World of Warcraft# 2 Comic Book - DC Comics / Wildstorm


Now battle-tested, Rehgar’s gladiators head to Dire Maul where they will square off against the reigning champions, the Gor’Dok Ogres! The mysterious fighter begins to unravel his past, but lucky for him and his unlikely elvish allies, he doesn’t need his memories to fight to the death!

  Written by Walter Simonson; Art by Ludo Lullabi & Sandra Hope; Covers by Jim Lee and Samwise Didier



Croc-Bait duels the orc blademaster Hyku Steeledge. The orc overreaches, is smacked with Croc-Bait’s cudgel, then bisected with the human’s sword. Valeera ponders where he learned to fight while Rehgar heals her wounds. He tells her he had arranged the battle for the team to expect the unexpected. Valeera apologizes to Bronn for mana tapping him earlier. Croc-Bait is awarded Hyku’s twin swords for being the winner of the fight.

In the Hall of Legends, Rehgar and his gladiators enter the Crimson Ring’s secret armory containing spoils of war. Valeera, Broll, and Croc-Bait get to pick something for themselves to use in the arena match at Dire Maul. Valeera picks twin orc daggers, Broll picks a stag-head staff, and Croc-Bait picks a lion’s head belt. When he touches it, he gets a flashback. A bald, bearded man stands on the deck of a boat on the ocean in a storm. He is wearing the lionhead belt, and calls Croc-Bait “lad” and refers to an ongoing war.

The goblin Captain Grizzgear transports the team to Dire Maul via zeppelin. Underway, he talks of Sparkeye, the leader of the recently bested arena team, and of Rend Blackhand’s Blackrock orcs wreaking havoc beyond Grim Batol and skirmishing across the Burning Steppes with Dark Iron dwarves who are moving from their deep caverns out into the world. Valeera mentions that Croc-Bait never smiles.

Dire Maul was built 12,000 years ago as Eldre’Thalas. The ogres stage yearly games in a small pocket near the city’s northeastern wall. Rehgar’s team is met with mockery and insults. An ogre boy throws a rotten pear on Broll, who enrages and goes into bear form. Only Croc-Bait keeps him from killing the ogreling by appealing to the night elf’s conscience.

Last year’s Dire Maul champions are the “Gordunni Clan of Ancient Draenor”. They are three ogres named Two-Heads, Giago and Brlee. They are all melee fighters, and Giago has ogre boss armor.

In individual trials, Broll defeats a centaur, Valeera kills a quilboar, and Croc-bait offs a Frostmane troll by throwing his blademaster sword through its throat. The crowd is is angered and keeps betting against the team while taunting them. The next day, the team faces the ogre trio.

Brlee engages Croc-Bait, Two-Heads attacks Valeera, and Giago goes for Broll. The ogres attack, and only Broll doesn’t manage to avoid the blow, taking the flail to the shoulder, then going bear form and hamstrimming the ogre boss. Croc-Bait lures Brlee closer to them and makes him accidentally kill Giago with a wide axe-swipe. Broll then gets trapped under the corpse.

Valeera tricks Two-Heads’ two heads into arguing with each other. As he headslams himself, she slips off and helps Broll up. Meanwhile, Brlee’s managed to cut up Croc-Bait’s thigh, but a second blow is parried. Valeera runs in to help, but gets hit by Brlee’s third swing. Croc-Bait, furious, drives his sword through the ogre’s head.

A purple (dark?) troll in the stands yells in surprise that the human moves like the spirit of Lo’Gosh himself. Broll carries Valeera away to heal her while Croc-Bait attacks Two-Heads who’s just realized he’s been duped. Croc-Bait leaps up, avoiding the ogre’s blow, and cuts one of its heads off. The troll excitedly calls him Lo’Gosh, and the chant gets picked up by the crowd. The newly renamed human kills off the formerly two-headed ogre with a solid stab. The crowd screams Lo’Gosh repeatedly.

Rehgar says “Log’Gosh” means “Ghost Wolf”. Two days later, he sells Valeera for 2000 gold to Helka Grimtotem, who likes the blood elf’s spunk, intelligence, and unpredictabilty, to use her as leader for an all-female arena team.

Summary by varghedin

World of Warcraft# 1 Comic Book - DC Comics / Wildstorm


A new ongoing series based on the world’s most popular massively multiplayer videogame kicks off with part 1 of a 6-part story arc written by Walter Simonson (SUPERMAN, HAWKGIRL) and illustrated by sensational French artist Ludo Lullabi and Sandra Hope (JUSTICE LEAGUE OF AMERICA)!

A human is found unconscious on the shores of Kalimdor, with no memory of who he is or how he arrived there. Enslaved by the Orc Shaman Rehgar Earthfury, this man must fight for survival against members of both the Alliance and the Horde, striking uneasy relationships with other races in his quest to find the secrets of his past!

  Written by Walter Simonson; Art by Ludo Lullabi & Sandra Hope; Covers by Jim Lee and Samwise Didier



New York Comic Con - Pocket Star Books Chris Metzen Q&A


  • Ulrezaj is composed of 7 dark templars according to the Starcraft: The Dark Templar Saga, but only composed of 4 in Enslavers 2 Episode 5B: Dark Vengence. Could you fill us in?
  • Starcraft: The Dark Templar Twilight comes out on June 30. What are Ulrezaj’s motives to return to infested Aiur? And what should we expect in this wrap up of the trilogy?
  • Does the Umojan Protectorate and Kel-Morian Combine have their own version of the Ghost Program? Or is it exclusive to the Confederates and the Dominion?
  • Will the Terrazine gas plot be explored in the upcoming Starcraft Ghost: Spectre book? Otherwise what else could you reveal of the book’s plot?
  • Can we expect a sequel to Starcraft: Queen of Blades? We are missing the period between the Overmind’s invasion to Aiur and Tassadar’s sacrifice.



  • The body of Sargeras that Aegwynn killed was said to be an Avatar in the book Warcraft: The Last Guardian. Does this mean Sargeras

BF1942-Battlefield Mod is hosting a mod named Space Combat which is still in development. The team’s goal was originally to convert BF1942 to Starcraft and within the plans were to create units for all 3 races of Starcraft. Recently, we contacted the masterminds behind this Mod. Rekkon and Zylock were kind to answer few questions. And they went straight to the point towards the status of the project and what happened when they were contacted by the Big Kahunas. We will let you read the interview to find out more.

We are looking forward to view more screenshots of this popular conversion. The mod requires you to own the game Battlefield 1942. Nevertheless, we wanted to show you the screenshots of how this mod looked like previous to its cancellation. If you also have Battlefield 1942, stay tuned to our news section or visit periodically the BF1942 mod site for the latest press release. The units originally shown to public few months ago were a Valkyrie, Siege-mode Tank, a Bunker and Wraiths.


Rekken[Space Combat Co-leader]
Zylock[Space Combat staff]

We heard that you are creating a Battlefield 1942 Total Conversion to Starcraft, is this correct?

Sorry to say it, but Blizzard said NO! The Space Combat mod is now of original design.
Aye, I struggled futiley against it, even called and talked to the guy that gave us the notice, to no avail.

Hmm, Some friend told me recently there was a BF1942 project that got Blizzard’s mighty axe. I had no idea it was this same project.

Can you go into more details of the current stages of the mod?

Currently, more planning is getting done than work. *glares at certain modelers*. Coders for BF are difficult to come by, and the holiday/flu season is still being felt. I believe if we get our inertia going through we can make significant progress. Currently, about five factions are planned. Two human (having civil war), the Tachor (the cyborgy things), the Raath and the Nemesis.

Are none of the Starcraft units present in the mod currently, or are you creating a variation of the Starcraft known units? I saw a concept art by Jason Felix that looks like a variation of a protoss, but more cyborg-looking(specially the legs).

No, everything is original, though some of the more recent concepts to look similar to certain Starcraft units, all ties to the original mod idea have been severed.

Is Jason Felix part of the staff as Concept art designer?
Is this Jason Felix the same artist of Nihilistic?

Jason Felix is not part of the staff. I believe Zylock found some of his concept art that become the original inspiration for the Tachor race. Zylock contacted Felix Jason and asked if we could use it, and we got permission, but that is as far as our contact has been, so I do not know if he is the same artist.

The Jason Felix who drew the concept sketch that I decided to use for the Tachor is the same Jason Felix who works for Blizzard. In fact, in one of the first e-mails I got back from him he mentioned that he was hard at work on SC: Ghost, and therefore didn’t want to join us…

Besides the Wraith and Valkyrie there is very little to show. A few gun models, an early Vulture, and….. thats about it.

When is the mod going to be released or expected? Last reference for a guessed release was winter 2003 according to a news post of All2neat.

There is no current date set at the moment. Previous projections were hasty and unplanned, and given the restrictions of BF coding, the possibility exists of moving to Battlefield Vietnam or Halflife 2. Nothing has really been discussed yet, but the thought is there.

Can you provide us with more screenshots of the current project? Maybe some freebies of the old project before Blizzard axed it? There is a lot of people already with enthusiasm after they saw the Wraith screenshots. Although the project had to change due to Blizzard’s request to halt the project, I am sure many fans that also play BF1942 will keep their hypes high on this project.

There is currently not much to see ingame. As for the old stuff, there may be some screenshots laying around, and if all else fails, we can make some new ones. Zylock and I still have the old Starcraft builds. We just packrat everything, be it physical or electronic. 😀

Thanks a lot for your cooperation

If there are some modelers or coders of BF1942 reading this interview, and want to join the team of BF1942: Space Combat mod, please contact Rekken at their official forum.

