World of Warcraft's Silithid Quest Chain
Sun Mar 30 21:50:14 EDT 2025
Last year at this time, I took the opportunity at the end of Marchintosh to write a post about one of my favorite old Mac games, Realmz, and I'd figure I'd do similarly today. This one isn't really classic-Mac related, but there's a tenuous connection: Blizzard was, for a while, one of the best major game makers in terms of porting their games to the Mac.
The Tenuous Connection
In the 90s, gaming on the Mac was largely its own thing, for both general cultural reasons (Mac users loved these weird little shareware games) and market ones (it was an even smaller target market than today). In general, a popular game on DOS or Windows had little chance of showing up on the Mac. There were companies like Aspyr that specialized in porting games over to the Mac, and sometimes these ended up really nicely. I remember that the port of Doom got a nice resolution upgrade for its delay. It was pretty rare, though, that a company would keep step themselves.
For this era, Blizzard was surprisingly good about this. Warcraft 1 came out in late 1994 and had its Mac version come out only about a year and a half later. Warcraft 2, Diablo, and StarCraft kept a similar cadence, with the Mac port coming out a year-ish after the first release.
Beyond porting the games, Blizzard pulled this classy move:

Once the Mac port came out, they started including it on the same discs as the Windows one, which was particularly useful for households like ours that had a split of platforms.
By the time they got to Diablo 2, the window had narrowed down to a month, and so their games started effectively coming out on both platforms at the same time. Blizzard also did a solid job of keeping pace with Apple's various platform shifts, adding OS X compatibility to their games from the era around when that OS came out. That's something that continues in World of Warcraft to this day: WoW has followed the Mac from 32-bit PowerPC, to 32-bit x86, to x64-64, and now to ARM, all basically right as the transitions happened, putting other game makers (and enterprise-software vendors) to shame.
Sadly, we're in a backslide period with this, but that's not important now. The point today, to get finally back to it, is one of my favorite memories from the original versions of WoW.
Early World of Warcraft
Though I had imagined I resisted the siren song of WoW for a long time, I remember that Maraudon had recently come out when I started and that Captain Placeholder was there, meaning that I caved somewhere between January 21 and March 7, 2005. My first long-lasting character was a Night Elf Hunter (of course), and I ended up in an all-Hunter guild. If you know anything about WoW, you can immediately see that, as thematic as the Nesingwary Safari Co. was, it was not really practical as a proper guild.
Eventually, I found that my boss also played WoW, so we picked a server to set up shop Horde-side. Correctly, I started a Troll Hunter who lives to this day, and in whose image my Classic adventures pretty much always start. He's also the guy who first experienced the quest line that I'm thinking of today.
Vanilla WoW's Quest Chains
As WoW's expansions have rolled out over the decades (!), their questing storylines have gotten pretty focused. Each zone will have its own story, and there will be side quests that are their own thing, but everything feels very intentional and coordinated. Each zone's plot informs the others, and the themes of the expansion are (for better and worse) pretty consistent.
Vanilla WoW, for a lot of reasons, didn't really work like that. Because it was comparatively early in the history of MMOs and because the people working on it didn't have it down to a science yet, things were more scattershot in a way that has a lot of charm. Some quests (especially in the early Human zones) are clearly the designers wanting to put classic D&D/RPG tropes into their new game - and those zones are also filled with little touches that betrayed that they spent more work there than in most places.
This continued through all of the zones in the game, which varied wildly in their focus. A lot of them were following up on threads from Warcraft 3: the Night Elves coming out of seclusion, the Horde scraping out a home in Durotar and The Barrens, the Forsaken waking in the ruins of their plagued homelands. Others, like the Human and Dwarf areas, picked up on threads from Warcraft 1, and also established their own new lore.
It's in those Human and Dwarf zones where you get one of the few long-form quest chains that vanilla WoW had to offer. The early zones offered an uncharacteristically-tight story that was (spoilers, I guess) picked up at max level when you delve into Blackrock Depths and eventually fight Onyxia.
The Silithids
Though less heralded (reasonably), the Horde had something sort of like this, but it wasn't as fleshed out. Presumably, this was both because it didn't need to be and because its crescendo didn't happen until a year and a half after launch. This is the one I want to talk about today, because I've always really liked how subtly it was woven into the zones that a young Orc, Tauren, or Troll was likely to quest through.
It starts pretty early, in the Crossroads. When you hit level 17, you'll be offered this quest by a Troll named Korran:

