Warcraft: The True Natures of the Alliance and Horde

Warning: Rambling lore post ahead.

One of the things that’s been on my mind lately is what the real “souls” of Warcraft’s two iconic factions are. The Horde and the Alliance have gone through many different phases and iterations over the years, but what are the real core traits that define them?

My rogue plants the banner of Theramore in OrgrimmarI think it’s worth discussing because I feel there are a lot of people who don’t really grasp what the factions are supposed to be about. Partly, this is due to their own misunderstandings of the lore, but Blizzard also deserves a fair share of the blame. Some of their decisions have muddled the identities of the factions significantly.

I’ll say upfront that while I firmly believe my interpretations of the factions are correct (obviously), a lot of this is based on opinion and personal interpretations of events, and unlike my epic rant against the concept of “Horde bias,” most of my arguments here cannot be objectively verified within the lore.

I’ll be looking at both the good and bad sides of each faction, as I firmly believe neither is better than the other. They are both admirable and flawed in their own ways.

The Alliance

The good:

At their best, the Alliance embody the virtues of wisdom, justice, honour, and nobility. They are the archetypical knights in shining armor. They will seek out evil wherever it is found and vanquish it, but they will work just as hard to protect the innocent and uplift the righteous.

In D&D terms, the Alliance at its best is lawful good. Their society is founded on law and order. They are the embodiment of discipline. They are the Draenei and Night Elves, who have spent millennia training themselves with the sole purpose of defeating the Burning Legion. They are the humans, Gnomes, and Dwarves, unflinchingly loyal to their allies and ideals. They are the Tushui, who believe an ideal solution can always be found with enough patience, and they are the Gilneans, proud and uncompromising.

Art of King Varian WrynnThey pursue justice, but never vengeance. Theirs is the measured response, the firm but fair hand. They are determined in battle but merciful in victory.

This is another area where I feel those complaining about the ending to Siege of Orgrimmar may have missed the point. If you want to crush your enemies, see them driven before you, and hear da lamentation of deir women, you picked the wrong faction when you rolled Alliance.

The events of SoO are the best distillation of the Alliance’s nobility I can think of. They saw that Garrosh needed to be stopped, and they fought tooth and nail to bring him down, but they were also fair enough to see that not all in the Horde shared in his madness. Varian saw fit to spare those among the Horde who had proven themselves honourable.

This shows Varian’s growth as a leader. He has become a true paragon of the Alliance’s ideals. He put aside his personal hatred to see that justice was served. Because justice isn’t only about punishing the guilty; it’s about preserving the innocent, and the Alliance are Azeroth’s champions of justice.

The bad:

The downside of the Alliance’s ideals is that it often leads them to become conceited and hidebound. It’s a very short walk from “We are the most righteous” to “We are the only pure ones, and everyone else is beneath us.”

Art of Queen Azshara from the Warcraft trading card gameAt its worst, the Alliance is the most narrow-minded, arrogant, and bigoted force on Azeroth. Intolerance is rampant throughout all of the Warcraft universe, but none have made it so core a part of their culture as have the Alliance.

The dark side of the Alliance is the casual racism of the humans and the xenophobia of the Night Elves. It’s the way the Draenei have spent so long looking at the big picture that they’ve all but lost the ability to feel compassion on the individual level. It’s the way the Tushui would rather do nothing at all than act rashly to address an injustice.

When I think of the Alliance at its worst, I think of the events of the Blood Elf campaign in the Frozen Throne.

In their hour of greatest need, the Blood Elves reached out to the Alliance for aid. They pledged themselves to help the Alliance retake Lordaeron and Dalaran. And how did the Alliance repay them?

By betraying them. The Alliance sent the Blood Elves on a suicide mission to drive the last nail into their coffin, and when the Blood Elves sought out help from Illidan Stormrage to avoid extinction, the Alliance branded them traitors and imprisoned them. To this day, the Alliance still calls them betrayers, when their only crime was choosing to live.

