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The Path to Valour

This bundle is marked as high quality. It exceeds standards and is highly desirable.
Footman16 Presents
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An Alliance Campaign

The Third Campaign in the Tales of the Alliance

Made for Latest Version


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Set during the Third War, The Path to Valour tells the story of the Kingdom of Stromgarde. This Kingdom was one of many to fight against the Horde in the Second War but in the following years they would leave the Alliance and begin to lose their power and strength.

By the time of World of Warcraft, Stromgarde has become a shell of it's former self with only the League of Arathor fighting to restore it. But how did this once mighty nation fall so far in the years since the Third War?

The Path to Valour will show what was happening elsewhere in the world during the Reign of Chaos and answer some questions as well as show some of the events of the Chronicles Books and WoW in Warcraft 3.
Lady Hoteshem is a high ranking member of the Stromgarde military and an adept diplomat. Sent to Ironforge to maintain good relations with the Dwarves she is returning to a Stromgarde that has many problems. She will need to navigate many trials and fight to keep her homeland alive amidst both victories and defeats.

Knowing Lady Hoteshem since they were children, Orman of Stromgarde has been a good and loyal friend to her for years. Now a general in the Stromgarde army it has been years since he has seen his close friend. Stubborn and forthright, he has a good heart and is one of the Kingdom's strongest warriors.

Ojin'ba is a Forest Troll of the Witherbark Tribe and is tasked with enacting revenge on their mortal enemies: the Humans of Stromgarde. The Amani Trolls seek to reclaim all that was once there's and the Arathi Highlands are seen as the rightful territory of the Witherbark Tribe. She will stop at nothing, and will do anything it takes to see her tribe ascendant once more.

An ambitious and cunning foe, High Invoker Basaleph is determined to prove his worth to the Lich King and become his right hand.

All these people and many more are in the Path to Valour...
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The Campaign features 10 playable chapters, 2 interludes, a finale cinematic and a playable epilogue. Gameplay ranges from basic dungeon crawler missions to base building as well as some unique gameplay mechanics such as a recreation of the Arathi Basin.

Enjoy the unique Stromgarde techtree, as befitting their martial status they are the basic Human techtree but with even more unique upgrades on top.

New and dangerous enemies are also present from Dire Trolls to Ogre Lords and Wights to Plague Eruptors.
Explore Stromgarde city itself as well as encounter many characters and other locations from the lore. All major and side characters are canon in World of Warcraft and the gaps in their stories have been filled in here.


Background
I started working on this campaign about a year and 7 months ago from the upload. I started it in January 2024 when I moved to Belfast for half a year and continued it since returning to Scotland. It's definitely been a fun project and has followed me through certain events in my life but has also allowed me to express some of the themes and ideas and experiences in my own life.
In terms of what I hoped for this project. I hoped to build something that could fit seamlessly in the lore of Warcraft and tell a compelling story based in the stories we know. To take some of the events in WoW or chronicles and show them in Warcraft 3 with maybe some of my own spins. For example some WoW retcons that I dislike are instead left ambiguous so the player can make up their own mind.
In terms of gameplay I tried to make a concerted effort to include unique and new gameplay loops, the Culling stands out as an iconic mission partly due to its ability to link gameplay and narrative and I've tried to replicate that philosophy across a lot of these missions. So hopefully you'll enjoy the mix of standard blizzard gameplay as well as more novel aspects and features. I could probably write a whole essay about the process of making this campaign and my own thoughts but I'll restrain myself and simply say that this has been a labour of love with many easter eggs, touches and details added to hopefully turn this into an awesome experience.

Showcase
Some kind people have been willing to record their playthroughs of the campaign which I will link the first episode of each below:
Kasrkin

StrategySphereGaming

HushBook

Chernobyl Brotherhood

Avogast



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I'd like to shoutout a few people who have been essential in making this campaign as high quality as it is.
First of all big thanks to wilted_kale for the amazing background artwork, check out the rest of their stuff, they've done a bunch of awesome pieces of art.

Big shoutout to General Frank for all his modelling assistance, I can't count all the numerous edits he has done for me but they've been invaluable. Also to Uncle for his amazing escort system he created for me, it works so well. Also to Geekio for their work in developing the blight counting system. Tomoraider for their feedback and input throughout the whole design process as well as tons of suggestions and tips. Thanks to Nyctaeus for their doodad models helping bring Stromgarde to life.
Thanks to Kam and InsaneMonster for their help with some of my JASS AIs.
Finally big shoutout to Kasrkin for continuously testing the campaign as I went and giving so much feedback and bug finding.
ModelsTexturesIconsMusic/Other
alfredx_sotn
Aquis
Arowanna
Astromen
A Void
BaiyuGalan
bakr
Blood Raven
Callahan
Cavman
ChaoticHunter
Chriz.
Commedia
Craka_J
darkdeathknight
Deolrin
doom_sheep
Eagle XI
Em!
-=Emergenzy=-
EnetheruAnuon
Ergius
eubz
ExploBomb
Felipe Gormadoc
Fingolfin
frostwhisper
General Frank
-Grendel
GreyArchon
Grey Knight
Hantoo
Hate
hellblazer-14
Hermit
HerrDave
Himperion
Hueter
imforfun
Infrisios
InsaneMonster
JesusHipster
JetFangInferno
Jiok
johnwar
Kenathorn
Ket
Kitabatake
Lord_T
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MasterHaosis
MN Lahmar
Norinrad
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Power
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purparisien
RED XIII
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Revilo
Ribenamania
RightField
Sellenisko
SgtWinter
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Stefan.K
Syroco
takakenji
Tarrasque
Tauer
The_Silent
Tranquil
Ujimasa Hojo
Villagerino
Vinz
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Daenar7
inhuman89
keepitmovin
Mr. Goblin
orc01rus
Red
SNART
The Leader
The_Warchief
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Aldeia
-Berz-
BLazeKraze
Blizzard Entertainment
Chaosy
CRAZYRUSSIAN
Darkfang
Flute
Godslayer
Heinvers
Hemske
JollyD
Kam
KelThuzad
kola
lelyanra
Mr.Goblin
Marcos DAB
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~Nightmare
Novart
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Null
Paladon
PeeKay
Stanakin
Svenski
Panda
PrinceYaser
Tunadil
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Michael Giaccino and LucasArts
Jason Hayes, Glenn Stafford and Blizzard Entertainment
Russell Shaw and Lionhead Studios
wilted_kale
Marcelo Hossomi
Played N Faved - Sound Effects & Stock Footage

If I have used your resource and your name isn't listed here, please let me know so I can rectify it ASAP!

