29/10/2025

Turtle WoW: Interesting Changes for a Slightly Different Sort of Vanilla Experience

I've mostly written about Turtle WoW in terms of their custom content and how it compares to real Vanilla WoW, but I wanted to also dedicate some time to writing about mechanical and quality of life changes they've made to the game because I think they've made some interesting decisions in that area.

To begin with, what we call "Turtle WoW" actually runs three servers in the West at the moment, two designated as RP-PvE and one PvP. (There are some Chinese servers as well, but I don't really know much about those.) I actually find it interesting that there are no "normal" PvE servers - you've got to be accepting of roleplaying or GTFO. Now, I don't know how much RP actually happens on these servers - I've occasionally seen people that looked like they might be roleplaying but nothing I could identify as such with certainty. However, it sends a message that the devs support RP and immersion and I kind of like that. It strikes me as a virtual application of the broken windows theory - show that you care about the small stuff and it makes a better environment for everyone.

My hunter is on the older of the two PvE servers because I wanted to avoid the new server crowds on the more recently launched server. It's still plenty busy where I am and I've had no issues finding people to group with.

I also accepted a random guild invite at one point just because I thought the name looked kind of neat and I was curious whether there were any new guild-specific features to discover. The answer to that was yes. I wasn't surprised that guild banks are a thing, considering that's one of those features that everyone but the most hardcore Vanilla purists would be quite happy to import from Burning Crusade, however my ears perked up when I saw people mention a "guild house". My first thought was, WTF, Turtle WoW has housing? How come nobody mentioned that before? Well, the reason is that it doesn't really. What it does have is the ability for a guild to designate an existing inn as their guild's "base of operations" so to speak, and your guild tabard then serves as a second hearthstone to that inn. In that same building, you also gain rested XP at a heavily accelerated rate, similar to what you get while standing under a tent. It may not be "housing" but it's still a neat feature. 

Speaking of tents, I previously mentioned benefiting from the rested XP boost of a tent in Darkshore, but I didn't go into any detail about them (to be fair, at the time I also didn't really know much more about them than that standing under one was beneficial). The Turtle devs added a secondary profession called survival, which is not very fleshed out to be honest - but it does allow you to craft this item called Traveler's Tent, which you can plop down anywhere in the world to let people benefit from a quick boost to their rested XP. There's a two-hour cooldown on crafting them and you can only carry one at a time, so you can't spam them, but there's pretty much always at least one active right outside the gates of Stormwind.

A bunch of lowbies crowding under a tent just outside the gates of Stormwind
It's a lovely way of encouraging player interaction and makes breaks feel more meaningful, but I also like that it's just one more way in which Turtle WoW let's you fine-tune the rate of your XP gains. Basically the tents allow you to almost permanently have an XP boost up if you want it and plan for it, but there are also levelling challenges that intentionally reduce your XP, and you can toggle XP gains on or off entirely via your portrait at any time. Giving players this much agency about just how fast or slowly they want to level has felt very refreshing to me compared to Blizzard's accelerationist approach that likes to just apply huge XP bonuses to everyone to get them to the end already. In Turtle, I made a lot of use of tents earlier on when I just wanted to get to the newer content, but recently I've stopped as I started to feel like I was going too fast. I appreciate the implicit acknowledgement that not all players like to level at the same speed, and that even the same player may prefer to go slower or faster at different points depending on their mood.

Aside from obvious XP adjustments, other changes to questing make it feel smoother and more fun than in "normal" Vanilla, without jumping straight to the extreme streamlining that was introduced in Cataclysm. For example, just the addition of all these new zones with things to do helps to ease any potential stresses about where to go and how to get to the next level. I often hear people say that back in Vanilla, there weren't even enough quests to get you to max level so you had to grind mobs to get there, which was never my own experience. What is definitely true though is that as the available quests become more sparse, you spend more time running around for fewer rewards, and if it's not your first character, you'll be going through a lot of the same quest lines and zones over and over.