It's pretty innocuous, especially when included in the torrent of quests you get around that point. It's also way down in the southern half of the Barrens, which took freaking forever to walk to, so you were likely to leave it languishing in your quest log for a while. And the quest itself is not particularly special: you go down there, click on the clickable items until you have enough eggs, and then head back north. Mostly of note is that you fought the nasty Silithid Swarmers, who were unusual for early-level enemies in that they kept a bunch of annoying adds with them. This was a clever way for the game mechanics to subtly reinforce the story.
Then, as was vanilla's way, things quieted down for a while. It's not until 10 levels later, when you're going to embark to the Thousand Needles, that Korran follows up with another quest, where his boss shares his growing concern:

So far, these are the only two people talking about these insects (unless you're a Warrior) - all of your other quests are about local threats like the centaur, harpies, and so forth. Hints start dropping more once you're in the Thousand Needles, though. A Tauren named Hagar Lightninghoof gives you a quest to find a reported "alien egg":

Then, as you're following up in the "The Swarm Grows" questline, you're sent to an abandoned Dwarven dig site in the southern Shimmering Flats. It's quickly obvious why it was abandoned:

There may have been some odd outcroppings when you dug up eggs in The Barrens, but this is a different scale entirely, a cave with oddly-organic protrusions in what's otherwise just a dig site in a salt flat. Things don't get any friendlier when you enter the cave:

Still, while ominous and a bit gross, you hand in your bug parts and go about your day. Before too long, you'll make your way south to the neutral Goblin town of Gadgetzan, where you do all sorts of odd jobs for the locals. One - checking on the water supply to see if the local bandits are interfering - ends up with a surprise encounter with some more Silithid:

There are some more encounters with the insects in Tanaris - including some horrifying lairs - and things start to pick up. That quest kicked off an eight-level-spanning chain that will eventually take you to the neighboring Un'goro Crater. You're also likely, around this time, to take a trip northwest to the verdant Feralas for a few levels. While a lot of the quests there revolve around the local gnoll and ogre populations, our invasive "friends" pop up again in the south of the zone (a recurring theme):

You find similar hives in Un'goro Crater, and a clear pattern emerges: the further south and west you go, the more numerous and powerful these creatures become, and it is obvious that the small nest you found in the Barrens wasn't a fluke. The nightmarish depth of the problem becomes obvious when you, at about the level cap, finally arrive in the subtly-named zone Silithus:

Ah, right, well then. You've grown in power alongside the Silithid you've found, but the ones here are much more powerful still.
As a neat meta-game note, the progression of this quest chain played out in the release process of the game. While major patches to the game's expansions almost always served specifically to advance the lore, vanilla was less consistent. Until the last few, most of the major patches were filling in things that were, from the perspective of the game's lore, always there. They'd rise to prominence because of some new focus, but presumably one could have in-universe gone to Maraudon or Dire Maul and found the same stuff before it was actually implemented in the game.
Silithus was a bit different, largely due to its original release state and its phased reconstruction. It originally consisted of basically a tiny camp with a flight point at the entrance and then a bunch of hives and cultists. Patch 1.8.0 brought a new quest hub and some actual story to the pieces, and it felt in lore that it wasn't just an implementation of something already there: the Silithid and the cultists supporting them were on the move. This came to full fruition in the next major patch, which added the raids and the most globally-immersive world event they've ever done.
The World
With that world event, every character - from the lowest levels to the peak raiders - had some part to play in the war effort. Something that started out as just a few leveling quests for baby Horde characters here ended up being something of global importance. And, with the pace of leveling in vanilla WoW, a player would likely be spending physical months having this doled out to them, so slowly that it didn't even really feel like a consistent tale the first time I went through it. But it is consistent, and in a way that feels unlike anything the game is set up to do now.
While I still enjoy current WoW, this is the sort of thing that makes me miss the vanilla days (even beyond the usual rose-colored glasses). The general unpolished feeling of this and other parts made the world feel a bit more real, and the fact that vanilla covered way more space and storylines than any expansion does meant that there was room for thin but long-form quest chains like this.
Fortunately, the prevalence of Classic realms means that it's mostly there to be played through now. It's lost the meta-game mechanical touch of the progressive rollout of patches, but the lower-level quests are all there and it'll still take you a long time in between them. If it's been a while for you, maybe roll up a Horde character in Classic and give it a shot. The last time I leveled (to get these screenshots), I was prepared to find these breadcrumbs and was delighted each time I saw one.
And, unlike the Alliance's precious The Missing Diplomat, this one has a worthwhile conclusion.