  • Initial Release
  • All Loading Screens Updated
  • Malin main stat changed to Intelligence and stats per level adjusted
  • Fixed sound levels in some missions
  • Fixed bug in Chapter 4 when skipping the Cave Fight Cinematic
  • Fixed bug in epilogue with checkpoints occurring every 2 seconds.
  • Swapped the Weapon sounds for Orman and Hoteshem
  • Changed description of Danath's abilities
  • Fixed the main quest requirement updating in chapter 8
  • Investigated preventing Hoteshem from jumping back into the palace, but this would be difficult to stop. If you manage it, kudos to you.
  • Added Voiceline once Eastern Bridge is clear informing player they can cross using the makeshift bridge.
  • Removed Dust of Appearance from Mission 2's shop
  • Fixed Mission 2's main quest Requirement for the Southern Garrison not being marked complete in the Quest's Tab.
  • Wasn't able to identify any issues with the cages dying in mission 5 so hoping it was a one time issue.
  • Reduced difficulty slightly on Normal and Hard in Mission 9 with green's defences and timing between spreader spawns.
  • Fixed Hoteshem's AoE and Damage on her Q
  • Fixed Description of damage for her W
  • Fixed issue with Food Supply from rescued units in Mission 5
  • Fixed the wrong Elemental in Mission 9
  • Made it so you get Malin's items in the epilogue.
  • Increased Spreader delay across all difficulties.
  • Added NEW UNIT AVAILABLE hint for Mission 9
  • Decreased mana cost of Feral Leap by 10 mana.

  • Investigated hotkey for Trebuchets before and it doesn't work, can't figure out a fix.
  • Checked Footman flying heights, not sure if it's better or not.
  • Fixed Required Level of Orman's E
  • Moved Orange Undead base further west in final mission
  • Fixed issue with Dwarf Stoneform being audible across the map
  • Fixed issue with villagers fighting being audible during cutscenes
  • Fixed Malin in the epilogue
  • Added Mana Cost to Cleansing Chain
  • Fixed bug where Ojin'ba's AI in mission 3 would stop working
  • Increased timings on Blight Spreaders and Base builders in Ch 9 to reduce difficulty
  • Tweaked Ch 9 Green AI to reduce number of defenders to reduce difficulty
  • Tweaked terrain in Ch 2 in a small area of the map

Contents

The Path to Valour (Campaign)

Reviews
deepstrasz
High Quality. Koala T high in the tree If you want more reviews, you should participate in the The Grand Review Exchange! R U L E S Site Rules Map Submission Rules M A P - D E S C R I P T I O N BB CODES BB Codes | HIVE MELEE MAPS Description...
Congratulations on your mod´s release first of all. Love me another campaign that actually takes place in Warcraft´s world. I´ve read your author notes before anything else and if the campaign reflects the same passion you´ve expressed in the notes than this campaign can rise up to its fellow custom campaigns legends.

I´m very intrigued to play and will give future feedback, if there is any to give besides praise that is of course. Thank you for taking so much of your freetime to deliver a campaign for us to play with.
 
Hey! So far I really enjoying it! Quick question, mission 3 optional quest does not come up?
Like i finished mission cleared entire map (Besides the bottom left) but the quest never came up or even showed up what needs to be done? Gate in bottom left never opeend as well (the one that looks like a graveyard)
 
Hey! So far I really enjoying it! Quick question, mission 3 optional quest does not come up?
Like i finished mission cleared entire map (Besides the bottom left) but the quest never came up or even showed up what needs to be done? Gate in bottom left never opeend as well (the one that looks like a graveyard)
Did you go to Radulf Leader who should have a quest icon above him in the village?

WOW, thanks for your making, footman16.

Can I tranlate it into chinese? I wanna share this campaign with chinese players.

Hi there, thanks for the kind words. If you wish to translate it you can however I only wish for this campaign to be uploaded to the Hive and not elsewhere so if you give me the translated version I can add it to this bundle.
 
Did you go to Radulf Leader who should have a quest icon above him in the village?
Hey! Yeah i did but nothing happeend? which village specifically is that in?

Chapter 4, I think i got soft-locked? the trees (i believe) that were suppose to be destroyed by some trigger when fighting undead swarming from caverns never fell? Even though undead swarming did?
 
No no i figured that part :D and they DID stop spawning after I did what was needed :D. But the trees that I presume were suppose to fall after didn't. It might have been 1 time trigger failure I'll restart and redo and let you know.
 
No no i figured that part :D and they DID stop spawning after I did what was needed :D. But the trees that I presume were suppose to fall after didn't. It might have been 1 time trigger failure I'll restart and redo and let you know.
Interesting, the cinematic should show the trees getting destroyed, I did a test playthrough myself just there and it all worked fine so I'm not sure what happened.
 
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A pretty old trick in those 'destroy bases with an ally' maps: just kill your ally's peasants and steal their 30K gold mine. You won't have to worry about the rest, which makes the mission way, way easier. I believe something like Grommash's base in the Orc mission would help here.
 
I dunno if it's just me
On mission 4 or 5 (ig,) the one you start playing as Admiral Proudmoore, if the cinematic at the caves is skipped, he will teleport to the shore where he met the Dreadlord. The caves aren't blocked by boulders, and the trees are still there.
And for the last mission, after destroying the syndicate base at the royal garden, the game seems to keep on autosaving until the end of the game. The checkpoint reached notification keeps blinking
I tried to play this on Reforged.
I don't know yet about the older patches
 
Excellent campaign. The only problem I encountered was the constant autosaving during the second half of the final mission. The autosaving text kept appearing even during the cutscenes in the end. I am unsure what triggered it, but it started happening when I reached the fountain of health.
 