Space Combat Mod site:


    Space Combat Forum:

  • Here

    Details of Story and Units Page (PDF file):

  • Here

    Image Gallery Here

    Images of Starcraft models before Blizzard halt the project:

  • Warcraft II: Tides of Darkness History & Lore

    Lord Lothar rallied the remnants of Azeroth’s armies after their defeat at Stormwind Keep, and then launched a massive exodus across the sea to the northern kingdom of Lordaeron. Convinced that the Horde would overcome all of humanity if left unchecked, the leaders of the seven human nations met and agreed to unite in what would become known as the Alliance of Lordaeron. For the first time in nearly three thousand years, the disparate nations of Arathor were once again united under a common banner. Appointed as Supreme Commander of the Alliance forces, Lord Lothar prepared his armies for the coming of the Horde.

    Aided by his lieutenants, Uther the Lightbringer, Admiral Daelin Proudmoore, and Turalyon, Lothar was able to convince Lordaeron’s demi-human races of the impending threat as well. The Alliance succeeded in gaining the support of the stoic dwarves of Ironforge and a small number of high elves of Quel’Thalas. The elves, led at that time by Anasterian Sunstrider, were largely uninterested in the coming conflict. However, they were duty-bound to aid Lothar because he was the last descendent of the Arathi bloodline, which had aided the elves in ages past.

    The Horde, now led by Warchief Doomhammer, brought in ogres from its homeworld of Draenor and conscripted the disenfranchised Amani forest trolls into its fold. Setting out on a massive campaign to overrun the dwarf kingdom of Khaz Modan and the southern reaches of Lordaeron, the Horde effortlessly decimated all opposition.

    The epic battles of the Second War ranged from large-scale naval skirmishes to massive aerial dogfights. Somehow the Horde had unearthed a powerful artifact known as the Demon Soul and used it to enslave the ancient Dragonqueen, Alexstrasza. Threatening to destroy her precious eggs, the Horde forced Alexstrasza to send her grown children to war. The noble red dragons were forced to fight for the Horde, and fight they did.

    The war raged across the continents of Khaz Modan, Lordaeron, and Azeroth itself. As part of its northern campaign, the Horde succeeded in burning down the borderlands of Quel’Thalas, thereby ensuring the elves’ final commitment to the Alliance’s cause. The greater cities and townships of Lordaeron were razed and devastated by the conflict. Despite the absence of reinforcements and overwhelming odds, Lothar and his allies succeeded in holding their enemies at bay.

    However, during the final days of the Second War, as the Horde’s victory over the Alliance seemed almost assured, a terrible feud erupted between the two most powerful orcs on Azeroth. As Doomhammer prepared his final assault against the Capital City of Lordaeron – an assault that would have crushed the last remnants of the Alliance – Gul’dan and his followers abandoned their posts and set out to sea. The bewildered Doomhammer, having lost nearly half of his standing forces to Gul’dan’s treachery, was forced to pull back and forsake his greatest chance at victory over the Alliance.

    The power-hungry Gul’dan, obsessed with obtaining godhood itself, set out on a desperate search for the undersea Tomb of Sargeras that he believed held the secrets of ultimate power. Having already doomed his fellow orcs to become the slaves of the Burning Legion, Gul’dan thought nothing of his supposed duty to Doomhammer. Backed by the Stormreaver and Twilight’s Hammer clans, Gul’dan succeeded in raising the Tomb of Sargeras from the sea floor. However, when he opened the ancient, flooded vault, he found only crazed demons awaiting him.

    Seeking to punish the wayward orcs for their costly betrayal, Doomhammer sent his forces to kill Gul’dan and bring the renegades back into the fold. For his recklessness, Gul’dan was torn apart by the maddened demons he had set loose. With their leader dead, the renegade clans quickly fell before Doomhammer’s enraged legions. Though the rebellion had been quelled, the Horde was unable to recoup the terrible losses it had suffered. Gul’dan’s betrayal had afforded the Alliance not only hope, but also time to regroup and retaliate.

    Lord Lothar, seeing that the Horde was fracturing from within, gathered the last of his forces and pushed Doomhammer south, back into the shattered heartland of Stormwind. There, the Alliance forces trapped the retreating Horde within the volcanic fortress of Blackrock Spire. Though Lord Lothar fell in battle at the Spire’s base, his lieutenant, Turalyon, rallied the Alliance forces at the eleventh hour and drove the Horde back into the abysmal Swamp of Sorrows. Turalyon’s forces succeeded in destroying the Dark Portal, the mystical gateway that connected the orcs to their homeworld of Draenor. Cut off from its reinforcements and fractured by infighting, the Horde finally buckled in upon itself and fell before the might of the Alliance.

    The scattered orc clans were quickly rounded up and placed within guarded internment camps. Though it seemed that the Horde had been defeated for good, some remained highly skeptical that peace would last. Khadgar, now an Archmage of some reknown, convinced the Alliance high command to build the fortress of Nethergarde that would watch over the ruins of the Dark Portal and ensure that there would be no further invasions from Draenor.

    Warcraft II: Tides of Darkness – Alliance and Horde Clan Flags

    Alliance Flags | Horde Flags


    Leader: Regent Lord Anduin Lothar
    Nation Color: Blue

    Background: Before the coming of the Age of Chaos when the Portal was first opened, the kingdom of Azeroth was the mightiest of all Human nations. Ruled by the wise and just King Llane, Azeroth stood as a beacon of light and truth throughout the known world. After the First War, Azeroth and all of its lands were devastated by the Horde. With King Llane dead, Sir Lothar took charge of the shattered armies of Azeroth and led the survivors across the Great Sea to the shores of Lordaeron. King Terenas, ruler of Lordaeron, agreed to support the landless Azerothiens. The peoples of Azeroth settled near the Southshore region of Lordaeron, pledging their loyalty to the Alliance. Battle-hardened and brave, the last of the once great armies of Azeroth now seek retribution for the loss of their homeland.

    warcraft-ii-stromgarde-flagSTROMGARDELeader: Thoras Trollbane
    Nation Color: Red

    Background: The kingdom of Stromgarde retains a strict martial philosophy which makes it a highly regarded addition to the Alliance. Situated among the foothills of the Alterac Mountains, Stromgarde serves as a sentinel against any invasion across the Orc-controlled borders of Khaz Modan. Possessing a long history of warfare against the Trolls, the warriors of Stromgarde are well prepared to engage in open combat with all enemies of humanity.


    Leader: Lord Admiral Daelin Proudmoore

    Nation Color: Green

    Background: Before the First War, the far ranging merchant ships of Kul’Tiras made it the most prosperous nation in the known world. When the Orcs began to raid the coastal settlements of Lordaeron, Admiral Proudmoore took it upon himself to construct an Armada of Warships. At the behest of his long time friend Anduin Lothar, Proudmoore has pledged the assistance of his merchant-nation to the Alliance.


    Leader: Lord Genn Greymane

    Nation Color: Black

    Background: Despite the impending Orcish invasion, Gilneas has remained separate from the Alliance of Lordaeron. As ruler of one of the strongest Human nations, Genn Greymane is convinced that his own armies can deal with the threat, and has therefore remained unmoved by Lord Lothar’s pleas for unity. Despite this apparent disdain for the Alliance, the denizens of Gilneas harbor no fondness for the Orcs or their allies and are prepared to meet them blade for blade.


    Leader: The Kirin-Tor

    Nation Color: Violet

    Background: Dalaran is a small, magocratic nation ruled by a conclave of Wizards known as the Kirin-Tor. The Capital of Dalaran is the Violet Citadel at Cross Island. This nexus of supernatural forces is home to the four great towers that are sanctum to many of the land’s greatest sorcerers. The Kirin-Tor are strong supporters of the Alliance and to its cause have devoted the knowledge contained within their voluminous libraries as well as the power of their awesome magiks.


    Leader: Lord Perenolde

    Nation Color: Orange

    Background: Alterac is the weakest of the Human nations and is only a minor contributor of troops and equipment to the Alliance. Although Lord Perenolde praises Lothar and Terenas for their ongoing efforts, he is beset by the fear that when the Horde comes, the Alliance will fall, and only the surrender of his forces and his sovereignity will save the lives of his subjects. Perenolde alone knows whether or not – when the final call to arms is sounded – Alterac will fight for its own freedom alongside the other nations of the Alliance.

    Alliance Flags | Horde Flags

    Warcraft II: Tides of Darkness - Overview

    With the death of the Orcish Warchief Blackhand, his underling Orgrim Doomhammer was quick to seize control over the most powerful of the Orcish forces on Azeroth. Although each day finds other factions growing stronger within the chaotic Horde, it seems certain that all of the clans will follow Orgrim’s plans to hunt down and destroy the renegade Azerothiens wherever they choose to run …

    Sir Lothar, in charge of the scattered armies of Azeroth since the death of King Llane, has led his people across the Great Sea to the shores of Lordaeron. By enlisting the armies of Lordaeron, and making new allies in the Elves and Dwarves, a mighty force known as the Alliance has been forged. Now, the last of the once great armies of Azeroth seek retribution for the loss of their homeland.

    Warcraft II: Tides of Darkness - Features

    Return to the Age of Chaos and wage war against live Orc and Human opponents with the same skill and fearless intensity you lived and breathed in your Warcraft II Career.  Warcraft II Edition brings you real-time combat with up to eight players from around the globe.  Put your skills to the ultimate test in the most epic Warcraft II? Battles ever.