On Turtle WoW, due to my exploration of their mid-level custom zones, my hunter is approaching 40 without ever having stepped foot into the Scarlet Monastery or having done any questing in any of the traditional level 30+ zones. It's kind of remarkable what that does for pacing and personal motivation, as this freedom to go to half a dozen different places helps maintain that early explorer energy you have coming out of the starting zones, and you never get that feeling of "oh well, guess it's time for [insert zone you're not particularly fond of] because there's not much else left to do in my level range". It genuinely made me wonder for the first time how WoW's history would have gone differently if they had made the first expansion a lateral one instead of adding ten more levels on top.

Another thing that contributes to a smoother questing experience is a change that took me some time to notice - that quests never go grey; they always stay green. (Or rather, I technically don't know about never at this point, but as I mentioned I'm getting close to 40 and haven't seen one go grey yet.) In line with that, the exclamation marks for low-level quests never disappear, which I feel sends an interesting message: that it's more important to make sure players know where there are stories to see than that they only see what gives them the best XP per hour for their level. I've gone back and done some random low-level quests a couple of times, and while a level five quest won't move your bar much past a certain point even if it's technically green to you, it still felt nice to me. I also noticed that this gets rid of the sometimes disappointing experience of completing a green quest, levelling up before you hand it in and then seeing it go grey and close to "reward-less".

Also filed under "subtle but interesting levelling changes" we have rented mounts. I've written about the turtle mount you can get at level 18, but at some point I also started to occasionally notice low-level players riding around on slow horses with odd tooltips on their buff bar. I eventually figured out that at the gates of some towns, you can rent a mount for a few copper, which then puts you on a horse for five minutes. This may not sound like much, but again, if you're a lowbie wanting to get from Menethil harbour to the other side of the Wetlands, it's actually a worthy investment! It's just another small thing that gives low-level characters more options without completely trivialising travel.

Another unrelated quality of life change that surprised me and made me think "it's actually weird that Blizzard never did this" is changed icon art for some items. Now, it would be unreasonable to expect every single item in the game to have unique icon art and for the devs to never recycle anything ever, but there have definitely been instances of this that tend to feel worse than others. For example the drinks Bubbling Water and Morning Glory Dew share the same icon, but while one is only useful for characters around level 20, the other is an endgame consumable. I have definitely been in situations where I got these mixed up in my bag, sometimes with even more items that share the same icon.

Not on Turtle WoW though, as they gave Bubbling Water a new, different icon. Same with all the spices on the trade goods vendor - I remember back in the day I used to buy the wrong spices by accident a lot, because it was just so easy to get them mixed up since they all look the same. This is a lot less of a problem on Turtle WoW, with each spice packet having been given a different colour. Again, I'm kind of surprised Blizzard never seems to have given this any thought, especially after I heard stories of people using recycled icons to scam people in retail. (The specific case I heard about was during BfA when someone would make people believe they were buying valuable Midnight Salmon but would then trade them comparatively worthless Darkmoon Daggermaw at the last second.)

A trade goods vendor window on Turtle WoW, showing that the icon for mild spices is the traditional brown, but hot spices are red and soothing spices are green

The way things look makes for a good segue to the subject of transmog, which is another thing that Turtle WoW has. Personally I'm someone who enjoys transmog in retail, but at the same time I like Vanilla not having it as I do think it changes the feel of the world around you, so I was quite surprised (and initially a bit put off) that this was a feature that the devs included. However, as I've learned more about it, I've been finding it kind of interesting.