Congratulations on the release! Looking forward to share my pain & suffering nice impression over mission game design!
I look forward to updating my review after completing the entire campaign.

I can say, @Footman16, I had myself hooked on your campaign. I'm a casual player, and I wanted to see if "story mode" is really an option. It seems so! I double-checked.
Especially kudos for your Arathi Basin mission - it felt like a typical random BG session :D

I'm currently on mission 4 and looking forward to seeing the epilogue of this campaign. It's a shame that Stormgarde, the progenitor of all human feudalism in Warcraft, was left neglected by the fanbase.
 
This was fantastic.

I rather enjoyed how you worked the canon lore into the campaign, while making your own twists with it. Like how we got experience Admiral Proudmoore's hunt for survivors in Lordaeron and how he interacted with the Scourge, before he made his way to Kalimdor and launched the Invasion of Durotar. At the same time, I was surprised at some other the decisions here like having the Witherbark kill Thoras, when his son Galen was responsible in canon. I half expected a reveal that Galen had let the Witherbark into the keep to do the deed, with Thoras knowing before he died.

The only bug that I experienced was during the final mission. The autosave checkpoint entered a loop before the ending cutscene and just kept going until the cutscene ended.
 
I saw the vid of the first campaign mission and boy, was I not disappointed. Great work, @Footman16. Maybe for your next project, you could focus back on King Candor rebuilding his kingdom and even expanding into the Arathi Highlands, working with remnants of Stromgarde?
 
Loved this campaign, had a variety of different missions. Felt like the Mage Heros spells were not that useful (except Blizzard) and that the stun shockwave ability of Orman was far too strong. In the blight mission I feel like you dont really get enough time to kill the main base without having the enemy and you involved in a base trade race. Small nitpicks in any case look forward to anything else you might share
 
Of course. Thanks for your making. But how should I send it to you?
You can send it to me via DMs here on the Hive, and upload it in a pastebin.
At the same time, I was surprised at some other the decisions here like having the Witherbark kill Thoras, when his son Galen was responsible in canon. I half expected a reveal that Galen had let the Witherbark into the keep to do the deed, with Thoras knowing before he died.
Maybe he did, I deliberately left that part ambiguous so that players can make their own choice on that retcon as to whether Galen was responsible or not for his death.
I saw the vid of the first campaign mission and boy, was I not disappointed. Great work, @Footman16. Maybe for your next project, you could focus back on King Candor rebuilding his kingdom and even expanding into the Arathi Highlands, working with remnants of Stromgarde?
My next campaign will probably be a retelling of the WoW Classic human storyline following Stormwind and the Defias and the Dark Horde etc.



Update 6th September 2025

  • Added New Loading Screens for every mission that should look better and replace the Lordaeron sigil.
  • Fixed Malin's primary stat and his stats per level
  • Fixed sound levels in some missions
  • Fixed the Cave Fight cinematic bug if it's skipped
  • Fixed the constant checkpoints in the epilogue
 
My next campaign will probably be a retelling of the WoW Classic human storyline following Stormwind and the Defias and the Dark Horde etc.
I really like the way you have done this campaign, basically complementing the official cannon. Not saying pure fan-fiction is bad, but it makes it more exciting in a way to know it all fits in with the existing storyline. Super excited if you do the Classic WoW storyline in a wc3 campaign format.
 
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I really like the way you have done this campaign, basically complementing the official cannon. Not saying pure fan-fiction is bad, but it makes it more exciting in a way to know it all fits in with the existing storyline. Super excited if you to the Classic WoW storyline in a wc3 campaign format.
Yeah this was basically my aim was to create something that could easily fit into the lore without any issues or conflicts. And the only elements I've added is to fill in the bits we don't know or are left vague. In terms of retcons I've tried to leave that stuff ambiguous enough for players to decide which retcons they want to accept or not :)
 
In the Literacy Problems sidequest, I have only managed to find 9 out of the total 10 pages. Is one of them hidden in some sort of box or area?
 
This was a joy to play all the way through. From the mission design to the atmosphere, everything seems top notch and is done in a way which fits my playstyle.

As someone who also wants to (eventually, hopefully) make custom campaigns that fit into the established lore and try to fill in the unexplored gaps left by blizzard, your campaigns have been a source of inspiration for me. I hope you'll keep on cooking.

Now for some feedback:
Hoteshem's and Orman's attack sounds should be swapped, unless Shem uses her blade to slap the opponents and Orman's hammer is so sharp it makes sword noises;
One of the abilities Danath shares with Orman states Orman's name in its description, which makes it weird;
Chapter 8's main quest description doesn't update the number after repairs;
In Chapter 6 Shem can jump into the palace after an important event, which kinda seems awkward if you think about it;
And finally, the most unforgivable error:
no special interactions for splashing notable figures around the city with the bucket of water, which I carried with me the whole way to the epilogue... 0/10, Candor not berating me for trying to wash away his thousand yard stare ruined the whole story ngl
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This was a joy to play all the way through. From the mission design to the atmosphere, everything seems top notch and is done in a way which fits my playstyle.

As someone who also wants to (eventually, hopefully) make custom campaigns that fit into the established lore and try to fill in the unexplored gaps left by blizzard, your campaigns have been a source of inspiration for me. I hope you'll keep on cooking.

Now for some feedback:
Hoteshem's and Orman's attack sounds should be swapped, unless Shem uses her blade to slap the opponents and Orman's hammer is so sharp it makes sword noises;
One of the abilities Danath shares with Orman states Orman's name in its description, which makes it weird;
Chapter 8's main quest description doesn't update the number after repairs;
In Chapter 6 Shem can jump into the palace after an important event, which kinda seems awkward if you think about it;
And finally, the most unforgivable error:
no special interactions for splashing notable figures around the city with the bucket of water, which I carried with me the whole way to the epilogue... 0/10, Candor not berating me for trying to wash away his thousand yard stare ruined the whole story nglView attachment 548697
I'm glad you enjoyed it and I hope you're able to release a Custom Campaign someday so that I can play and enjoy it :)

As far as those issues go they should be easy enough to fix, I'm quite glad there hasn't been anything too game breaking yet!

