act II, the complete race is reserved for its sequel.
And what of the original Arnak Bladeweaver, is he gone for good? Well... His soul is still out there, and has a role to play - but in another body...
JAMES ASHVANE
The measure may be thought bold, but I am of the opinion the boldest are the safest.
Attributed to Daelin Proudmoore
- Behold! Lord High Treasurer James Ashvane, the pride and joy of Kul Tiras and the envy of every other realm in the civilized world! A financial genius and a captain of industry, a philanthropist, a true patriot and a business partner one could only dream of! Even our trade princes can learn a lesson or two from him, I sincerely suppose.
- And what lesson would that be? How to shove three pounds of greed and self-importance in a one-pound bag? Not sure about lesson two, it's hard to be viler than Kezan bosses. But this won't stop our "pride and joy" from trying.
- Surely you're well aware of his impeccable streak of successful endeavors, so I will name only the most significant ones. The man single-handedly eliminated coastal piracy by turning outlaw captains against each other, as well as offering pardons and state service. He has also provided a variety of jobs for the unemployed poor, and invested in orphanage workhouses...
- If you consider this a good thing, please turn around, walk away and stay as far from me as you can.
A dialogue overheard at the Ashvane Villa
What we described above seems pretty much distanced from the events on Azeroth, and it may seem we've switched focus from the First War and the following interbellum. Fear not, for everything described in previous announcements is not a subject to change, and the campaign is still primarily set in Stormwind, Kezan, Kul Tiras and other familiar realms. Naturally, local villains may lack the scope of World Souls' and demon lords' power, but they have their own unique flavor and are worth a mention as well.
Although only the recent Chronicle Vol. 4 has confirmed that James Ashvane is in fact Lord Ashvane, Priscilla's late husband, we wanted to fuse them into one character since the earliest draft for the sole purpose of having an excuse to make a nod at James Hook. However, the more we worked on James Ashvane's personality and role in the plot, the more we realized that making him a classic dashing evil pirate captain would be not only too boring, but also contradict lore heavily, given how hated pirates are in Kul Tiras. A corrupt and greedy colonialist similar to Lord Cutler Beckett would have made a bit more sense, since the Ashvane Company is essentially Azeroth's version of East India Trading Company, but still not very original, and instead we borrowed only one idea from Lord Beckett - him being a ruthless hunter of pirates. From there, we studied some historical figures of the Age of Sail and it finally clicked on the story of Antonio Barcelo - a merchant captain who was so good at fighting pirates that he became a high ranking navy officer leading very successful campaigns (not to mention inventing some awesome technological novelties like armored gunboats). For James Ashvane, a similar career was only the beginning - his triumph in eradicating piracy on the shores of Kul Tiras was just a stepping stone to securing trade routes and establishing a monopoly across the markets of the Eastern Kingdoms, eventually being elected as Lord High Treasurer and becoming the second most powerful person in Boralus next to his friend Daelin Proudmoore.
True to canon, the Ashvane Company isn't just a trade corporation, but also a weapons manufacturer and the chief supplier of armaments for the Kul Tiran navy. Goblins may have much more advanced technology and Ironforge dwarves are definitely better artisans - but Ashvane foundries are aimed at mass production of cheap and reliable cannons and pistols to replace ballistae and bows. Quantity is a quality of its own, after all.
As for pirates... after most of them were defeated through Ashvane's agents inciting mutinies, pitting captains against each other and offering pardons to the crewmen (something that also has historical precedents), these former criminals now serve the Ashvane Company as professional soldiers and sailors, essentially doing what they do best but now strictly within the confines of the law.
James Ashvane is definitely an anti-villain, and we expect him to evoke quite a lot of sympathy, at least when compared to other antagonists. He may be unscrupulous and play a large part in escalating the conflict (after all, the cannons won't sell themselves), but he's a patriot and his actions are aimed at making Kul Tiras stronger and lives of its citizens better... if only at the expense of other human kingdoms. He's involved in a number of joint clandestine schemes with the Kirin Tor of Dalaran, and while these conspiracies may be overshadowed by the Horde invasion's upheaval of the political landscape, they are not without long-term consequences. Oh, and he's also the man signing the Damned Dozen's checks.
Apart from the obligatory hook hand, we took great care to have a balance between pirate and navy officer elements in Ashvane's visuals. He dons skull and crossbone symbols (but separately, as a subtle "I'm above the law" gesture), and his monocle resembles an eyepatch - but he also wears a 19th century styled uniform as opposed to earlier era naval coat worn by Proudmoore, and generally has a militant and aggressive look contrasting his short and unimposing stature. His power is measured in money and cannons, not physical strength, but he also has a lot of fighting spirit in him, something the enemies of House Ashvane tend to underestimate at their peril.
Lord Ashvane, as well as Daelin Proudmoore and Kilnar Goldensword (Daelin's non-canon High Elf lover from Warcraft RPG whom we included as another major power player in the human kingdoms' arc) will also appear in the Act II Prologue, with more of their story revealed.