In a nutshell it does not work like in retail where you can transmog very freely by simply paying some gold. Instead every piece of gear requires a special token to change its appearance. These tokens can be bought in the cash shop (naturally) but they can also be acquired via certain material hand-ins and as drops from higher-level dungeons. This means that the feature is generally not used much by levellers and more of a sign of prestige at high level. As a result of that, most people ambling about in town look like you'd expect random Vanilla WoW levellers to look, and only the high levels stand out through their transmogs, and only a very small number of them are ridiculous Playboy bunny style outfits. I'm not sure how I'd feel about this in the long run, assuming that the population at high level and the number of ridiculous outfits increases, but at least superficially this system seems to strike an interesting balance between giving people more options to change their appearance while also preserving a good-looking outfit as something to aspire to.

Finally, the last thing on my list of changes to discuss (for now) is the day/night cycle, which was again something that I only became aware of slowly over time, after first getting confused because I noticed that it wasn't what I expected but couldn't quite figure out yet why that was. Basically what Turtle WoW has opted to do is to treat Kalimdor and Eastern Kingdoms as opposite sides of the planet - meaning when it's night time on one, it's day on the other. I'm not sure of the reason behind this change to be honest. In retail we're not even 100% sure that the map of Azeroth we use is actually showing us the entirety of the planet. I remember there's a globe decoration in Halls of Lightning that people used to cite as "proof" for a while that the continents we know are all there is, but nothing has ever been stated explicitly and you'd think that if there was nothing in the way, there'd be some boat routes connecting the western part of Kalimdor with the eastern coast of the Eastern Kingdoms. Either way, the Turtle WoW devs have locked in on the map we know being all there is to the planet.

There may be more interesting things to discover but these were just some that stood out to me. Most of them are positive in my book, and whatever else you may think of Turtle WoW, I think they've displayed a great understanding of how certain aspects of Vanilla can be improved without harming the overall experience. I wish the WoW Classic dev team was similarly creative with their innovations instead of just coming up with new ways to tweak dungeons and raids.

25/10/2025

Turtle WoW: Can't We Be Friends, Blizz?

I haven't played much Turtle WoW over the past few weeks as life has been quite busy and my limited WoW time has been fully taken up by Legion Remix. That's not to say that I lost interest in the private server though - I still have two unfinished drafts about it in the works, and I was expecting to have even more material once I got back into playing. My initial sense of urgency had just been somewhat diminished due to how unbothered Turtle WoW leadership seemed to be by Blizzard's lawsuit. Sure, it was probably going to be trouble for them, but they seemed to be pretty confident that they'd be able to keep going somehow.

Things changed over the course of this week though. As of my writing this, Turtle WoW is still up and running, but they are clearly feeling the squeeze. Turtle staff member Akalix, who Blizzard identified as "Lead of Marketing" in their lawsuit and who's actually a US resident, has had to lawyer up and is obviously feeling the pressure, as Blizzard is looking to subpoena various websites to get more information about the individuals they are suing. I've seen reddit comments saying that the initial defiant reaction to the lawsuit has been deleted and that the primary server owner deleted her old Discord handle and adopted a new one, presumably in an attempt to evade legal discovery. (I'm not on their Discord, so this is all rumours to me, but it sounds credible enough.)

A screenshot of the top part of a forum post made by "Torta - Turtle WoW Team" with the title "Open Letter to Blizzard Entertainment"

A week ago, she also posted a lengthy open letter to Blizzard on the Turtle WoW forums. I tried to archive it but the Internet Archive couldn't capture it for some reason, so if the Turtle WoW site goes down in the future, there are also screenshots of the letter in this reddit post. To summarise it in a nutshell, it talks about how much the Turtle devs love World of Warcraft and how much players love what they've done with Turtle WoW, sooo... can't we just all be friends? Other games allow mods and stuff, right?

If I'm sounding a bit flippant, it's because I don't think they make a very strong case. It's particularly ironic that they cite Everquest's Project 99 as an example of a licensed fan server when Daybreak just shut down another EQ private server that - like Turtle WoW - was making money of its services. Even if I try to look at this open letter in the best possible light, assuming that the sentiments expressed in it are completely genuine and that someone at Blizzard might actually be willing to listen, I just don't see how any sort of official collaboration between Blizzard and Turtle WoW could possibly work, considering what Turtle WoW is. They more or less admit that what they are doing is illegal ("Blizzard does not yet have a framework that allows projects like ours to operate without risking legal conflict") and since they don't have a leg to stand on, it just comes off as a weak appeal to Blizzard's good graces (yeah, right).