In the Literacy Problems sidequest, I have only managed to find 9 out of the total 10 pages. Is one of them hidden in some sort of box or area?
The locations of all the pages are:


  1. In the Royal Gardens left of where the Mage and two priests are standing, next to the sewer grate.
  2. At the rear entrance of the large red house outside the Cemetary and south west the Paladin Statue.
  3. In front of a women south of the Eastern Gate tucked into the corner.
  4. South of the Shady Merchant, in the alley next to the Market Square.
  5. South of the mob tucked into the small fenced area with an arch as the entry way next to the father talking to his son. Across from the three benches.
  6. In the Western Square, in the middle next to the two statues, columns and arch. The square is the cobblestone area next to where the large mob are assembled.
  7. In the Elven quarter east of the fountain of health, in front of two houses tucked into the south east corner.
  8. Next to the entrance to the Syndicate Controlled Street, to the south of that entrance is an alley with a Scroll seller, just past him.
  9. East of the tavern and inns is the tome merchant, to the right of him is another.
  10. Ryan the Scummy has one in the Old Quarter, east of where Malin is in the Mage's quarter. There are a number of different ways to resolve the situation (he isn't invulnerable).




Update 6th September 2025 #2

  • Changed weapon sounds for Lady Hoteshem and Orman
  • Changed description of Danath's abilities referencing Orman
  • Fixed the main quest requirement updating in chapter 8
  • Investigated preventing Hoteshem from jumping back into the palace, but this would be difficult to stop. If you manage it, kudos to you.
 
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Mission nine is absolutely insane I've been stuck on it since yesterday. I just can't avoid getting caught in the loop of destroying plague spreaders while also having to destroy orange bases that spawn at random times. Any tips to help me out? ( Still in first patch)
What difficulty are you playing on?
 
That's great but i don't understand what i have to do in A Woman's touch i type in the chat and nothing happens
That's the side quest, where you are trying to find a thief right?

If so, you have to make sure that you are clicked on the thief in question and type "accuse". Should you be correct, the thief is arrested and the quest completes.
 
Thought I would add some notes I wrote down from when I first played this campaign (the first version, not the updated one):


Ch1
Great custom campaign background picture with her standing against the Trolls.
Nice touch to have "blood of heroes" linger on slightly longer than the rest of the text.
Fantastic music choices, and the Main Character's voice is nice on the ears.
The guards who said "this gate is to remain closed until the Dark Irons have been dealt with" suddenly turn to Dark Irons after I trigger the next part of the quest. Were they Dark Irons all along and just in disguise?
Air Elementals having the phase ability is very air elementally, nice touch.
That link between the bridges is not so obvious, maybe make a hint? I was thinking I needed to jump the left barricade and solo all units with my hero at first.
Nice little sub dungeon
Also, nice how we fail to stop them. Refreshing for once, not always succeeding.

Ch2
The script for this campaign is well written and doesn't follow commonly used troupes.
I'm sending all low hp footmen to the garrisons to be sacrificed, ha-ha.
Awesome, garrisons send men to help. Yes! AI ALLY!
Refill southern garrison requirement is not shown as completed in f9.
Seeing dust in the shop makes me uncomfortable since I think there are invisible units I am missing everywhere which drop good items.
Some of the island jumps require exact positioning to avoid jumping back into the same spot you are currently in.
I really like how this campaign is telling a new time period that has not been covered before- Stromgarde's tale, with Trolls and Dark Irons, etc.

Ch3
I struggled at the beginning but then took control.
I like how the resource collection speeds up when we control all the resource points; saved me waiting ages after I combed the map for items.

Ch4
Nice, playing as Kul Tiras.
Happy the Gargoyle boss is a land unit and not and air unit.
Demons with Finger of death suck because my units can die too fast for me to react.
You even have a brand-new UI just for Kul Tiras for this mission. Sweet.

Ch5
More AI allies!
I like how Garithos mentioned the Undead and Demons heading west to Kalimdor, which gave him a chance to fight back. That was never explained well in the original campaign.
Nice to see Proudmoore portrayed in a good light for once, in comparison to Garithos.
Garithos and Kael send pitiful attack forces.
1 of the 4 scouts cages did not get released (at least I think that was the case, there were cages but they didn't break when I came to them).

Ch6
The city is beautiful.
Having the guilty women have less HP from her "cut" was really smart. I was looking for blood red spatters around the women at first. It was a fantastic little touch.
Having an orb have a chance to entangle is a cool idea.
I have an undiscovered quest that has been failed without me knowing in my quest log.
I regretted giving Orman the life steal item when I lost to him in the duel.
Long after the side quest failed, I got a hint saying to meet Galen in keep before seeing Malin to avoid failing the quest- really hope he didn't give the last page, because I cannot find number 10. I reloaded and saw the hint on my way out after killing the bandit. I think I missed it the first time because I jumped back to Malin with the Hero across the gap to the south instead of walking back.
I have finally accepted I will not be able to find the 10th page. Sad.

Ch7
I knew as soon as he was leveling to 10 we would lose him. Just thought he would have died instead of abandoning Stromgarde.

Ch8
The F9 log doesn't update the text showing how many boats have been repaired.
This mission was quite stressful at the start.
I was super happy for that teleport. It saved me having to carry a teleportation scroll around everywhere.
When I killed the main green base and saw the mask item, it reminded me of that set of armour, which I only found 1 of (in that Arathi Basin map). Even after finishing the campaign, I don't think I found the other 2 pieces.

Ch9
One of the hardest missions so far. Lots of back and forth on the main base. I couldn't kill the main base with my full 100 food army, so I had to target the main building and workers, then slowly finish it off over time. Luckily the blight spreaders follow the same path each time, so it was basically stuck at 50% unless I let them push into my main base.

Ch10
You even added 1 to the 2000 corpse list count in game. That is hilarious.
The trebuchet ability is very cool.
After Vandar was attacked, he lost something that caused him to stay at 32 food for rest of game. I think he was at the same food as Kul Tiras at the start- 60ish?
Great final mission.
I will say I wish the Scourge was never green. You colour coded all the factions so well. Green - Trolls, brown - Ogres, Dark Green - Kul Tiras, etc. The Green Undead could have been changed to a different colour in my opinion.

