Fight Vry'kul's God King that are pawns of Burning Legion. Discover origins of Val'kyr and K'valdir as you ride Ship of Souls into Maw of Hell. Halls of Valor and Hellheim-homes to warring Titan Keepers. Stormheim: Uncover fate of Vry'kul that left Northrend 1000s of years ago in search of Holy Land. Meet up with Cenarius and Ysera to help us fight back. We can't stop it, so we go into the Emerald Nightmare where we get glimpses into the Emerald Dream. Players face demons trying to unleash Emerald Nightmare. Val'sharah: Forgotten Druid Refuge, used to be pinnacle of elven civilization - Malfurion becoming a druid, lots of Night Elf lore. It is a break in the consistency and constancy of these characters. Another example: a protagonist near the end commits an odd, out-of-character betrayal for no other reason than to tidy up the plot and create conflict.) Problem is, when the show does so right by its characters that when it does wrong? It is keenly, almost painfully felt. ![]() ![]() (Example: two characters are out monster hunting, and one randomly disappears and doesn’t answer the other one yelling, and then that other one decides to just, oh, I dunno, crawl into a tree stump because sure, that seems like a good idea. They betray their own emotional intelligence, their own logic, and they do this in order to perform actions that seem necessary to move the plot along. The show occasionally drops out of this mode and then has characters act outside themselves to service the plot. Characters want things, and in pursuit of those things, they f&*k up and fail and then succeed as heroes. ![]() The show does a lot of good with character agency, by which I mean, it is characters who create problems, who escalate the problems, and who inevitably complicate and then fix the problems.
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