This definitely feels like a pretty desperate move that could also be seen as an attempt to drum up some public support more than anything else, but I don't see anyone's opinion on the matter being changed by this, no matter whether they are currently cheering on Blizzard or crossing their fingers for Turtle WoW.

After what I've seen from playing on the server myself, it'll be a shame if all the work they put into things like custom zones would be lost, but they really brought it upon themselves by leaning so heavily into their microtransaction store "donation rewards" and openly taunting Blizzard on social media. I also noticed how for all the pleading that was done in the letter about how they'd be willing to make adjustments to be compliant with any rules set by Blizzard, giving up monetisation is not something that's mentioned. Maybe I should get back to levelling my high elf hunter while I still can...

17/10/2025

First Thoughts About Legion Remix

Legion Remix is here and I've finally had a reason to spend more time in official WoW again. As mentioned in a previous post, I wasn't quite sure what to expect - while I enjoyed MoP Remix, the news I'd seen coming out of the PTR about this new installment didn't sound particularly encouraging, and unlike many, I don't have any nostalgia for Legion since I wasn't subscribed for that expansion. I only experienced its story for the first time about four years ago, when the husband and I levelled a pair of demon hunters through Legion Chromie Time, and while I came away with a vague feeling of "I can see why people enjoyed this at the time", it's not the same thing as when you were there yourself.

Anyway, last week "Lemix" finally arrived, and it's been pretty fun! In a departure from our usual tendency to roll tank/healer duos, and considering how superfluous I'd ended up feeling as a healer in MoP Remix, I created a Kul Tiran blood death knight as my first character, and my husband accompanied me as a gnome warlock. I'd forgotten just how fast you fly through the levels in Remix, and we levelled this first set of characters all the way to the cap right there on that first weekend.

A female Kul Tiran death knight sitting down at Krasus' Landing to be face to face with a male gnome

When you have to sit down to be at eye level with your spouse. 

I will say that I was also reminded of some of the things that I didn't like about the last Remix at the beginning - the sheer speed of progression is extremely good at/bad for making you feel larger than usual levels of FOMO, because you log in for the first time on day three and people who've had nothing else to do during that time are already running around one-shotting everything, making you feel like you're hopelessly behind and will never catch up. But of course that's not true - progression is very quick for everyone; I just can't deny that it's a bit intimidating at first. Never mind the prompt on the character selection screen that constantly tells you that there are only X days left in Remix.

I'd also forgotten about my ambiguous relationship with the dungeon rushing meta. Sometimes it's funny to zone in and see some demon hunter just zoom ahead and kill everything before you can even get anywhere close. Other times though it just feels tedious to spend the whole dungeon jogging after someone else, unable to actually contribute anything and possibly not even getting any loot (the Postmaster will only recover certain types of items). It just requires a certain mental adjustment that whenever I zone into a pug instance, I can't expect to have much fun and have to accept that I'm just gonna be in and out to get something specific done/get my participation medal.

(The glorious exception to this that actually made me squee with delight was the Court of Stars run in which I was the one to successfully identify the spy at the end. People have explained to me in the past how that puzzle works, and I figured I'd understood it, but in practice I'd just never been the first one to find and talk to the right NPC. Actually having that honour for the first time felt weirdly validating and exciting.)

Anyway, I'd like to talk a bit about what's the same and what's different in Legion Remix compared to the MoP variant.