Art of a Blood Elf female by Glenn RaneAnd why did the Alliance do this? Because they were Elves. No other reason. It was an act of blind, petty bigotry with no rational thought behind it.

The Horde

The good:

The Horde are a very diverse faction — to the point where it strains credibility at times — so it’s hard to condense them down to any one set of traits.

But if I had to define one ideal that brings all of the Horde races together, it would be freedom. Freedom from oppression, freedom from assault, freedom to live their lives as they see fit.

Most of the Horde races have been the victims of slavery or persecution in the past, and the majority of them are races that the greater world has deemed unworthy.

Somewhat understandably, much of the world views the Orcs as savage monsters. The Orcs keenly remember what it was like to be slaves to the Alliance, to have their freedom and dignity ripped away from them, and they never want to see that repeated.

Vol'jin and Baine marshal their forces in Razor Hill prior to the Siege of OrgrimmarThe Darkspear Tribe are the very bottom rung of Troll society, an underclass loathed by all. The Tauren are viewed by the greater world as mindless beasts, few understanding that their culture is simple by choice rather than because of a lack of intellect. The Blood Elves were never very popular on account of their connections to the Highborne and overall arrogant attitude, and the circumstances of their split from the Alliance have given them a false but pervasive reputation as traitors. And as for the Forsaken, well, nobody likes zombies.

The Horde is the big tent faction. They will accept anyone willing to fight with honour and respect the traditions of the other Horde races. They are not judgmental like the Alliance. They are willing to look past the surfaces and judge people based on the true natures of their characters.

The Horde have a reputation for being warlike, but I don’t believe this is true. Not entirely, at least. They are warriors, yes, and they would never back down from a challenge, but the true Horde — not the mockery that Garrosh applied the same term to — is not made up of warmongers.

It’s a shame Blizzard shortened the battle cry to just “lok’tar ogar.” The original was much more descriptive of the Horde’s true persona: “Blood for blood. Life for life. Lok’tar ogar!”

That’s the Horde’s true perspective on war. An eye for an eye, and a tooth for a tooth. They don’t go seeking fights, but they will repay any injury tenfold. They have suffered too much and are too few in number to be able to tolerate abuse; they must crush their enemies utterly. But they will not do so without strong justification.

Art of an Orc woman charging into battleThe Horde doesn’t start wars. They finish them.

The bad:

Most would say that the negative side of the Horde is that they are too violent and reckless, that they too often let their bloodlust consume them. This is a very reasonable perspective, and there are a lot of good arguments to back it up, but I’m actually going to disagree.

Firstly, I want to clarify something people often overlook. There has been more than one organization in Warcraft lore called “the Horde.” The Horde that initially invaded Azeroth is a separate entity from the one that exists today. That Horde was crushed and disbanded by the Alliance. The modern Horde was founded for entirely different reasons and with an entirely different set of ideals.

The modern continuation of the first Horde was the Dark Horde in Blackrock Spire, which was ultimately little than a gaggle of puppets for Deathwing.

So we have to look at what the mistakes of the modern Horde have been, and I’m inclined to say that dark side of the Horde is the same thing that makes in admirable: they’re the big tent.

Art of Sylvanas WindrunnerThe Horde has become too tolerant, too willing to forgive. They see the good in everyone, even when there’s no good to be seen. They look the other way in regards to the war crimes of the Forsaken. They were blind enough to believe Garrosh could actually be a good leader. They were willing to accept the worst elements of the previous Horde, the Blackrock and Dragonmaw Clans, back into the fold.

This may seem like a back-handed compliment to the Horde — “they’re too nice” — but trust me, it’s not. Being willing to forgive your friends ceases to be admirable trait when those friends are genocidal lunatics.

When the Forsaken showed their hand at the Wrath Gate, Thrall should have come down on Undercity with fire and fury and ended their threat once and for all. Countless innocents have died horribly and will continue to do so because of his willingness to trust. There is no excuse for that.