    The All-new version of the legendary strategy game, including new multiplayer mode and all 28 original single-player scenarios.

    Intense Internet Competition

    • Challenge players worldwide with FREE
      access to Blizzard’s gaming service.  Up to eight players supported for
      head-to-head, allied or team play.  Enhanced features include global player rankings, tournaments and challenge ladders.

    Over 100 New Battlefields

    • Continue the struggle for the domination
      of Azeroth across move than 100 new and updated multiplayer maps.

    Improved Combat Controls

    • Command your armies with newfound ease.
      Enhancements include:
      • Hot-key unit groupings
      • Improved auto-commands
      • Instant event-alert centering
      • Shared vision

    Additional Features

    •   Multi-player support for as many as 8 players via Battle.Net or IPX network
    • Blizzard’s spawning technology that allows up to eight players to compete over by installing multiple copies from the original CD-ROM.
    • Automatic map passing over
    • Implementation of Top vs. Bottom multi-player template
    • Shared Vision in multi-player games
    • Ability to /Whisper in and out of games
    • Improved game set-up, game options, dropping of players and inclusion of chat
    • Setting of game speed before the game starts that cannot be switched back and forth during game play.
    • Incorporation of the 3 Pauses per player / per game rule
    • Assigning and selection of Groups through # keys
    • Ability to choose Random starting race, resources and tileset.
    • Ability to set Latency Tolerance within games
    • Attack Move command will now function correctly
    • Patrol command now sends units to the selected location rather than stopping after any contact
    • Set maps and game parameters for Ladder Games
    • Scroll Speed fixed on faster computers
    • Town Hall / Great Hall is required as the first building in your technology tree
    • Ctrl+click or double-click will select closest 9 units of that type currently on the screen
    • Space bar centers the map on last 8 transmissions (sequential)
    • Current food displayed along with gold/oil/lumber
    • Maintained compatibility with the DOS version of Warcraft II via local area network or modem
    • Unit limit raised from 600 to 1200 for Enhanced games
    • Added upper limit of 200 food for each player, like StarCraft
    • Mining out an oil rig completely no longer returns a small amount of lumber and gold to the player.
    • Flying Machines, Goblin Zeppelins, Goblin Sappers, Dwarven Demolition Teams now have a Patrol option.
    • Canceling Foundries no longer uses all of the oil you spent to build it.
    • Allies can see friendly invisible units now.
    • Allies’ towers and flying units will now reveal enemy subs.
    • Partially-built towers can no longer see submarines.
    • Death Coil will no longer damage allies.
    • New sounds have been added for Skeletons, Runes, Eye of Killrogg, and for completed upgrades.
    • Death & Decay and Death Coil now have the proper icons
    • First Town Hall / Great Hall now build at the speed of a Farm. All other Town Halls / Great Halls build at the normal rate.
    • You can now take 1000 screenshots instead of just 100.
    • 2 new game speeds (slowest and fastest)

    Warcraft II: Tides of Darkness - System Requirements

    Windows PC 98/95/NT 4.0

    • Pentium 60 or equivalent
    • 16 MB RAM
    • 80MB Hard Drive space
    • 2x CD-ROM drive for gameplay
    • 4x CD-ROM drive for Cinematic
    • Local bus SVGA video card (Direct X-Compatible)
    • Microsoft-compatible Mouse
    • DirectX-compatible sound card for Audio

    Mac OS 7.6 or Higher

    • Power PC
    • 16MB RAM
    • 80MB Hard Drive space
    • 2X CD-ROM drive for gameplay
    • 4X CD-ROM drive for Cinematics
    • Monitor support for 256 colors at 640×480 resolution

    • Multiplayer Options
      2-8 Players, Appletalk Network, IPX Network or (requires low latency internet connection with support for 32-bit applications.

    Aegwynn Chronicles: Fall of Azeroth

    My name is Magna Aegwynn, and for over one thousand years I have wandered the realms of this world and endeavored to safeguard the peoples of its lands against the ethereal powers of the Great Dark Beyond. I have seen mighty kingdoms rise and fall. I have witnessed the deeds of high nobility and the lowliest of rabble both conspire to define the destiny of mankind.

    It has been only recently that I have, regrettably, become directly involved in the matters of men. For countless ages it has been the charge of my Order to shelter and protect mortal man from the mysteries of the Great Dark, and the palpable, heinous evils of the realms beyond. To battle these dark forces of the Twisting Nether we were given considerable power, and longevity rivaling that of even the ancient Elves. With this power came one grave burden – the Guardian must not interfere with the affairs of men until the time comes when a successor must be chosen and the mantle of guardianship is passed to another.

    Thus did I – Aegwynn, last Guardian of the Order of Tirisfal – judge that my time had come. Forty-two winters had passed since I first came to the Kingdom of Azeroth in search of the Conjurer Nielas Aran. It was he whom I had chosen to sire the heir of my powers. Nielas was exceptionally talented in the simple conjurative magiks of men, and I believed that he would be the perfect mortal father for my child … and so he was …

    I gave birth to a son and named him Medivh – or “Keeper of Secrets” in the ancient tongue of the Elves – in the fall of the year 559. I transferred all of my knowledge and power into the infant, locking it deeply within him to manifest itself only when he reached physical maturity. Believing that my work on this world was done and seeing that my son would be cared for by Nielas’ people, I wandered across the fields of time, preparing myself for the passing.

    I kept a distant, watchful eye on my son for much of his young life. I was assured that the deep-seeded altruism of Tirisfal would guide him in his trials and temper his heart and mind as to make him worthy of the Guardianship that was, I believed, his destiny.

    On the eve of the marking of his thirteenth birthday, the power locked deep inside of my son awakened. Unable to deal with the raw, cosmic energies surging inside him, Medivh suffered a massive psychic trauma. He was pacified by the good Clerics of the Northshire. They removed the youth to their sacred Abbey and for six years tended to his all but comatose body.

    Eventually, Medivh awakened from his sleep seemingly in full control of his faculties and powers. Yet, underneath the confident and almost arrogant facade, I somehow knew that my son had become malevolent and corrupt. The wisdom and power that was his birthright had been perverted by distant forces within the Twisting Nether, altering the Human part of his soul and marking him with its evil touch forever. It was not until the first wave of those wretched creatures known as the Orcs thundered through the dark rift that I realized how incredibly dangerous my son had become …

    With his mastery over the arcane energies increasing almost by the moment, Medivh had set out to probe the extent of his ability to manipulate the world around him. Delving into the forbidden arts of Necromancy, Medivh began to unravel the mysteries of life and death. He took to consorting with Daemons from the lower planes, using their powers to augment his own. His hunger for power became stronger, and with every minor success Medivh fell ever deeper into the dark abyss of madness. He traveled far throughout the astral plane, exploring the infinite secrets of the Great Dark Beyond. It was then, in the midst of swirling chaotic hallucinations, that Medivh first encountered a world beyond his own and captured a glimpse of the aberrant, murderous denizens of that place.

    Here at last, was the tool that Medivh had been searching for …

    Desirous of complete dominion over Azeroth, Medivh used the insights gained from the knowledge of Tirisfal to strike a bargain with Gul’dan the Warlock – the mightiest of the rulers of the dark, red world that haunted Medivh’s visions. Communicating through deep trances and astral projection, Medivh told Gul’dan of an ancient tomb lost beneath the north sea that contained power beyond imagination. It was to this tomb that I had banished the ancient Daemonlord Sargeras after a long and exhausting battle eight hundred years before. Even I cannot say whether or not the power of Sargeras remains entombed there. The promise of incredible power tapped from a true monarch of the underworld was enough to make the insatiable Gul’dan agree to do Medivh’s bidding.

    Medivh agreed to furnish the location of the Tomb of Sargeras to Gul’dan as well as an entire world to conquer. In exchange for this gift, Medivh required the total destruction of the only force he believed capable of contending his ascendancy to power – the great Kingdom of Azeroth.

    Thus, in the year 583, the first of Medivh’s unnatural Portals was opened between the world of Azeroth and the red world of the Orcs. Although the time of my passing had drawn near, I traveled to Medivh’s mystic tower to reason with him and attempt to dissuade him from a path that would surely lead to his own destruction. The power that was once of Tirisfal had become so twisted inside him that my pleas seemed as nothing. I fought with what energy remained in my weakened body, but having given all of my powers to him so long ago, I was easily defeated and banished from his sight.

    The arrival of Gul’dan and the Horde Warchief Blackhand heralded a war that tore the realm of Azeroth asunder for nearly five years. The once rich lands of the kingdom were razed and left fallow by the merciless Orc armies. And yet, for all of his craft and guile, Medivh did not survive to see his plans come to fruition. My son was killed by a bold Azerothien raiding party who broke into his tower and slew him in the very room where he first made contact with the minions of the Horde. Even the great Warchief Blackhand was eventually destroyed as his ultimate victory drew near, betrayed by his servant Orgrim Doomhammer.

    The greatest loss to the peoples of Azeroth came when King Llane, their benevolent and just ruler, was killed as Stormwind Keep fell under the siege, and was overthrown by the Orish Hordes. Only the valiant leadership of Anduin Lothar, Knight errant in the Brotherhood of the Horse and a hero in the war, allowed the survivors of Azeroth to escape from their decimated homeland with their lives.