Lore-wise, the Infinite Dragonflight is experimenting again and we're time-travelling to help them out. I think the quest writers must have had a lot of fun coming up with explanations for certain mechanical changes that poke fun at the game while also making a weird kind of sense in-universe. Legion is one of those expansions where everyone addresses you as "champion" because the presumption was that your character would've levelled through the five previous expansions and defeated all kinds of potential world-ending threats. How do you reconcile that with dropping a freshly created level 10 into the storyline at this point? Your Infinite Dragonflight companion has answers:

A WoW "talking head" quest pop-up. Moratari, a dragon with a female blood elf visage, says: "I've discovered why you have amnesia! When you entered this timeline, you took the place of "another you," a hero of vast renown."

Even better is what happens a bit later, when you get various quests to do table missions in your class order hall, and she outright says: "Like Eternus mentioned before, this experiment will eventually end. So, we have to be wise about how we spend our time." And then the quest just auto-completes. Considering they included these kinds of mobile-style waiting games in four expansions until they eventually left them behind with Shadowlands, it just cracked me up to have your in-game guide effectively admit that these systems are a waste of time, never mind.

Gear-scrapping and Bronze dropping as a currency everywhere are back, though the latter can no longer be used to increase your item level and only serves as currency to buy cosmetics this time, something that many people requested after the last Remix. I'm actually not sure how the gearing up works this time around. I tried to read up on it but found even the guides a bit unclear. It doesn't seem to matter though as simply doing various bits of content every so often rewards me with gear boxes that increase my item level ever so slightly, so I guess I'll just keep doing that and maybe it'll become more clear over time.

Instead of a magic cloak that constantly increases in power, we got the Legion artifact weapons growing with us this time. This generally seems to work well, except (in my opinion) for the missions to acquire the artifact weapons for your other specs, as these force you to respec and unequip your current artifact, making you feel terribly weak for the duration of those quests. There's also no power transfer to alts this time around, not even a little bit, with the exception of the event's XP bonus.

The tooltip for "Infinite Power" shows that my alt has +83% experience gain but only +1 stamina.
Things that are new are "heroic world tier" and obelisks, which are basically temporary power-ups that sometimes appear after you kill things in the open world. The latter led to one of my most memorable Remix experiences so far as it turns out there's at least one type of obelisk that doesn't actually power you up but summons a doomguard instead that you have to fight. Worse, these have a variety of different abilities, one of which involves them turning the floor to lava instantly and this floor then doing insane damage - that exact encounter and ability were what caused both of us to die for the first time and it was quite amusing and surprising. (For real though, I feel that particular ability needs a nerf. At least give it a cast time so you have a chance to start moving without the floor just disappearing from under your feet instantly.)

Heroic world tier is basically a separate phase of the world where everything has more HP and hits harder. I think you also earn more rewards but I'm honestly not even sure. The husband and I just accepted the prompt to try it out when we were level 30 or 40 and then continued to spend most of our time in there as it made playing as a duo feel a lot more beneficial and rewarding. I hope that this is a sign that my dream of a simple two-phased Azeroth is something they are at least considering for the future. (I'd want one version where you can simply out-level things if you want, and one where you are always in sync with the world, regardless of where you go, instead of the limitations of all the different Chromie Times.)

My death knight fighting a Cove Skrog that glows from having additional Remix-specific buffs

With enough random buffs applied, even regular mobs can suddenly turn into what feels like world bosses. 

After rushing our first characters to the cap, the husband and I are now as usual butting heads a bit about how to proceed. He just wants to binge nothing else while I still want to do other things on the side (such as work on my seasons objectives in SWTOR), even if I'm enjoying myself.

I'm also a bit uncertain just what kind of goals I want to set myself in this Remix. We'll work our way through all the quests for sure, and ultimately I'd like to buy all the rewards from the vendors, but that's not something I'm too worried about at this point, especially as some of them can also be earned directly from gameplay, so I'd like to see where that gets me first.