Gallywix was so ruthless he enslaved his own people, and yet he was allowed to continue on as trade prince. No one batted an eye over the Blood Elves enslaving and torturing a Naaru. The Warsong Clan went rogue before Garrosh even arrived from Outland, and no one’s ever tried to reign them in.

Even the most noble members of the Horde are guilty of aiding war criminals through their willingness to look the other way.

Art of Thrall by Chris MetzenSome people just aren’t worthy of forgiveness. And the longer it takes the Horde to realize this, the more blood will stain their hands.

Admittedly, this may be more Thrall’s flaw than the flaw of the Horde as a whole, but the modern Horde is so much Thrall’s child that it’s almost impossible to separate the two.

Purple is my favourite colour:

Mostly, I wrote this post just because I enjoy musing about Warcraft lore, but I’d also like to illustrate that each faction has its own merits and flaws. There is no good faction and evil faction. They’re different perspectives, and each needs the other.

Azeroth needs both the Alliance and the Horde if it’s going to survive. They balance each other’s flaws. A world dominated by the Alliance would quickly turn be an oppressive, rigid place ruled by dogma and intolerance. A world ruled by the Horde… probably couldn’t exist. It would just devolve into a Wild West of disparate races and ideals that would be crushed like gnats the next time the Legion shows up. If Sylvanas didn’t murder everyone first.

Azeroth needs the wisdom and order of the Alliance, but it also needs the Horde’s passion and strength of spirit. They are very different ideals, but they compliment each other, and all of the greatest victories of good within Warcraft’s history have come as the result of the two working together.

So don’t hate the opposing faction, and don’t expect your faction to be all things to all people. They both have their purposes in creating a whole story, and we should embrace the balance between red and blue.

Neverwinter: Birth of a God Up for Review and Endgame Thoughts + New Article

Birth of a God seeks reviews:

My second Neverwinter Foundry quest, Birth of a God, has now been released to the public. I’m looking for people to play and review it so that it can make it out of the inhospitable wasteland that is the “For Review” section and into the main catalogue. So if any Neverwinter players reading this would like to give it a try, I’d be very appreciative.

A screenshot from my Neverwinter Foundry quest, Birth of a GodThe code for the quest is NW-DOAU7PRQS, and the author should be listed as @Dorotaya. Here’s the description:

The Neverwinter Guard has received a plea for help from an unusual source — the Nasher rebels. A Nasher agent recently turned himself in, asking for protection. He claimed his gang had contracted the aid of a coven of dark wizards, but that those wizard had soon begun brainwashing his fellow rebels — or worse. Shortly thereafter, the Nasher was found dead in his cell, with mysterious runes carved into his flesh.

Because of your strong record and unique skillset, the Guard has contracted you to investigate this matter. The Nashers are bad, but the rise of a new cult of dark mages within the city would be much worse.

————-

Content: Heavy action, some story, simple puzzles.
Genre: Action/dungeon crawl/horror.
Difficulty: Moderately challenging for soloists. Easy for groups.
Exploration: Mostly a linear quest, but those who go off the main path will find it rewarding.

I played through it on my ranger yesterday, and in my own completely biased opinion, it’s a pretty good quest. Not too long — it took me about 30 minutes to solo, including double-checking everything to make sure it looked and played correctly — and with a decent amount of story, but not enough to bog down the action. This is the kind of quest I like to play myself, anyway — personal tastes may vary.

In other news…

Well, that was fast:

My ranger ascends Icespire Peak in NeverwinterDespite playing for less than a month, I’ve already hit max level on my ranger. Yet another example of how wonky and inconsistent Neverwinter can be — so much of the game requires painstaking grinding, but leveling is a breeze. In fact, it’s almost too fast.

It’s a bit too early for me to be forming detailed opinions on Neverwinter’s endgame, but based on early impressions, I’d describe it as broad, but shallow.