    Even with Medivh and his vile magiks gone, the Portal continued to channel hundreds of Orcs into the Human lands every day. With the death of Blackhand, Orgrim Doomhammer was quick to seize control over the Blackrock clan – the most powerful Orcish force on Azeroth. While others still vie for supremacy over the rest of the scattered Orc clans, Gul’dan, the infamous Warlock and chieftain of the Stormreaver clan, is rumored to be amassing a great navy to find the legendary Tomb of Sargeras for himself. Rend and Maim, the barbarous sons of Blackhand, also have secured a strong followinig amongst the Orcs, and hope to wrest ultimate control of the Horde away from the treacherous Doomhammer.

    Although other factions grow stronger within the chaotic Horde, it seems certain that all of the clans will follow Doomhammer’s plans to hunt down and destroy the renegade Humans of Azeroth wherever they choose to run …

    Note: Believe it or not, Aegwynn is still alive. After her exile, she sensed the death of Medivh. For twenty years, she gathered what little she still had of magic to resurrect Medivh prior to the events of Warcraft III: Reign of Chaos. This resurrected Medivh contacted Thrall, King Terenas, Prince Arthas, Jaina Proudmoore and Tyrande to set a common front against the Burning Legion. King Terenas and Prince Arthas however dismissed Medivh as a mere mad prophet.You may find Aegwynn and the resurrection of her son Medivh in the pages of World of Warcraft: Cycle of Hatred — by Keith R.A. DeCandido. The novel is set a year before the MMORPG, serving as prologue leading to the events in the MMORPG. Jaina finds Aegwynn and seeks her help to find out who is setting things in motion to clash Orgrimmar and Theramore into a war.

    A demon defeated by Aegwynn centuries ago, Zmoldor, has returned and is rising a new Burning Blade clan composed of Humans and Orcs to infiltrate both cities to instigate hatred from within to lead Orgrimmar and Theramore into war. Aegwynn defeats the demon by opening a gateway that sucks in Zmoldor and his demons back into the Twisting Nether.However, Aegwynn alerts Jaina that the Burning Blade clan may yet resurface. Early quests of Orgrimmar, around level 10-12 sends you to a cave near the Zeppelin tower (outdoor). Thrall sends you to infiltrate their lair to destroy them, and later sends you into Ragefire Chasm to dismantle the Burning Blade’s masters: a satyr, an orc warlock and a felguard. Aegwynn was seen again in issue# 6 and # 11 of Wildstorm’s World of Warcraft Comic Book by writer Walter Simonson.

    UPDATE: Aegwynn died in the World of Warcraft comics and her corpse was buried at the closed catacombs south of Karazhan.

    Warcraft: Orcs and Humans - Garona’s Journal

    The Destiny of the Orcish Hordes

    The history and legends concerning the invasion and domination of the Human Lands scribed by Garona of the Shadow Council

    The stories of battle and victory have always been told, and in the past, it was up to the leaders of each assault to document the past.  While fine leaders in war, these chieftains lacked the ability to convey those actions with written words.  I present as an example:

    “Thok go through shiny hole.  Then me fall down, but me good.  Me find many good things to eat.  We find village.  We mash them and eat their food.  Thok stop now.  Head hurt from write.”

    The fact that I am of both Orc and Human lineage, combined with the skills and schooling I have acquired from my journeys, has elevated me to the position I now hold.  As chief interpreter of the Shadow Council, the duty of preserving the accounts of our conquering of this world and eventual crusade into the land of Humanity, has fallen now upon my shoulders.  I, Garona, now humbly present that history.

    Our destiny concerning the domination over these lands has been foretold by the clan mystics for hundreds of years.  Having risen from the mire of swamps and marshes, the Orcish hordes have swept across this domain in the fulfillment of that destiny.  Many ages passed as our influence slowly spread, causing pain and darkness to follow in our wake. Be they in lush plains, hidden in thick forests, or at the rocky crags overlooking the seaside our armies rilled over what pathetic resistance our enemies could muster.

    Their crops died on the stalk and their fields lay fallow, for we left none alive to tend them.  Using the arcane powers of our Warlocks and Necromancers, not even the mightiest of our foes could long stand against our increasing onslaught.  One by one our enemies fell, and we became stronger with each victory.  In time, by subjugating all who would oppose our rise to power, and enslaving these weaker races to use as we pleased, we conquered both nature and creatures to finally rise to the pinnacle of this world.

    Still we craved more, and decades of constant bickering between clans served to divide our race amongst itself.  Soon factions arose, each seeking to control the Orcish domain for themselves.  These petty arguments turned to armed conflict, and then to war as the need for conquest burned hot in our blood.  If no lands existed that were ruled by enemies, then we would take the lands of our brethren.

    The only clan to ignore these plays for power were the Warlocks.  Secluded in their towers, they saw the danger that was present.  Although it pleased the Necromancers that these battles fed the earth and underworld with rivers of blood, the Warlocks feared that no Orc would be left alive.  This would serve to upset the delicate balance that allowed them to control the powers that they held in check and called upon to work their magiks.  If this balance were to be maintained, the Orcish hordes would need to be supplied with new battles against a common foe.

    It was during a period of research that the small tear in the dimensional fabric was noticed.  Many years passed as the Warlocks sought to unlock the mysteries of this tiny rift.  The undertaking of numerous trials and tests led to the conclusion that this phenomenon could serve as a portal to another dominion, if it could be controlled.  The Orcish Warlocks began experimentation towards focusing the rift, gradually making it larger and more stable.  Eventually, they were able to create a small portal, just large enough for one of their clan to pass through.

    The stories that this subject returned with almost convinced his colleagues that the experience had left him insane, but strange, unknown plants he held served as sure evidence of his claims.  This allowed the sect to approach the strongest leaders of the splintered Orc clans and request that they cease their war for one year.  At the end of that time, they promised the chance to accomplish the taking of a new world.

    Controlling the rift proved to be easier as it grew larger, and within the passing of three moons, it stood ready to send a small detachment of troops to this new world.  A blue circle of energy, roughly two and one half Orcs in width, was the sight that greeted the Orcish clan chiefs.  Streaks of black and red raced across it as it crackled with otherworldly fires.  Seven warriors were to enter the portal and return with a report detailing the type of lands and creatures that were to be found on the other side.  As the Warlocks began their incantations to acces the power of the rift, a howl began – low at first, then rising in pitch like a darkwolf baying during the bloodmoon.  When the sound grew near to deafening, the warriors were motioned into the circle, now alive with a thousand colors intertwined and clashing in some cosmic dance.  What awaited these seven was beyond even their wildest imagining.

    The sack of the village was a simple matter, hardly worth the telling.  Yet hundreds of times the tale was recounted, and a hundred more would be expected and relished.  A group of strange, sharp edged buildings was the first sign of any true opposition they encountered.  A rough dirt path lead into a trio of farms.  The gray of dawn was lightening as the sun of this world rose over the hilltops.  It was a bright, yellow orb that shone twice as brightly as our own, and made the days exceedingly hot.  Then out of the odd little hut came what must have been a member of this lands true race.  Small, pink and spare of muscle were these creatures.  The warriors grinned wickedly at each other, knowing that if this represented the breed of stock they would need to pen in order to take this world, victory was but a matter of moments.

    Rushing out of their hiding place, they swarmed upon the village and slew every living thing they could find.  The males offered some small resistance, but the females and children were like taking grok to the slaughter.  Their homes held few values, but their field were full of a tasty grain.  Their livestock, as little as there was, also proved excellent, and what they could not eat or pack was set to the torch. The trinket brought back from this place were of a craftsmanship unknown to the Orcs, and were quickly taken by the leaders of the clans for their own treasure hordes.  This new world, heavy with vast expanses and soft, weak protectors would prove a rich jewel to add the crown of the Orcs.

    Our order of ascension is a simple one – only the strongest survive.  All matters of politics or dispute are settled in open debate.  This can lead to hostilities in many cases, but it is the fastest and simplest way to come to a conclusion on most matters.  Each Orc has the right to make heard his arguments, as long as he can back them up with fact – or steel.  To gain the upper hand is a sign of strength, and strength is counted highly among the hordes.  A decisive victory in battle raises the commander and his warriors to a place of honor and control.  This hold is tenuous, however, for the higher one climbs, the farther – and more deadly – the fall.

    By this time, we had learned much of this new domain, and those who dwelled here.  While difficult to understand in many ways, they proved similar enough to us in many ways.  A sharp blow to the head resulted in death.  Lack of food led to starvation.  Pain also affected them in the same way it had all of our enemies, and proved to be an effective means of extracting information.

    To learn that the name of this place was Azeroth, and the inhabitants here were called Humans, was among the first bits of information we gathered.  We began the taking of Azeroth by moving out cautiously, and learning what we could, but all too soon rash judgement prevailed as the taste of greed tainted the palettes of the Orcish clan chiefs.  After many arguments ensued, it was decreed that an assault upon the tall castle in the north would serve to crush our enemies and place the Orcs upon the throne of power.  More and more warriors were brought through the rift, and with them seemed to come the essence of our world.  The Warlocks claimed it was some effect of the portal, but the lands about our entryway soon became as desolate as those of our home.

    Entry into the castle was a simple matter, for the prosperity that had made this land so attractive to us had also bred weakness in the Humans.  Their guards were unprepared as our forces poured through the gates and over the walls of their stronghold.  Their males did well to stop us for as long as they did, but our numbers and strength soon tilted the battle in our favor.  Victory would have been assured,  but for the arrival of their great, mounted soldiers. These fiends rode atop beasts of muscle and sinew that crashed through our ranks and dealt as much damage to our troops as did their riders.  These knights, as we have come to know them, rallied what few soldiers remained, and began driving us out of the castle.  Our every turn was countered as we were forced to retreat towards the gateway back to our world.  some trick of magic had them always at our back, sides, and in our path.  We barely reached the edges of the swamplands that now surrounded the portal and eluded our pursuers in its murky depths.