Ch11
This map is like a relaxing reward for having fought so hard. Plenty of gold/lumber and units constantly streaming through those entrances. Love it!
Constant check point saving happened for the second half of the map.
The ending was beautiful with Hoteshem and the ghost of Orman there.

General Points
This campaign was art. There were so many little details in there that made it so well made. Really happy you shared this campaign with everyone.





 
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you clearly have outdone yourself this is by far the best of your campaigns i had a small issue with the epilogue but i see it has already been fixed this left me longing for more as allawys looking forward to your next one while im not a big fan of the wow lore since blizzard keeps twisting it your perspective gives us this sense of mystery it still feels like the world is small and that a unique story awaits us :wthumbsup: :wthumbsup: :wthumbsup: good luck on your future projects
 
Ch1
Great custom campaign background picture with her standing against the Trolls.
Nice touch to have "blood of heroes" linger on slightly longer than the rest of the text.
Fantastic music choices, and the Main Character's voice is nice on the ears.
Thanks! The artwork really is incredible and I'm glad Wilted_kale was able to make it for me, he even did it at a discount to his usual rate which was greatly appreciated since I obviously make no money off of these projects lol.
The guards who said "this gate is to remain closed until the Dark Irons have been dealt with" suddenly turn to Dark Irons after I trigger the next part of the quest. Were they Dark Irons all along and just in disguise?
The guards at the gate run north to help the ones fighting at the bridge and then the Dark Irons should appear :)
That link between the bridges is not so obvious, maybe make a hint? I was thinking I needed to jump the left barricade and solo all units with my hero at first.
Yeah, it's a tough one, I probably could add a dialogue to tell people they can run across the wooden planks.
Also, nice how we fail to stop them. Refreshing for once, not always succeeding.
A recurring theme of the campaign as you saw ;)
Ch2
The script for this campaign is well written and doesn't follow commonly used troupes.
I'm sending all low hp footmen to the garrisons to be sacrificed, ha-ha.
Awesome, garrisons send men to help. Yes! AI ALLY!
I did try to add allies wherever possible as I know people enjoy them :)
Refill southern garrison requirement is not shown as completed in f9.
Oooh I can check that out.
Seeing dust in the shop makes me uncomfortable since I think there are invisible units I am missing everywhere which drop good items.
I'll remove it from the shop :)
Some of the island jumps require exact positioning to avoid jumping back into the same spot you are currently in.
Yeah, unfortunately if I increase the range I feel like the jump becomes a little too ridiculous distance wise.
Ch4
Nice, playing as Kul Tiras.
Happy the Gargoyle boss is a land unit and not and air unit.
Demons with Finger of death suck because my units can die too fast for me to react.
You even have a brand-new UI just for Kul Tiras for this mission. Sweet.
The Kul Tiras segments are some of my favourite too
Ch5
Garithos and Kael send pitiful attack forces.
Yeah, this is a tough one, on the one hand you want them to be helpful but not too strong otherwise there's no point in the player being there. The attack waves where Garithos joins them himself are pretty strong though since he's level 10.
1 of the 4 scouts cages did not get released (at least I think that was the case, there were cages but they didn't break when I came to them).
I'll check it out. I've looked at the triggers and I can't see anything wrong with them... strange. When one cage in any group dies they should all break.
Ch6
The city is beautiful.
Having the guilty women have less HP from her "cut" was really smart. I was looking for blood red spatters around the women at first. It was a fantastic little touch.
Having an orb have a chance to entangle is a cool idea.
I have an undiscovered quest that has been failed without me knowing in my quest log.
There's 4 Side Quests: Leonas gives one in the far end of the Palace Gardens; Galen inside the Keep where Thoras is gives one; an inn keeper in the North West above the blockade of the Syndicate controlled street gives one and the Witness Quest in the rich quarter next to where the royal palace is is another one.
I regretted giving Orman the life steal item when I lost to him in the duel.
Haha tbf if you lose the duel it just means he gets to level that mission instead of Hoteshem so there's no real punishment :p
Long after the side quest failed, I got a hint saying to meet Galen in keep before seeing Malin to avoid failing the quest- really hope he didn't give the last page, because I cannot find number 10. I reloaded and saw the hint on my way out after killing the bandit. I think I missed it the first time because I jumped back to
I've added the pages locations to a post here, they should all be accessible from the beginning of the mission :)
Ch8
The F9 log doesn't update the text showing how many boats have been repaired.
This has been fixed.
When I killed the main green base and saw the mask item, it reminded me of that set of armour, which I only found 1 of (in that Arathi Basin map). Even after finishing the campaign, I don't think I found the other 2 pieces.

  1. Is dropped by the Ogre Fortress when killed
  2. One is on a small island reachable by Hoteshem south of the shallow water where the murlocs are between the Stables and Blacksmith
  3. In a crate next to the Farm Control Point.

Ch9
One of the hardest missions so far. Lots of back and forth on the main base. I couldn't kill the main base with my full 100 food army, so I had to target the main building and workers, then slowly finish it off over time. Luckily the blight spreaders follow the same path each time, so it was basically stuck at 50% unless I let them push into my main base.
I can always tweak the difficulty down a little on the final base, I might do that and add just a few more seconds between each spreader spawn.
Ch10
You even added 1 to the 2000 corpse list count in game. That is hilarious.
I'm glad you noticed :)
The trebuchet ability is very cool.
After Vandar was attacked, he lost something that caused him to stay at 32 food for rest of game. I think he was at the same food as Kul Tiras at the start- 60ish?
Great final mission.
I will say I wish the Scourge was never green. You colour coded all the factions so well. Green - Trolls, brown - Ogres, Dark Green - Kul Tiras, etc. The Green Undead could have been changed to a different colour in my opinion.
Hmmm, true, not sure what other colour to use though, other than maybe Violet.
Ch11
This map is like a relaxing reward for having fought so hard. Plenty of gold/lumber and units constantly streaming through those entrances. Love it!
Constant check point saving happened for the second half of the map.
The ending was beautiful with Hoteshem and the ghost of Orman there.
Yeah the epilogue is a free win reward type of mission rather than an actual challenge, I'm glad you enjoyed it and the story elements all paid off.
General Points
This campaign was art. There were so many little details in there that made it so well made. Really happy you shared this campaign with everyone.
I'm so glad you enjoyed it and your feedback has been wonderful to read :)

I'll see about fixing the couple of bugs you mentioned.