There’s no shortage of things to do at endgame in Neverwinter. There’s PvP, there are epic dungeons (a broad selection spread across different difficulty levels), there are Foundry quests, there are campaigns, there’s the Gauntlgrym stuff (though you need a guild for that).

I haven’t tried campaigns yet. I haven’t looked into them too closely, but what little I know is giving me flashbacks of the Golden Lotus grind in World of Warcraft.

Never. Again.

I don’t have a guild, and you already know my thoughts on the Foundry, so that leaves dungeons and PvP.

A Foundry quest in NeverwinterEpic dungeons (the WoW fans among us might prefer to think of them as heroics) are simultaneously a relief and a disappointment. On the one hand, they are consistent with Neverwinter’s general feel of quick, casual fun, and it’s relatively easy to find groups despite the fact no one uses the game’s semi-functional dungeon finder.

I’ve discovered that, while Neverwinter does have the holy trinity, it isn’t religious about it (no pun intended). None of my epic runs to date have included a tank, but they’ve gone smoothly. So groups are quick to form since you don’t have to be too strict about who you take.

As an aside, I’m really starting to wonder how Guild Wars 2 failed to make a trinity-less design compelling, considering how many games I’ve seen do a better job of it without making it their core selling feature.

The downside of epic dungeons is that, well, they’re not very epic. Aside from better loot and scaling the mobs to level 60, there doesn’t seem to be anything to distinguish them from their leveling versions. I’m glad they’re not brutally difficult, but I guess I just expected… I don’t know. More bosses? Extra mechanics? Any kind of difference at all?

Doesn’t help that there’s no real variety to Neverwinter’s fight mechanics to begin with. It’s pretty much just a case of “spawn ALL of the adds!”

My ranger and her sellsword companion explore the Underdark in NeverwinterThen there’s PvP. I maintain an odd fascination with Neverwinter’s PvP. I wouldn’t say I love it by any stretch of the imagination, and I still burn out on it quickly, but it is the most enjoyable MMO PvP I’ve played.

The relatively short matches, map design that helps to inhibit utterly one-sided matches, and guaranteed rewards make it feel a bit more satisfying than these things usually do, and the classes actually feel fairly balanced for once — I suppose being a simpler game makes it easier to level the playing field.

Every class is dangerous in their own unique way, but none feel totally unbeatable — with the possible exception of great weapon fighters, but I’ve heard people say they’re actually underpowered, so I’m not sure what to believe.

PvP is also a pretty fast way to gear up.

Actually, gearing as a whole is another very quick thing in Neverwinter. I’m sure to get the best of the best takes a long time, but to get to a decent level of competitiveness requires very little effort. I’ve already got a fair few epics and a high enough gear score for nearly all the content in the game.

I have no intention of getting into the hardcore endgame. I’m mostly just collecting epics because I want gear I know I’m going to keep long enough to justify the absurd expense* of getting it looking the way I want to.

My ranger showing off her fancy new gear in Neverwinter

*(In AD, not real world cash. I’m not that big a sucker.)

I’m unsure of my next move in Neverwinter. I could keep pursing gear, but that path doesn’t hold very much appeal. I’ve lost nearly all interest in vertical progression in MMOs these days.

I do plan to continue exploring the Foundry, but despite its vastness, I’m bound to start running out of good quests sooner or later.

I could do what everyone else does and put Neverwinter on the back burner, dipping into it occasionally while I play other things. No doubt I’ll reach that point sooner or later, but despite the game’s flaws — and boy, there are a lot — I’ve been enjoying myself, and I’m not quite sure I’m ready to give my focus to something else yet.

We’ll see how it goes.

New article:

My latest article for WhatMMO is Top 6 Player Looks. For all that we all want to be special snowflakes, MMO players do tend to end up conforming to a handful of different styles. I tend to lean towards “The Professional,” myself.