    It has been some fifteen years since this costly decision altered the course of our destiny.  Many called for the closing of the gate, while other factions fought for another attack upon the humans with all of our forces.  Out of this chaos arose a single Orc with a cunning and guile that few others possessed.  Careful manipulations and the use of what support he could muster made his voice ever stronger as time passed.  After key opponents were dealt with, few could offer any opposition to his plans, and the rule of the great Orc Warchief Blackhand was upon our people.

    His cruelty and dominance in battle is only overshadowed by his lust for power.  He has studied the means with which Human armies are able to defeat overpowering numbers of Orcs through strategy and guile.  From these tactics he has learned to bring organization to the scattered attacks of our raiding parties.  He sought assistance from both houses of the arcane arts, searching for other weapons to add to his arsenal.  The culmination of these plans will involve the uniting of all the Orcish clans – Armies, Warlocks, and Necromancers alike – to bring about the eventual destruction of the Human race.  The Age of Chaos is now at hand.

    Warcraft: Orcs and Humans – Cheat Codes

    The following are cheat codes for Warcraft: Orcs and Humans.  The cheat codes are only useable in Single Player mode.  In order to enter a cheat code, you must first press enter to open the chat prompter, then type the following text:  Corwin of Amber then press Enter button on your keyboard.  From now on you can type any of the cheat codes mentioned below and they will become active.  You will see a text message confirming that the cheat code is now active.  You will see the following text onscreen:  (Cheat Code Enabled You Wascally Wabbit)

    Enable Cheats
    corwin of amber

    Full Map
    sally shears

    Gives you 10,000 gold and 5,000 Lumber
    pot of gold

    Build Faster
    hurry up guys

    All Casting Spells
    eye of newt

    Upgrade Technology
    iron forge

    God Mode
    there can be only one

    Skip and Load to an Orc Level (change the 1 to any number from 1-12)
    type: corwin of amber
    press the enter key
    type: orc1

    Skip and Load to a Human Level (change the 1 to any number from 1-12)
    type: corwin of amber
    press enter
    type: human1

    Victory Screen
    yours truly

    Lose Screen
    crushing defeat

    Final Campaign Sequence
    ides of march


    Warcraft Orcs and Humans – Human Campaigns

    Human Campaigns  |  Orc Campaigns


    warcraft-orcs-and-humans-human-campaign-rebuilding Chapter 1: Rebuilding

    As a test of your abilities, the King has appointed you as Regent over a small parcel of land. Since we must keep our armies in the field well supplied, you are to build the town into a farming center of no less than 6 farms. Construction of a barracks for defense is also adviced, as our scouts have reported Orcish patrols in the area.

    warcraft-orcs-and-humans-human-campaign-map-2-grand-hamlet Chapter 2: Grand Hamlet

    The Orcs around Grand Hamlet are becoming increasingly brazen in their attracks, and our spies inform us that they are amassing a large army to march against the town. The King is sending you, along with a small detachment of troops, to rally the people and defend the town against all opposition.

    warcraft-orcs-and-humans-human-campaign-map-3-swamps-of-sorrow Chapter 3: Swamps of Sorrow

    With Blackhand’s raiding parties routed, now is the time for us to secure a lasting peace in the area around Grand Hamlet. You must seek out the Orcish outpost of Kyross that lies deep within the Swamps of Sorrow, and destroy it.

    warcraft-orcs-and-humans-human-campaign-map-4-dead-mines Chapter 4: Dead Mines

    It has been some twenty months since Sir Lothar, one of the crown’s greatest heroes, led an expedition into the Dead Mines to search for the Lost Tome of Divinity. They were never heard from again. However, the great knight has recently appeared to the Abbot of Northshire in a vision– battered and pleading for assistance. King Llane has ordered you to lead a detachment of warriors and healers into the mines in an attempt to find Sir Lothar, heal him, and bring him and any other survivors back alive.

    warcraft-orcs-and-humans-human-campaign-map-5-elwynn-forest Chapter 5: Elwynn Forest

    The Forest of Elwynn is a strategic key to securing the Borderlands. An outpost near the southeast edge of the forest will serve as your stronghold. The King has assigned one of his knights to aid you, so that your task of ridding the area of Blackhand’s dark minions may be more readily completed.

    warcraft-orcs-and-humans-human-campaign-map-6-northshire-abbey Chapter 6: Northshire Abbey

    The monks of Northshire Abbey are under siege by a band of Human warriors that have been convinced by enemy agents to fight against the crown. You will be given a complement of knights to lead to the Abbey, which is already under attack. Ride hard and fast, as you must prevent its destruction. When you have secured the Abbey and beaten back these treacherous curs, you must then move to destroy the enemy at their source.

    warcraft-orcs-and-humans-human-campaign-map-7-sunnyglade Chapter 7: Sunnyglade

    A raiding party has completely overrun the village of Sunnyglade. Our scouts report that the survivors have been taken to a hidden Orcish compound to serve as slaves.. You must take a detachment of warriors and rescue the group of peasants that are imprisoned somewhere in the Orc camp. Our intelligence confirms that all of the prisoners are together, and that you must destroy the enclosure to open a path for their escape. The rebuilding of Sunnyglade is also of the utmost importance, as you will need their assistance in destroying the Orcish slayers.

    warcraft-orcs-and-humans-human-campaign-map-8-kill-medivh Chapter 8: Kill Medivh

    A new crisis has arisen that threatens to end the lives of all who would serve the King. The evil warlock Medivh has begun draining the soul of the land itself to increase his dark powers. You must take a party into his tower and destroy him before he summons enough energies to devastate all who would oppose him. Beware his mastery of the black arts, for legend speaks of his ability to command the daemons of Hell.

    warcraft-orcs-and-humans-human-campaign-map-9-black-morass Chapter 9: Swamps of Sorrow

    The time has come to take the battle into Blackhand’s own domain. King Llane has ordered a full assault upon the Orcs, demanding that this plague that spreads across the kingdom be eradicated. To the east of the Borderlands lies the Black Morass where the Orcish hordes make their encampments,. You are to lead an army into this foul region and destroy every trace of their dark presence.

    warcraft-orcs-and-humans-human-campaign-map-10-temple-of-the-damned Chapter 10: Temple of the Damned

    Runners have arrived and informed you of grave news. King Llane lies dead this day, assassinated by the treacherous Garona, at Stormwind Keep. His last command was that you should assume the mantle of War Leader, and end this battle that has drained the land of its resources, and now its king. Scouts report that deep within the Black Morass lies one of Blackhand’s darkest seats of power—- the Temple of the Damned. No peasants dare approach the vile temple, and only the bravest of your soldiers have agreed to accompany you on this mission. You must strike boldly and without err, for there will be no reinforcements.

    warcraft-orcs-and-humans-human-campaign-map-11-stonard-and-rockard Chapter 11: Rockard and Stonard

    Here beats the diseased and malevolent heart of Blackhand’s plagued lands. The sister towns of Rockard and Stonard are all that stand between the forces of the kingdom and Blackhand’s stronghold—Black Rock Spire. After conferring with your warchiefs, the path to victory lays clear. You must destroy Rockard and Stonard, thereby cutting off all lines of the support and supplies, so that the final offensive can be made upon Black Rock Spire.

    warcraft-orcs-and-humans-human-campaign-map-12-blackrock-spire Chapter 12: Black Rock Spire

    Black Rock Spire stands before us! The skies above the reeking swamp fill with the gathering thunderheads that spell doom for the loser in their final confrontation. Tension hands like a heavy cloak on your shoulders as your troops prepare for the battle ahead. Above the din and chaos that swirls about the battlefield stands the Castle of Blackhand, its gaze sweeping down upon the battlefield where the destiny of the land will be decided. Destroy the stronghold and those who would seek to defend it, and Azeroth will be freed from Blackhand’s poisoned grip forever!

    warcraft-orcs-and-humans-human-campaign-map-finale The fall of Black Rock Spire spelled final victory for the forces of Azeroth. With Blackhand slain and their stronghold destroyed, the few scattered Orcs that remained were quick to bow before your might. A celebration ensued that lasted for many days and nights, with music and joyous festivities resounding throughout the land. The people of the kingdom have come from miles around to gather at Stormwind Keep, and are delighted by a display of mystic sights and sounds provided by the Court Conjurers while being treated to a Feast of unequaled splendor. Amidst this celebration, your ascension to the throne is acknowledged by your new subjects, and you are given the honorarium Defender of the Crown. As the evening’s celebration continues into the early hours of the morning you retire to the sanctity of your throne room.
    warcraft-orcs-and-humans-human-campaign-map-end The duty of ruling Azeroth is an awesome responsibility, and should prove to be your greatest challenge yet. Learning the intricacies of court politics alone will be like sailing in uncarted waters. King Llane was renowned for ruling with a fair and just hand, and you resolve to be as proficient as he was. There is also the matter of discovering the exact location where the Orcish hordes entered into this world, and divining a way to end the threat of another invasion forever—but that is a story for another time.