Update 7th September 2025

  • Added Voiceline once Eastern Bridge is clear informing player they can cross using the makeshift bridge.
  • Removed Dust of Appearance from Mission 2's shop
  • Fixed Mission 2's main quest Requirement for the Southern Garrison not being marked complete in the Quest's Tab.
  • Wasn't able to identify any issues with the cages dying in mission 5 so hoping it was a one time issue.
  • Reduced difficulty slightly on Normal and Hard in Mission 9 with green's defences and timing between spreader spawns.
 
Last edited:
That's the side quest, where you are trying to find a thief right?

If so, you have to make sure that you are clicked on the thief in question and type "accuse". Should you be correct, the thief is arrested and the quest completes.
i though that my game was bugged, but i chose the wrong girl. i'm still playing the campaign, but that is one of the best that i played
 
I’ll be honest, I didn’t expect much — but oh boy, I was wrong.

This was truly an amazing campaign: beautiful terrain, varied gameplay and missions, great pacing, cool hero abilities, and plenty of items to collect. The story fits well with the current lore and even fills in some gaps, though I wish Galen had gotten a bit more screen time. It’s a pity we didn’t get to see Orman’s fate, but perhaps you left some room for a sequel :grin:

It’s even more impressive knowing you accomplished all this in less than two years. Totally deserves 5 stars.
 
I’ll be honest, I didn’t expect much — but oh boy, I was wrong.
I'm not sure what to make of that first part lol (is it the description?)
This was truly an amazing campaign: beautiful terrain, varied gameplay and missions, great pacing, cool hero abilities, and plenty of items to collect. The story fits well with the current lore and even fills in some gaps,
I'm glad you enjoyed it. The different missions and gameplay loops took a lot of effort and testing to make work, so I hope it will inspire others. The blight system in particular is almost too good not to be used somewhere else.
though I wish Galen had gotten a bit more screen time. It’s a pity we didn’t get to see Orman’s fate, but perhaps you left some room for a sequel :grin:
His fate will be revealed in someone else's campaign but the Epilogue does reveal his ultimate fate :) unless you mean how he ended up in such a state.
It’s even more impressive knowing you accomplished all this in less than two years. Totally deserves 5 stars.
I really appreciate this. Whilst I make my campaigns for myself as a hobby, it does make it worth it to see other people's enjoyment of the work.
 
This was a really good campaign every mission feels unique. I liked how different the two human factions are in terms of units/strengths.
I also want to point out I loved the blight mission I think that and the arathi basin mission where my favorites as they where really different and enjoyable maps
 
Can i ask in Chapter 3, where do I find all the Highlander items? I can only find 2, the one from Ogre base and the other near the murlocs in the middle. Nvm, I looked through some spoilers and found it here, thank you!
 
  1. Custom spells, then Bladestorm! Why!?
  2. Would be nice for the saved footman to give some info about the capture or the dark dwarves for some immersion.
  3. Instead of Defend, perhaps some other shield based ability for a custom techtree, different gameplay than usual human?
  4. I feel the optional dwarf base quest comes out of the blue. Would be nice to have a narrative around it.
  5. An AoE UI element for Feral Impact would do nicely as sometimes I'm missing some enemies.
  6. Not sure if Balgaras has hero glow and it's hardly visible due to the player colour.
  7. Chapter two starts with the camera o the base immediately shifting to the heroes,
  8. "We have the higher ground" huh xD
  9. Chapter randomly crashed when pressing the Save Game UI button, right after I've chosen the second and third spell for Orman two times each and made a control group out of him, Shem and Nials.
  10. I'd replace the arcane tower with something more fitting to the faction. Same with the priest.
  11. Kind of sucks that if the green base falls you win without filling the garrisons first and can't do optional stuff without keeping it there attacking you.
  12. Same (actually probably all) start in chapter 3 with the base. Perhaps black screen fade in filter would help.
  13. Don't get the gold mine Stromgarde peasants, they simply wander around doing nothing. Ultimately they stopped moving altogether. Apparently only the green trolls rebuild in the control point spots.
  14. I'm disappointed many abilities are renamed/reiconned rather than truly custom. For instance Daelin's spells.
  15. Until now, all heroes are strength based and melee.
  16. Such precise magical targeting from those ships. Not only did they hit the tree blockage but also the enemy too with no friendly fire.
  17. Some engagement between the survivor villagers and the admiral would be nice. Even good and/or bad gossip about Garithos would do.
  18. Not necessarily a bad thing but I've observed the terrain is mostly flat in most maps. Tile variation is definitely good though.
  19. IMO, the rescue troops from cages quest is overused. Would have been interesting to have one where you needed to stop the undead wizards from making stronger undead troops (separate undead AI player zones around the map instead) or something. Another idea would be to have the rescued units become part of Garithos' forces (either as +to the number of troops he trains, an upgrade or another stronger unit included in his attack wave).
  20. Any reason why the Bandit Lord doesn't have Divine Shield anymore? Was it a patch update or you just found it annoying?
  21. Kind of annoying to have doodad and destructible models (cages for instance) on the same map.
  22. Why change the hue of the voidwalker editing the RGB in object data? It looks ugly.
  23. Not to give Daelin too much goodness, he could have replied to Garithos: "You talk of these elves as if they were orcs or trolls."
  24. Love how the bases are designed, not simply space where buildings are but with non-nature doodads to spice things up too.
  25. Would not Daelin praise the sea or something rather than the light?
  26. Also, I feel it's weird that he went so fast after finding out about Stromgarde's future siege to simply having the Stromgarde heroes stumble upon him and being warned only after stay a while and listen.
  27. Why would a powerful weapon be held in a crypt with the possibility of being stolen instead of on the king or most trusted commander or some place safer?
  28. Poor Candor :cry:
  29. No comment from the heroes pertaining the deserters in the cemetery.
  30. Dude Galen threw the gold down like to the beggars.
  31. The problem with the heroes' duel is that Orman doesn't seem to use any abilities but the libram on him which made it pretty much free regen so Shem didn't stand a chance.
  32. Cool that it was visually explained how the trolls got help from inside syndicate to do the suicide operation on the king. The heroes however don't comment anything about it when you reach the sewer entrance outside the city and the camp with trolls and bandits.
  33. Not sure Flesh Golems should be mechanical though since they're at least 90 if not 95% tissue.
  34. Wonder how those Stromgarde prisoners got in those cages in Lordaeron capital xD Always makes me chuckle seeing undead, well, perhaps demons here, holding captives. And in this case is way past Lordaeron's destruction. Those poor suckers would have served better reanimated.
  35. Troops get distracted and attacked by two Banshees and a zombie right south of the eastern ziggurat past the stony fence.
  36. Ugh, set the pit lord's movement speed to 0 or rather 1 (as it will show in the editor) so he won't be able to move but at least turn when attacking not to look like the crappy bugged corrupted ancients from the original game.
  37. Noice recreation of Arthas' arrival cinematic. Fantastic rendition of the halls too. You've even added the balcony details as well :nw:. Shouldn't the roses be dead by now though xD? Lol, didn't expect that, a mad Terenas ghost to fight.
  38. Risky business. Hope that crown doesn't get sold on the way xD Then Thoras' orders would have been only partly completed.
  39. The way the necropoli twerk when moving is not less than funny.
  40. Silly scourge would have been better off moving their levitating fortresses to the troll lands instead.
  41. Loved the replayability for mission 8. You can do it faster with the zeppelin or try on foot. The latter isn't that easy though to manage properly. The first makes you lose content.
  42. I see none of the heroes hold a constant grudge on the trolls after they killed their king.
  43. A fire elemental appeared near the stone where the air ones were. Not sure if a bug.
  44. I think the plague spreaders spawn too quickly after a while when they start coming in twos. Woah, this mission was insane with those wights trained in their base.
  45. Magic bullet trebuchets.
  46. I'm not sure I understood what heart of Arthas needing protection meant exactly.
  47. The shady dude merchant is ethereal I'm telling you.
  48. Ogres are enemy of the Syndicate but Otto has his camp right near them xD
  49. Didn't understand, did the troll heroine consider herself the warrior of Stromgarde to die as she didn't fight at all.
My favourite chapters were the one where you had to fight with the trolls over control points, that with necropolis wave ship repair defense troops offense and the blight spreading counter one.
Sad no Gilneas perspective but at least they were mentioned.