I'm actually also not that fussed about making my character super powerful to be temporarily OP, but more interested in the class-specific bits of the story I haven't seen before. Legion is an expansion with an unusually high amount of unique content for each class, and I only ever played through it as a demon hunter before. I get the impression that these class order hall stories contain a lot of "side lore" about more minor NPCs, which is very much my kind of jam.

I remember at the start of Shadowlands for example, I was surprised to see the former Inquisitor Whitemane among the ranks of the Ebon Blade death knights, wondering when the heck that happened. I haven't completed my death knight's order hall story yet, but I have found out the answer to that question, so that was very interesting to me.

But do I really have it in me to level another character of every class just to see all the order halls? Even if the process presumably speeds up a lot as your account-wide XP boost grows (I saw on reddit that people have already found out that it caps out at 400%), that still feels like a considerable effort. I'm just going to roll with it for now and we'll see.

07/10/2025

The Island of Balor

After finishing Northwind, my Turtle WoW hunter continued straight on to the private server's next custom zone, which is in fact designed for the same level range: the island of Balor.

Balor is located west of Stormwind, roughly where Vashj'ir is placed in retail. However, design-wise it's got more in common with the more northern Tol Barad, in the sense that both are fairly dreary islands full of ruins and ghosts. That's not to say that Balor is Turtle WoW's version of Tol Barad though - reading around a bit, I found out that the inspiration for it actually came from the map of Azeroth in the Warcraft II manual. It has an island called Balor right there! Honestly, that only increased my respect for how well the Turtle WoW devs know their Warcraft lore.

A female high elf on a gryphon approaches the rocky coast of Balor by moonlight

In terms of what it offers in game, I'd heard mixed opinions about this zone. Some liked it, but a common criticism was that the quests required too much running around, or even swimming. The latter would then usually lead to someone pointing out that there's a vendor offering swim speed potions, which should alleviate that particular issue. I'm glad I knew about this going in, though I'll say right off the bat that I don't think the swim speed potions were that much of a help, at least not the first time around. They seem to count as conjured items specific to the zone or something, so you can't stock up on them if you ever plan to hearth out, as they'll just vanish the moment you do that. They also last only five minutes, which is fine if you know that you need to swim from one end to the island to the other with no interruptions, but in the early stages where you might pause at various points to pick up quests or just explore, you'll just end up wasting a lot of the timer on the effect.

Anyway, let's back up for a moment: What is Balor? One of the quests in Northwind actually teaches you a lot of lore about the island if you pay attention. It's basically an off-shoot of Stormwind that got rich from the local gold mines, but then something bad happened there and we're not sure what. As Alliance you start on a little bit of rock off the main island, where SI:7 has erected a base, and from there you basically set out to explore.

The main island is indeed a royal pain to uncover, with steep cliffs all around so that you can only actually go inland at around four different points on the map. The actual land mass then follows a similar pattern of steep, winding paths that make you loop around a lot with minimal shortcuts. I can see why people would find that annoying, but I actually kind of loved it because it made the place a proper challenge to fully explore. Just when I thought I'd already been absolutely everywhere, I made it to the very end of yet another narrow path to find a little camp with a dwarf and a night elf quest giver in it. It was delightful!

A female high elf fishes in a stagnant river on Balor, with a dead crocolisk, a wooden bridge and several trees visible nearby

(Side note, after being unable to fish in Northwind, I was also pleased to find that fishing worked in this zone, and there were plenty of pools to both level up my skill and add to my gold stockpile.) 

Mind you, all this did make my first-time questing experience extremely slow and inefficient. For example I got sent into the exact same cave to kill the exact same demons twice in a row - if only I had known and had picked up both of those quests at the same time! I imagine that if one were to come back on an alt and with knowledge of what to do in what order, things would speed up by quite a lot, but it's probably still one of the less efficient zones in terms of XP earned for time spent. It does however get an A+ from me for exploration and vibes, which I think is worth a lot by itself.