    Warcraft Orcs and Humans – Orc Campaigns

    Human Campaigns  |  Orc Campaigns


    warcraft-orcs-and-humans-orc-campaign-map-1 Chapter 1: Swamps of Sorrow

    Blackhand has assigned you to an outpost in the Swamps of Sorrow. Your task is simple enough that even the Warchief feels that you are capable of it. Construct at least 6 farms, so that we may keep our troops well fed and ready to do battle. Only a fool would leave his treasures unguarded, so you must also build a barracks for the defense of these farms.

    warcraft-orcs-and-humans-orc-campaign-map-2-borderland-swamp-of-sorrows Chapter 2: Borderlands of the Swamps of Sorrow

    Like the stinging of a wasp, the attacks from the humans grow more and more bothersome. You have been assigned to a small outpost on the Borderlands of the Swamps of Sorrow. You are to defend our lands from the incursions of these ravenous dogs by crushing any opposition that you encounter.

    warcraft-orcs-and-humans-orc-campaign-map-3-grand-hamlet Chapter 3: Grand Hamlet

    The Humans are growing strong in Grand Hamlet. An outpost will be placed under your dictatorship, to use as you see fit. You must then prepare and lead a force to destroy Grand Hamlet and all that dwell there. Blackhand will brook no survivors, these Humans must be taught a hard lesson in the ways of humility.

    warcraft-orcs-and-humans-orc-campaign-map-4-deadmines Chapter 4: Dead Mines

    You are wakened from your nights sleep by a runner from the Warchief. Blackhand’s daughter Griselda has run off with the outlaw Turok’s band of Ogres. Our Wolfriders have tracked them to the dungeons hidden beneath the Dead Mines. Find Turok’s band of rebellious pigs and kill them all — including Griselda. She must not disobey the commands of her father ever again.

    warcraft-orcs-and-humans-orc-campaign-map-5-redridge-mountains Chapter 5: Redridge Mountains

    On your return from the dungeon, you receive word from advance scouts that the recently established outpost near the Red Ridge Mountains is under siege. A group of Raiders have been dispatched to assist you in in taking back the outpost and crushing the Human opposition. Your secondary objective is to seek out and completely destroy their encampment. Putting an end to this threat for good.

    warcraft-orcs-and-humans-orc-campaign-map-6-sunnyglade Chapter 6: Sunnyglade Tower

    The Humans of Sunnyglade have become fat and lazy with their prosperity. The town is like a ripe plum waiting to be plucked. You will march upon their weak Human armies and smash them to pieces. Somewhere in the town is a tower that you must. keep intact so that we may study how their magiks are created. Fail me, and I will have your head on a pike at the gates of Black Rock Spire.

    warcraft-orcs-and-humans-orc-campaign-map-7-blackrock-spire Chapter 7: Black Rock Spire

    The time has come for you to seize control of the Orchish hordes for yourself. Blackhand has become foolish in the deployment of his personal troops, and has left an opening that you can now exploit. A key outpost in the Black Morass is the core of Blackhand’s supplies lines, not only to his foremost battle groups, but to his caste at Black Rock Spire, as well. The Complete destruction of this outpost will disrupt his power base long enough for you to secure his overthrow.

    warcraft-orcs-and-humans-orc-campaign-map-8-northshire-abbey Chapter 8: Northshire Abbey

    The destruction of Blackhand’s outpost has left him in a weak position. The Shadow Council, sensing your rise in power, orders the assassination of Blackhand and elevates you to the position of Warchief. A Wolfrider brings you news that our best spy, the half-orc Garona, has been discovered by the Humans of Northshire Abbey and imprisoned there. She has valuable information concerning new and powerful magiks that would aid you in the destruction of your counterpart, King Llane. Trusting no one to complete this vital mission in time, you must find her, and then completely destroy the Abbey to protect her secrets.

    warcraft-orcs-and-humans-orc-campaign-map-9-southern-elwynn-forest Chapter 9: Southern Elwynn Forest

    With your new found magiks, the time is ripe to burn the Human occupation from our lands. There are two Human outposts to the south that pose the greatest threat to our security. Reports from scouts near these towns show that the key to your success in this confrontation is to hold back the Human forces at their bridges while we strengthen your attack force. The glories of combat will be yours as you personally lead the armies that will reclaim your homelands.

    warcraft-orcs-and-humans-orc-campaign-map-10-darkshire Chapter 10: Darkshire

    You have tasted victory, and the craving for more is upon you. It is clear that one decisive blow to the Humans will make the total and complete domination of this race a simple matter. Your spies have gathered intelligence that points to an encampment near the center of the Human lands where their knights and soldiers are sent to train. Although they will not be expecting an attack, they should prove a good fight. The destruction of this site would greatly weaken their forces, and etch your position as Warchief in stone. None shall survive!

    warcraft-orcs-and-humans-orc-campaign-map-11-goldshire-and-moonbrook Chapter 11: Goldshire and Moonbrook

    The final march to King Llane’s home, Stormwind Keep, is at hand. Only two pathetic settlements stand in the way of the awesome, juggernaut; your cruel leadership, has created. The humans have proved to be amusing opposition., but the hour of doom has come for them. The complete and utter demolition of the twin cities Goldshire and Moonbrook will sever the lifeline between the King and his people, making him a figurehead waiting to be lopped off.

    warcraft-orcs-and-humans-orc-campaign-map-12-stormwind-keep Chapter 12: Stormwind Keep

    Stormwind Keep is our to take! The Orcish hordes gather like buzzards to carrion, as the moment of destiny is close at hand. A low growl fills the air as your wolfriders whip their savage mounts into a frenzy. The earth shakes as catapults are loaded and moved into position. The fires of the burning rubble about you dance in your eyes as you gaze upon the pristine, white towers of Castle Stormwind. White that will soon be washed with the red of King Llane’s blood. With his fall, all of Azeroth will be yours!

    warcraft-orcs-and-humans-orc-campaign-map-finale Finale

    With the decimation of the human forces, the sacking of their castle was a simple matter. They offered little resistance once you ran their weak leader through with your war blade and toppled his body into the moat. The taking of Stormwind has kept your warriors in good spirits, and the offerings of gold and jewels that they bring to you are amble tribute to your leadership. Wine flows like blood, and the smell of freshly cooked meat fills you with satisfaction as you begin your victory feast. The countryside is ablaze with bonfires as groups of battle hardened Orcs celebrate the domination of this land with songs of war and victory. You have finally assumed your rightful place as ruler of this realm, as Warchief of the Orcish Clans

    What new conquests will await you in this place? The Shadow Council has begun to bring you information concerning the lands across the great sea that are as yet untouched by Orchish rule. The Warlocks also seek the permission to resume their experiments with the portal, their intent being the subjugation of other worlds. With the power you now possess your choices are limitless, but these are choices for another time …


    Diablo I Lore: The Great Conflict

    Librarius Ex Horadrim

    Since the Beginning, the forces of Light and Darkness have engaged in an eternal war: The Great Conflict, whose victor will rise from the apocalyptic ashes to hold sway over all creation. To this end, the Angels of the High Heavens adhere to strict militaristic disciplines. Seraphim warriors strike at the enemies of Light with swords imbued with righteous wrath and justice. The Angels believe that only absolute discipline can properly restore order to the myriad realms, while the demonic denizens of the Burning Hells hold that absolute chaos is the true nature of all things.

    The battles of the Great Conflict rage across both time and space, often infringing upon the very fabric of reality itself. From the Crystal Arch at the very heart of the High Heavens to the arcane Hellforge of the Underworld, the warriors of these eternal realms journey to wherever their timeless conflict carries them. The legendary deeds of the heroes of the realms beyond elicit both veneration and insight.

    The greatest of these heroes was Izual, lieutenant to the Arch-Angel Tyrael and bearer of the Angelic Runeblade Azurewrath. He once led a fierce attack upon the Hellforge as the creation of the dark demonblade Shadowfang was nearing completion. His quest was to destroy both wielder and weapon – a charge that he was destined never to complete. Izual was overcome by the legions of chaos and, tragically, was lost to the Darkness. His fate stands as testament to the fact that Angels and Demons alike shall fearlessly enter into any domain – so long as their hated enemies dwell within.

    Although the Great Conflict burned hotter and longer than any of the stars in the sky, neither side could gain dominion over the other for long. Both factions sought some way to turn the tides of the war to their favor. With the ascension of Man and his mortal realm, the Great Conflict ground to a mysterious halt. Both armies paused in a breathless stalemate, waiting to see to whose side Man would eventually turn.  Mortals had the unique ability to choose between Darkness and Light, and it was held that this would be the deciding factor in the outcome of the Great Conflict. Thus, the agents of the nether-realms descended to the mortal realm to vie for the favor of Man?


    Librarius Ex Horadrim:

    The Great Conflict The Lands of Khanduras
    The Sin War The Awakening
    The Dark Exile The Darkening of Tristam
    The Binding of the Three The Fall of the Black King
    The Reign of Diablo
    By Jered Cain of the Horadrim

    Diablo I Lore: The Sin War

    The coming of the Great Conflict to the mortal realm is known as the Sin War. Angels and Demons, disguising themselves while traveling amongst men, attempted to secretly lure mortals to their respective causes. Over time, the forces of Darkness discovered that mortals responded much more to brute force than to subtle coercion, and so began to terrorize Man into submission. The Angels fought to defend humanity against this demonic oppression, but all too often their austere methods and severe punishments succeeded only in alienating those whom they sought to protect.