High Quality.
Koala T high in the tree


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  1. Custom spells, then Bladestorm! Why!? Hoteshem did originally have a custom ultimate but it was ultimately scrapped as it didn't work well, besides I think Bladestorm works well, sometimes its ok to have the occasional vanilla ability :)
  2. Would be nice for the saved footman to give some info about the capture or the dark dwarves for some immersion. I'm always in two minds with dialogue, and I'm not sure in this case it's necessary.
  3. Instead of Defend, perhaps some other shield based ability for a custom techtree, different gameplay than usual human? Thematically the whole idea for the faction is to be the vanilla human faction but that can be upgraded further, a little like in Wings of Liberty how it's regular Terran but "more".
  4. I feel the optional dwarf base quest comes out of the blue. Would be nice to have a narrative around it. I actually noticed in some blizzard missions you get side quests out of the blue after reaching a certain point so I decided to replicate that here.
  5. An AoE UI element for Feral Impact would do nicely as sometimes I'm missing some enemies. Unfortunately this isn't possible due to blink's hard-coded vision dependant casting.
  6. Not sure if Balgaras has hero glow and it's hardly visible due to the player colour. He should do, but yeah if it's black it's probably not very visible.
  7. Chapter two starts with the camera o the base immediately shifting to the heroes, This is a result of some missions starting at Game Time Elapsed 0.0, this is necessary to avoid certain bugs and other glitchy behaviours.
  8. "We have the higher ground" huh xD A reference to Orman's voice being from Anakin from Battlefront 2
  9. Chapter randomly crashed when pressing the Save Game UI button, right after I've chosen the second and third spell for Orman two times each and made a control group out of him, Shem and Nials. Interesting, this is a little hard to narrow down or figure out as something not just a reforged quirk.
  10. I'd replace the arcane tower with something more fitting to the faction. Same with the priest. Again, this is by design as part of the faction being the familiar human techtree but with extras.
  11. Kind of sucks that if the green base falls you win without filling the garrisons first and can't do optional stuff without keeping it there attacking you. Well they are the whole reason for the garrison objective. It's like how destroying the enemy bases in any defence mission automatically ends it.
  12. Same (actually probably all) start in chapter 3 with the base. Perhaps black screen fade in filter would help. This is the Game Elapsed time thing again, a black filter is supposed to be applied at 0 seconds, but there is still a tiny delay potentially.
  13. Don't get the gold mine Stromgarde peasants, they simply wander around doing nothing. Ultimately they stopped moving altogether. Apparently only the green trolls rebuild in the control point spots. They do their own thing, I can't control them, I've tried :P
  14. I'm disappointed many abilities are renamed/reiconned rather than truly custom. For instance Daelin's spells. I'm not really sure what kind of custom abilities you would want to see. I know playing maps constantly as a reviewer probably makes them get stale quickly, but I think the new effects and icons makes them distinct enough.
  15. Until now, all heroes are strength based and melee. Sadly a result of the characters backgrounds. I don't think making Daelin agility or Intelligence would be fitting :P
  16. Such precise magical targeting from those ships. Not only did they hit the tree blockage but also the enemy too with no friendly fire. They use IFF rounds :P
  17. Some engagement between the survivor villagers and the admiral would be nice. Even good and/or bad gossip about Garithos would do. Seems a little unnecessary to me, but I suppose I could consider it.
  18. Not necessarily a bad thing but I've observed the terrain is mostly flat in most maps. Tile variation is definitely good though. There should be height variation, unless there's specific areas? I can double check but I use the raise lower tools all over the place :)
  19. IMO, the rescue troops from cages quest is overused. Would have been interesting to have one where you needed to stop the undead wizards from making stronger undead troops (separate undead AI player zones around the map instead) or something. Another idea would be to have the rescued units become part of Garithos' forces (either as +to the number of troops he trains, an upgrade or another stronger unit included in his attack wave). Is it? If it ain't broke don't fix it, sometimes the classics work just fine :)
  20. Any reason why the Bandit Lord doesn't have Divine Shield anymore? Was it a patch update or you just found it annoying? Yep found it annoying and unfitting for a bandit lord so made it shadow strike to be a bit more thematic and deadly.
  21. Kind of annoying to have doodad and destructible models (cages for instance) on the same map. It should be pretty apparent if you hover over which it is though right?
  22. Why change the hue of the voidwalker editing the RGB in object data? It looks ugly. The Voidwalkers are unedited except for their TC being more prominent on the model itself. But the RGB values are the default vanilla ones.
  23. Not to give Daelin too much goodness, he could have replied to Garithos: "You talk of these elves as if they were orcs or trolls." I don't really see much difference in his response.
  24. Love how the bases are designed, not simply space where buildings are but with non-nature doodads to spice things up too. I appreciate it, its hard to make Undead bases look good or unique.
  25. Would not Daelin praise the sea or something rather than the light? Kul Tirans seem to worship both.