If I had to describe the overall feel of the zone, I'd say it's as if Deadwind Pass and Swamp of Sorrows had a baby. Everything's grey and wet and broken. I'm actually not sure we ever learn what exactly ruined everything on the island. There are Stormreaver orcs everywhere, so presumably they played a big part in it, but there are also demons and undead and at least one quest giver talks about a deeper corruption of the land, so there might be more going on. I'm okay with not knowing for sure either way, as it just adds to the island's air of mystery.

I felt the need to look up the Stormreaver clan since their name didn't ring a bell, and apparently they are another thing from Warcraft II, though most of them supposedly died at the Tomb of Sargeras. A survivor and hermit called Dark'thul made an appearance in Warcraft III and Legion, and can also be found in a hut far off the main coast of Balor in Turtle WoW, where he gives you some quests.

The in-game map for Turtle WoW's Balor zone, showing few points of interest separated by a lot of water and/or mountains

I'm not sure I understand how all of this ties together lore-wise, but the zone still gets two thumbs-up from me. If I had to criticise anything at all, it would be that at least one of the Turtle quest writers clearly has a thing for body horror (which comes out in the descriptions of several dying or dead people you encounter on your journey across the island), which I honestly thought was a bit much. 

02/10/2025

Exploring the Forests of Northwind

My hunter on Turtle WoW reached the first of their mid-level custom zones recently. According to their wiki, the zone of Northwind is designed for characters of level 28-34.

A female high elf standing next to a gated fence in an autumnal forest
Located just north of Stormwind, it can basically be summed up as "similar to Elywnn Forest, but more autumnal and higher level". I do think the location for this zone is an excellent choice as that whole area is basically a big chunk of nothing on the post-Cataclysm version of the Eastern Kingdoms map. I made a point of going there in the official game to take a screenshot for comparison purposes, and it's literally a huge swathe of boring mountainside separated only by a small nondescript sea inlet.

The mountains north of Stormwind and the mountains south of Dun Morogh, separated by a sea inlet after the Cataclysm

Though taking this screenshot at sunset did manage to make it look a lot better than it really is.

Northwind on Turtle WoW has a lot more interesting things going on. My description above is a bit of an oversimplification, as there's also a jousting tournament area and a quarry with Dark Iron dwarves for example. But the general vibe is definitely very similar to Elwynn: a lush forest dotted with human settlements and populated by bears, wolves and boars.

Weirdly, this was another thing that once again made me appreciate Blizzard's artists more because even after ten expansions of adding new terrain, they are still very good at making each zone visually distinctive with new assets and different creative directions. (That's why WoW GeoGuessr is so much fun!) Even if some zones obviously have similarities at this point, I don't think the Blizz devs have ever created a zone that's as obviously just a derivative of another zone the way Northwind is of Elwynn Forest.

That said, obviously part of Turtle WoW's charm is that everything they add is "more of the same" in a way, and I thought the zone was very beautiful and enjoyable to quest in. (It does have unique music too.) I did particularly enjoy the thought put into the lore and how a zone in that location would connect to everything around it.

My favourite bit was probably this mini garden/nook (there's probably a better English word for this that I'm not aware of) that featured a statue of Tiffin Wrynn and has you meeting her elderly mother, who still grieves for her daughter and asks you to carry a gift for Anduin to Stormwind Keep as she's not allowed to see her grandson. That hit kind of hard for me because Queen Tiffin is such a minor character in Warcraft lore, seemingly only created in order to die and give Varian something to brood over, it had never even occurred to me that she should probably have some other surviving family members, or to wonder how they might relate to Anduin.

Ingvild Ellerian awaits the player's return next to a statue of her late daughter Tiffin in Ambershire

A lot of non-quest NPCs also offer additional chat options to flesh out their characters and paint a richer picture of the zone, and I thought the whole thing felt significantly more coherent than the Thalassian Highlands.