    The violent battles of the Sin War occurred often, but they were seldom witnessed by the prying eyes of Man. Only a few “enlightened” souls were aware of the supernatural beings that walked amongst the huddled masses of humanity. Powerful mortals arose and accepted the challenge of the Sin War, allying themselves with both sides in the Great Conflict. The legendary deeds of these great mortal warriors served to earn both the respect and hatred of the netherworlds. Although lesser demons kneeled before those possessing power and strength, they also cursed the very existence of mortal man. Many of these fiends believed that the deadlock brought about by the emergence of Man was a perverse offense to their “higher” role in the great scheme of things.

    This jealousy of Man led to harsh, atrocious acts of violence by the demons against the mortal realm. Some men learned of this deep hatred and used it against the denizens of the Underworld. One such mortal, Horazon the Summoner, delighted in summoning demons and then breaking them to his will. Horazon, along with his brother Bartuc ,were members of the Eastern mage clan known as the Vizjerei. This mystic clan studied the ways of demons and had catalogued their lore for generations.

    Empowered by this knowledge, Horazon was able to take the work of the Vizjerei and pervert it for his demented purposes. The denizens of Hell sought revenge against this bold mortal, but Horazon managed to keep himself well protected within his arcane sanctuary. Bartuc, the brother of Horazon, was eventually lured to the side of Darkness. He was granted exceptional strength and longevity, and fought alongside the legions of Hell against the cursed Vizjerei, and eventually his own brother during the Sin War. Although Bartuc was renowned amongst the warriors of many realms, his dominance in battle came with a terrible price. An insatiable lust for mortal blood pervaded his every thought and deed. Bartuc soon became as fond of bathing in the blood of his enemies as he did of shedding it, and in time he came to be known only as the Warlord of Blood.


    Copyright 1996 by Blizzard Entertainment

    Diablo and are trademarks or registered
    trademarks of Blizzard Entertainment, Inc.

    Librarius Ex Horadrim:

    The Great Conflict The Lands of Khanduras
    The Sin War The Awakening
    The Dark Exile The Darkening of Tristam
    The Binding of the Three The Fall of the Black King
    The Reign of Diablo
    By Jered Cain of the Horadrim

    Diablo I Lore: The Dark Exile

    Seven is the number of the powers of Hell, and Seven is the number of the Great Evils.

    Duriel, the Lord of Pain

    Andariel, the Maiden of Anguish

    Belial, the Lord of Lies

    Azmodan, the Lord of Sin

    These are the true names of the lesser of the Great Evils. For ages uncounted each have ruled over their own domains within the Burning Hells,seeking absolute dominion over their infernal brethren. As the Lesser Four continuously vied for the control of those forces that dwelled within their realms,the Greater Three held absolute power over the whole of Hell. The Lesser Four used dark and evil measures in their quest for power, and herein begins the legend of the Dark Exile.

    Mephisto, the Lord of Hatred

    Baal, the Lord of Destruction

    Diablo, the Lord of Terror

    These are the Prime Evils of Hell that wielded their power as a dark, sovereign triumvirate. The Three Brothers ruled over the Lesser Four by brutal force and malicious cunning. Being the eldest and strongest of the Evils, the Three Brothers were responsible for countless victories against the armies of the Light. Although they never held sway over the High Heavens for long, the Three were justly feared by enemies and subjects alike.

    With the ascension of Man and the subsequent standstill of the Great Conflict, the Three Brothers began to devote their energies to the perversion of mortal souls. The Three realized that Man was the key to victory in the war against Heaven, and thus altered their rigid agendum that they had propagated since the Beginning. This change caused many of the Lesser Evils to question the authority of the Three, and so brought about a great rift between the Prime Evils and their servitors.

    In their ignorance, the Lesser Evils began to believe that the Three were afraid to continue the war with Heaven. Frustrated by the cessation of the war, Azmodan and Belial saw the situation as their chance to overthrow the Prime Evils and take control of Hell for themselves. The two demon lords made a pact with their minor brethren, assuring them that the wretched plague of humanity would not deter the ultimate victory of the sons of Hell. Azmodan and Belial devised a plan to end the stalemate, achieve victory in the Sin War and ultimately ride the bloody crest of the Great Conflict straight into the very arms of Armageddon. Thus, a great revolution was set into motion as all of Hell went to war against the Three Brothers?

    The Brothers fought with all of the savagery of the Underworld, and to their credit, annihilated a third of Hell?s treacherous legions. In the end, however, they were overcome by the Horned Death led by the traitors Azmodan and Belial. The Prime Evils, weakened and bodiless, were banished to the mortal realm where Azmodan hoped that they would remain trapped forever. Azmodan believed that with the Three set loose upon humanity, the Angels would be forced to turn their focus upon on the mortal plane – thus leaving the Gates of Heaven abandoned and defenseless. Those few demons who still pledged allegiance to the Three Brothers fled the wrath of Azmodan and Belial, escaping to the realm of Man to seek out their lost Masters.

    As the war fires died out upon the battlefields of Hell, Azmodan and Belial began to argue over which of them held the higher authority. The pact that they had made quickly fell to ashes as the two demon lords took up arms against each other. The legions of Hell that remained were polarized behind either warlord, launching themselves into a bloody civil war that has lasted to this day . . .

    Librarius Ex Horadrim:

    The Great Conflict The Lands of Khanduras
    The Sin War The Awakening
    The Dark Exile The Darkening of Tristam
    The Binding of the Three The Fall of the Black King
    The Reign of Diablo
    By Jered Cain of the Horadrim

    Diablo I Lore: The Binding of the Three

    In the ancient days, before the rise of the Western Empires, the dark and terrible entities known as the Three Evils were exiled to the world of Man. These eternal entities wandered throughout the waking world and fed upon the lusts of men, leaving chaos and attrition in their wake. The Evils turned father against son and prompted many great nations into brutal and petty wars. Their Exile from Hell left them with an insatiable hunger to bring suffering and pain to all who would not kneel before them, and so the Three Brothers ravaged the lands of the Far East for countless centuries.

    Eventually, a secretive order of mortal magi was gathered together by the enigmatic Arch-Angel Tyrael. These sorcerers were to hunt the Three Evils and put an end to their vicious rampage. The order, known as the Horadrim, consisted of wizards from the diverse and numerous mage-clans of the East. Employing disparate magical practices and disciplines, this unlikely Brotherhood succeeded in capturing two of the Brothers within powerful artifacts called Soulstones.

    Mephisto and Baal, trapped within the swirling, spiritual constraints of the Soulstones, were then buried beneath the dunes of the desolate Eastern Sands. The powers of Hatred and wanton Destruction seemed to diminish in the East as a nervous peace began to settle over the land. Yet, for many decades the Horadrim continued their grim search for the third Brother, Diablo. They knew that if the Lord of Terror was left untamed there could never be any lasting peace within the realm of humanity.

    The Horadrim followed in the wake of terror and anarchy that spread throughout the Western lands. After a great battle which claimed the lives of many brave souls, the Lord of Terror was captured and imprisoned within the last of the Soulstones by a group of Horadrim monks led by the Initiate Jered Cain. These monks carried the cursed stone to the land of Khanduras and buried it within a secluded cave near the river Talsande. Above this cave the Horadrim constructed a great Monastery from which they could continue to safeguard the Soulstone. As ages passed, the Horadrim constructed a network of catacombs beneath the Monastery to house the earthly remains of the martyrs of their Order.

    Generations passed in Khanduras, and the numbers of the Horadrim slowly dwindled. With no quests left to undertake, and too few sons to sustain their guardianship, the once powerful Order faded into obscurity. Eventually, the great Monastery that they had built fell to ruins as well. Although villages grew and thrived around the shell of the old Monastery, no one knew of the dark, secret passageways that stretched into the cold earth beneath it. None could have dreamed of the burning red gem that pulsed within the labyrinth’s heart?



    Copyright 1996 by Blizzard Entertainment

    Diablo and are trademarks or registered trademarks of Blizzard Entertainment, Inc.

    Librarius Ex Horadrim:

    The Great Conflict The Lands of Khanduras
    The Sin War The Awakening
    The Dark Exile The Darkening of Tristam
    The Binding of the Three The Fall of the Black King
    The Reign of Diablo
    By Jered Cain of the Horadrim

    Diablo I Lore: The Lands of Khanduras



    Years after the last of the Horadrim had died, a great and prosperous society grew in the lands of the West. As time wore on, many Eastern pilgrims settled in the lands surrounding Khanduras and soon established small, self contained kingdoms. A few of these kingdoms bickered with Khanduras over holdings of property or routes of trade. These squabbles did little to upset the lasting peace of the West, and the great Northern kingdom of Westmarch proved to be a strong ally of Khanduras as the two lands steadily engaged in ventures of barter and commerce.

    During this time, a bold, new religion of the Light known as Zakarum began to spread throughout the kingdom of Westmarch and into many of its northern principalities. Zakarum, founded in the Far East, implored followers to enter into the Light and forsake the darkness that lurked within their souls. The people of Westmarch adopted the statutes of Zakarum as their sacred mission in the world. Westmarch began to turn towards its neighbors, expecting them to embrace this ?New Beginning? as well. Tensions rose between the kingdoms of Westmarch and Khanduras as the priests of Zakarum began to preach their foreign dogma whether they were welcomed or not.

    It was then that the great northern lord Leoric came unto the lands of Khanduras and, in the name of Zakarum, declared himself King. Leoric was a deeply religious man and had brought many Knights and Priests with him that comprised his Order of the Light. Leoric and his trusted advisor, the Arch Bishop Lazarus, made their way to the city of Tristram. Leoric appropriated the ancient, decrepit Monastery on the outskirts of the town for his seat of power and renovated it to match its time-lost glory. Although the free people of Khanduras were not pleased with being placed under the sudden rule of a foreign King, Leoric served them with justice and might. Eventually, the people of Khanduras grew to respect the kind Leoric, sensing that he sought only to guide and protect them against the oppression of Darkness.