ORGRIM DOOMHAMMER
I am writing this down only to set my thoughts straight. Then this parchment will burn.
Some years ago I would have laughed at doubts that plague me today. Back then, everything was clear and simple. I miss those days. So I told Durotan.
Now he is dead. Draka, too. And their baby son.
When my warriors questioned the dying assassins, the bastards claimed they weren't even under Gul'dan's orders. "Were doing the right thing", they said. "Weeding out dissent. For the Horde."
These words made something click in my head.
I am not Durotan. He liked to brood on what makes us pure. Back then, he said we're orcs no longer. It's more that just the green in our skin, or the red in our minds. We've crossed a threshold, he said. We became something wrong.
The draenei had a name for it (why do I remember that, of all things?), "man'ari". Its meaning is along the lines of "twisted, "impure", "what should not be". Our word "dae'mon" is close enough, but not quite. Ours is still about power and might, something that comes at a cost, but may be worth it. "Man'ari" is what should be loathed and despised.
Now I recall that self-righteousness and smile. The crooklegs had it coming, by our hand or not. They were too quick to judge and too eager to disrespect. They thought us animals, scared of their shiny crystals and magic tricks. Well... I take no pride in it, at least not in some things that happened in Karabor and Shattrath, but we did the world a favour. Draenei, gronn, arakkoa, ogres. They all deserved it.
Perhaps that's why Gul'dan's venom worked that easily. And I don't just mean the devil's green blood, that was just the finishing touch. The accursed warlock knew all too well what we all wanted. Winning. Biting back and tearing out their throats. If what I heard about his past is true, then I don't even blame him.
Regardless! Durotan claimed we should hate what we've become. Somehow make ourselves pure again. And then he was killed for even daring to speak about that.
I will avenge him, there is no other way. I know I'm going to aim high. Blackhand and Gul'dan. They will die. A mak'gora or a knife in the back of their skulls, makes no difference to me by now. Many more will follow. Cho'gall, to begin with. The two-headed bastard is smarter than he looks, and more dangerous than even his master - this new world gave him power and purpose. The Void he worships makes dae'mons look tame. Yes, Cho'gall will die. So will Teron'gor. And that beast Ur'aman. "Weeding out dissent", hah. That's exactly what I am going to do.
What follows, is a concern for another day. Am I fit for the Warchief's mantle? There is only one way to find out.
But hear me, Durotan, my dead friend. We never ceased being orcs. Gul'dan gave us means, but it wasn't him who made us what you were ashamed of. And you know what? I will not be proud of what I'm going to do. The culling in our ranks, and the conquest that lies before us. But we are the Horde! We made a whole world our enemy. Twice. First time we won, now we must do so again. Azeroth is strong and vast, and it hates us. There is nothing we can do about that by now. So you say we should hate ourselves as well? What do you propose we do? Hide in the wilderness like beasts? Crawl back through the Great Portal and die starving?
I regret many things and will regret even more. Right now I regret that I, for a brief moment, envied you. You died pure. With honor. With clean hands. And you have a friend to avenge your demise.
I will not be so fortunate.
...Now let this writing and my doubts become ash. Lok-Tar Ogar. Victory or death.
Orgrim Doomhammer
There's little moral ambivalence in the First War - the humans of Stormwind are doubtlessly good guys in their heroic but doomed struggle against the Horde, and the orcs are clearly villains as Blackhand and Gul'dan run the show. While Act I: Dusk of Draenor was already pretty hopeless in its depiction of the orcs' corruption, here we were free to show the Horde as a force of unrepentant, hungering evil, each clan representing a specific shade of darkness, from the blood magic rituals of the Bleeding Hollow to the Void-induced zealotry of the Twilight's Hammer. We even added more to the mix, taking the liberty of a adding few Shattered Hand assassins and torturers in the Shadow Council's employ (as a foreshadowing of this clan's role of secret police in the New Horde much later). Of course, all the corresponding canon characters (and even some non-canon ones, such as Ur'aman the Voracious from the Saga of Azeroth campaign) will appear - and when they do, expect blood to flow and atrocities to be committed.
But Blackhand's and Gul'dan's good times, true to canon, don't last, and it won't take long for Orgrim Doomhammer to step in as the new Warchief. He becomes the primary antagonist of the "historical" arc, and probably the only orc leader meant to evoke some understanding - but not enough of it to make him a good guy or even an anti-villain. He may be a lighter shade of darkness, but he's still leading a campaign of conquest and genocide started by Blackhand, and it really doesn't make a lot of difference to the victims of the Horde than now they're killed with a bit more honor and less Fel. Yet Orgrim also has one very good point - it's really a no-way-home situation for the orcs, all bridges have been burnt and it's either them or the humans and their allies. That's why Doomhammer is out for making allies of his own, establishing contacts with those whom the Horde hasn't wronged yet - and who might profit from the all-out war...
That's it for now! It's still a long road ahead, but we're getting there!
Thank you for feedback and support, and hope to see you all again - real soon!
P.S. A few bonus materials may be coming up here soon :3
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