As for some negatives: Why are all the boars aggressive? Boars are usually neutral mobs in WoW unless they are corrupted or diseased, but for some reason all the boars in this forest hate people and other animals, and you'll soon learn to loathe the sound of their angry squeals as you get attacked by one for the 50th time while just trying to pass through. I've seen people meme about this in general chat too, so I know it's not just me.

The bodies of water in the zone are clearly unfinished in some way, because when you dive into one... you don't get a breath bar! It's apparently a magical forest where everyone can just breathe underwater. Also, while they actually remembered to add fishing pools here (unlike in Thalassian Highlands), you still can't fish - or at least I couldn't, as I'd just get an error whenever I tried.

The worst part of it all though was undoubtedly the Dark Iron quarry in the north-eastern corner. I don't know what they screwed up there with the terrain building, but I struggled with mobs evading, falling through the floor, attacking through walls and the like repeatedly, to the point that it made the whole place a royal pain in the arse to quest in.

A map of the Northwind zone in Turtle WoW, showing the town of Ambershire, Sherwood Quarry and other points of interest

Another problem I had was that one quest I had in that area was just to search the quarry and return with anything useful I find, with no further details. At first I thought that I'd be looking for a piece of parchment on a table or something, but after searching the whole area and coming away empty I resigned myself to looking it up outside the game. I found that I was actually looking for a drop from an "Overseer Bragordi", which it turns out I had never come across because she was basically constantly dead. I more or less found her by accident eventually because I loitered near a few other players for a minute and it turns out they were sitting around specifically to spawn-camp her.

This lack of clear directions (this wasn't the only quest this applied to) was generally a weirdly double-edged blade from my point of view. The issue was also exacerbated by it turning out that Northwind was actually Turtle WoW's most recently added zone - there are some help resources for Turtle WoW questing available after how long they've been online, but naturally there wasn't much for their newest release yet.

Sometimes it was just frustrating, like in the above mentioned example. Other times I was actually quite satisfying - there was a quest to find a Defias hideout for instance and I was so chuffed when I found the guy's tent on the shore of a lake in a hidden valley because of course it makes sense that a secret hideout is well hidden and I actually felt quite proud of myself for finding it.

A tent with a Defias next to it, on an island atop Crystal Falls

Yet other times it could lead to unexpected adventure and interactions. There was one quest that instructed me to pick some herbs similar to Wintersbite, herbs that were supposed to grow "along the snowy ridges to the north". I understood that to mean that the plant would grow in the snow (like Wintersbite) and wondered how to get up there, as the only snow was on top of the mountain and the cliffs were very steep. I wandered up and down the zone looking for a hidden path or something, and even tried to climb southward from Dun Morogh, all to no avail. I also asked for advice in several chats without ever getting a reply.

Finally, when I teamed up with a paladin for the local group quests and the other player showed as having already completed that particular quest, I asked them directly what they had done, and it basically turned out that I had been massively overthinking the whole thing - the flowers were right there in the grass and looked more like Peacebloom; I had just been so fixated on needing to get to the snowy area that I'd completely missed them. So that was kind of annoying, but ultimately arriving at the solution with the help of another friendly player was kind of nice. Either way not an experience you're likely to ever have in official WoW content nowadays, considering how thoroughly everything gets datamined and mapped out before it even launches.

One last thing I noted, since my character is a miner: the distribution of ore nodes was strangely retail-like, with the whole zone yielding nothing but iron. From what I can tell, the other custom zones around this level are the same. In Vanilla, different ores are always mixed together, which makes it much more challenging to farm just one specific type. As it is, Northwind is an easy zone in which to level your mining skill, but you can tell that its existence has somewhat devalued iron, as it was going for so little on the auction house that I just had to vendor hundreds of bars. Meanwhile copper is quite expensive for its low level, so it seems to me like the economy obviously would have benefitted from a more true-to-Classic approach here by having the zone yield a mix of copper, tin and iron together.