  26. Also, I feel it's weird that he went so fast after finding out about Stromgarde's future siege to simply having the Stromgarde heroes stumble upon him and being warned only after stay a while and listen. He mentions he already informed Thoras and Magni when Hoteshem and Orman first bump into him.
  27. Why would a powerful weapon be held in a crypt with the possibility of being stolen instead of on the king or most trusted commander or some place safer? It's just where it's stored in lore so... blame Blizz :P
  28. Poor Candor :cry: I know, I wanted to convey the psychological effects of the Scourge on people and survivors but it also fleshes out the change in his character by the time of Lordaeron's Legacy and Destiny more :)
  29. No comment from the heroes pertaining the deserters in the cemetery. This is something I probably should've added.
  30. Dude Galen threw the gold down like to the beggars. Lol, yeah I just wanted to visually show the transfer.
  31. The problem with the heroes' duel is that Orman doesn't seem to use any abilities but the libram on him which made it pretty much free regen so Shem didn't stand a chance. When I tested he used his abilities, maybe you just got lucky?
  32. Cool that it was visually explained how the trolls got help from inside syndicate to do the suicide operation on the king. The heroes however don't comment anything about it when you reach the sewer entrance outside the city and the camp with trolls and bandits. I wanted to leave this implied, you could even think that Galen let them in, if you want to go with the WoW retcon of Galen assassinating Thoras :)
  33. Not sure Flesh Golems should be mechanical though since they're at least 90 if not 95% tissue. This was to offset the fact that they're an infernal equivalent but no longer magic immune.
  34. Wonder how those Stromgarde prisoners got in those cages in Lordaeron capital xD Always makes me chuckle seeing undead, well, perhaps demons here, holding captives. And in this case is way past Lordaeron's destruction. Those poor suckers would have served better reanimated. They should appear as there Lordaeron forms briefly before turning into their Stromgarde forms upon rescue. This is more of just a visual consistency thing tbh, it's gameplay and narrative segregation :) The undead also capture people for lots reasons, testing, torture, waiting to use them in a particular creation.
  35. Troops get distracted and attacked by two Banshees and a zombie right south of the eastern ziggurat past the stony fence.
  36. Ugh, set the pit lord's movement speed to 0 or rather 1 (as it will show in the editor) so he won't be able to move but at least turn when attacking not to look like the crappy bugged corrupted ancients from the original game. I may consider this.
  37. Noice recreation of Arthas' arrival cinematic. Fantastic rendition of the halls too. You've even added the balcony details as well :nw:. Shouldn't the roses be dead by now though xD? Lol, didn't expect that, a mad Terenas ghost to fight. I made them a very dark purple to show they're rotting.
  38. Risky business. Hope that crown doesn't get sold on the way xD Then Thoras' orders would have been only partly completed.
  39. The way the necropoli twerk when moving is not less than funny. Not sure what causes this as they didn't use to do it.
  40. Silly scourge would have been better off moving their levitating fortresses to the troll lands instead. Sadly Basaleph is not as smart as he is powerful.
  41. Loved the replayability for mission 8. You can do it faster with the zeppelin or try on foot. The latter isn't that easy though to manage properly. The first makes you lose content. Glad you noticed the different ways of navigating the mission :)
  42. I see none of the heroes hold a constant grudge on the trolls after they killed their king. They have bigger priorities :P as you saw in the epilogue they definitely still hold a grudge; particularly Hoteshem.
  43. A fire elemental appeared near the stone where the air ones were. Not sure if a bug. I'll double check the elemental is the correct spawn.
  44. I think the plague spreaders spawn too quickly after a while when they start coming in twos. Woah, this mission was insane with those wights trained in their base. I can tweak the timings once the doubles show up.
  45. Magic bullet trebuchets. They do launch a rock actually that's there's a delay between launch and necropoli death :)
  46. I'm not sure I understood what heart of Arthas needing protection meant exactly. WoW reference, but basically it's an eternity watching something that isn't going anywhere.
  47. The shady dude merchant is ethereal I'm telling you. He has good life insurance.
  48. Ogres are enemy of the Syndicate but Otto has his camp right near them xD There's a no-mans land between them :P
  49. Didn't understand, did the troll heroine consider herself the warrior of Stromgarde to die as she didn't fight at all. Did you have sound on? She throws both her axes at Hoteshem one after the other and then is left weaponless after Hoteshem deflects them both.
My favourite chapters were the one where you had to fight with the trolls over control points, that with necropolis wave ship repair defense troops offense and the blight spreading counter one.
Sad no Gilneas perspective but at least they were mentioned.
Responses inside the quote and spoiler tag
High Quality.
Koala T high in the tree
I'm really glad you and so many others have played and enjoyed this campaign so much. Tomoraider will attest to my worries about whether so much of the effort and details would be noticed and it seems that you've all had a good time playing through this experience and its really encouraging to see. I would do this whether I could share the campaigns or not since I do this for fun and personal pleasure, but it is really heartwarming seeing the responses :)
 
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