    Copyright 1996 by Blizzard Entertainment
    Diablo and are trademarks or registered trademarks of Blizzard Entertainment, Inc.

    Librarius Ex Horadrim:

    The Great Conflict The Lands of Khanduras
    The Sin War The Awakening
    The Dark Exile The Darkening of Tristam
    The Binding of the Three The Fall of the Black King
    The Reign of Diablo
    By Jered Cain of the Horadrim

    Diablo I Lore: The Awakening

    Not long after Leoric took possession of Khanduras, a power long asleep awakened within the dark recesses beneath the Monastery. Sensing that freedom was within his grasp, Diablo entered the nightmares of the Arch Bishop and lured him into the dark, subterranean labyrinth. In his terror, Lazarus raced throughout the abandoned hallways until he at last came to the chamber of the burning Soulstone. No longer in command of his body or spirit, he raised the stone above his head and uttered words long forgotten in the realm of mortals.

    His will destroyed, Lazarus shattered the Soulstone upon the ground. Diablo once again came into the world of Man. Although he was released from his imprisonment within the Soulstone, the Lord of Terror was still greatly weakened from his long sleep and required an anchor to the world. Once he had found a mortal form to wear, he could begin to reclaim his vastly depleted power. The great demon weighed the souls residing in the town above, and chose to take the strongest of them – that of King Leoric.

    For many months King Leoric secretly fought the evil presence that twisted his thoughts and emotions. Sensing that he had been possessed by some unknown evil, Leoric hid his dark secret from his Priests, hoping that somehow his own devout righteousness would be enough to exorcise the corruption growing inside him – he was sorely mistaken. Diablo stripped away the core of Leoric?s being, burning away all honor and virtue from his soul. Lazarus too, had fallen under the sway of the Demon, keeping close to Leoric at all times. Lazarus worked to conceal the plans of his new Master from the Order of Light, hoping that the demon?s power would grow, well concealed amongst the servants of Zakarum.

    The priests of Zakarum and the citizenry of Khanduras recognized the disturbing change within their liege. His once proud and rugged form became distorted and deformed. King Leoric became increasingly deranged and ordered immediate executions of any who dared to question his methods or authority. Leoric began to send his Knights to other villages to bully their townspeople into submission. The people of Khanduras who had once grown to see great honor in their ruler began to call Leoric the Black King.

    Driven to the brink of madness by the Lord of Terror, King Leoric slowly alienated his closest friends and advisors. Lachdanan, Captain of the Knights of the Order of Light and honored Champion of Zakarum, tried to discern the nature of his King?s deteriorating spirit. Yet at every turn the Arch-Bishop Lazarus would waylay Lachdanan and admonish him for questioning the actions of the King. As tensions grew between the two, Lazarus charged Lachdanan with treason against the Kingdom. To the Priests and Knights of Leoric?s court, the prospect of Lachdanan committing treason was ridiculous. Lachdanan?s motives were honorable and just, and soon many began question the reason of their once beloved King. Leoric?s madness was growing more obvious with each passing day. Sensing that the advisors of the court were becoming increasingly suspicious of foul treachery, Lazarus desperately sought to contain the eroding situation. The Arch-Bishop masterfully convinced the delusional Leoric that the kingdom of Westmarch was plotting against him, secretly planning to dethrone him and annex Khanduras into its own lands. Leoric flew into a rage and summoned his advisors to his side. Manipulated by the Arch-Bishop, the paranoid King declared a state of war between the kingdoms of Khanduras and Westmarch.

    Leoric ignored the warnings and admonishments of his advisors and the royal army of Khanduras was ordered to the North to engage in a war that they did not believe in. Lachdanan was appointed by Lazarus to lead the armies of Khanduras into Westmarch. Although Lachdanan argued the against the necessity of the coming conflict, he was honor-bound to uphold the will of his King. Many of the high-priests and officials were forced to travel to the North as emissaries on errands of diplomatic urgency, as well. The desperate ploy of Lazarus had succeeded in sending many of the King?s more ?troublesome? advisors to their certain deaths . . .


    Copyright 1996 by Blizzard Entertainment
    Diablo and are trademarks or registered
    trademarks of Blizzard Entertainment, Inc.

    Librarius Ex Horadrim:

    The Great Conflict The Lands of Khanduras
    The Sin War The Awakening
    The Dark Exile The Darkening of Tristam
    The Binding of the Three The Fall of the Black King
    The Reign of Diablo
    By Jered Cain of the Horadrim

    Diablo I Lore: The Darkening of Tristam

    The absence of prying advisors and inquisitive Priests left Diablo free to assume total control over the King?s battered soul. As the Lord of Terror attempted to strengthen his hold upon the maddened King, he found that the lingering spirit of Leoric fought with him still. Although the control over Leoric that Diablo held was formidable, the Demon knew that in his weakened state he could never take complete possession of his soul as long as a glimmer of his will remained. The demonlord sought a fresh and innocent host upon which to build his Terror.

    The demon relinquished his control over Leoric, but the King?s soul was left corrupted and his mind crazed. Diablo began to search throughout Khanduras for the perfect vessel to act as his focus, and found such a soul easily within his reach. Enjoined by his dark master, Lazarus kidnapped Albrecht – the only son of Leoric – and dragged the terrified youth down into the blackness of the labyrinth. Flooding the boy?s defenseless mind with the essence of pure Terror, Diablo easily took possession of the young Albrecht.

    Pain and fire raced through the child?s soul. Hideous laughter filled his head and clouded his thoughts. Paralyzed with fear, Albrecht felt the presence of Diablo within his mind as it seemed to push him down, deeper and deeper into darkness and oblivion. Diablo gazed upon his surroundings through the eyes of the young prince. A lustful hunger still tortured the demon after his frustrating bout for control over Leoric, but the nightmares of the boy provided ample substance to sate him. Reaching deep into Albrecht?s subconscious, Diablo ripped the greatest fears of the child from their hiding places and gave them breath.

    Albrecht watched, as if out of a dream, twisted and disfigured forms appeared all around him. Unholy, writhing visages of terror danced about him chanting choruses of obscenities. All of the ?monsters? that he had ever imagined or believed that he had seen in his life became flesh and were given life before him. Large bodies comprised of living rock erupted from the walls and bowed to their dark master. The ancient, skeletal corpses of the Horadrim arose from archaic crypts and lumbered off into the red washed corridors beyond. As the cacophony of madness and nightmares hammered its final blow against Albrecht?s shattered spirit, the bloodlusted ghouls and demons of his mind scattered and scrambled maniacally into the lengthening passageways of his waking Nightmare.

    The ancient catacombs of the Horadrim had become a twisted labyrinth of raw, focused Terror. Empowered by Diablo?s possession of young Albrecht, the creatures of the boy?s own imagination had gained corporeal form. So strong was the terror that grew inside of Albrecht, that the borders of the Mortal realm began to warp and tear. The Burning Hell began to seep into the world of Man and take root within the labyrinth. Beings and occurrences displaced by time and space, and long lost to the history of Man were pulled screaming into the ever-expanding domain.

    The body of Albrecht, fully possessed by Diablo, began to distort and change. The small boy grew and his eyes blazed as tendril-like spines ripped through his flesh. Great, arched horns erupted from Albrecht?s skull as Diablo altered the form of the child to match that of his demonic body. Deep within the recesses of the labyrinth, a growing power was being harnessed. When the moment was right, Diablo would venture once more into the mortal world and free his captive Brothers Mephisto and Baal. The Prime Evils would be reunited, and together they would reclaim their rightful place in Hell.


    Copyright ? 1996 by Blizzard Entertainment
    Diablo and are trademarks or registered
    trademarks of Blizzard Entertainment, Inc.

    Librarius Ex Horadrim:

    The Great Conflict The Lands of Khanduras
    The Sin War The Awakening
    The Dark Exile The Darkening of Tristam
    The Binding of the Three The Fall of the Black King
    The Reign of Diablo
    By Jered Cain of the Horadrim

    Diablo I Lore – The Fall of the Black King

    The war against the zealous armies of Westmarch ended with a horrible slaughter. With the army of Khanduras ripped to shreds by the superior numbers and defensive positions of Westmarch, Lachdanan quickly gathered together those who were not captured or killed and ordered a retreat back to the safety of Khanduras. They returned to find the town of Tristram in shambles.

    King Leoric, deep within the throes of madness, went into a rage when he learned that his son was missing. After scouring the village with the few guards that remained with him at the monastery, Leoric had decided that the townsfolk had abducted his son and hidden him somewhere. Although the townsfolk denied any knowledge of Prince Albrecht?s whereabouts, Leoric insisted that they had crafted a conspiracy against him, and that they would pay the price for such treachery. The mysterious disappearance of the Arch-Bishop Lazarus left no one in Tristram with whom the King would take council. Overcome by grief and dementia, Leoric had many of the townsfolk executed for the crime of high treason.

    As Lachdanan and his fellow survivors returned to confront their King, Leoric sent his few remaining guards against them. Believing that Lachdanan was somehow part of the townsfolk?s conspiracy, Leoric decreed that he and his party were to die. Lachdanan, finally realizing that Leoric was beyond salvation, ordered his men to defend themselves. The ensuing battle carried them down into the very halls of the darkened Monastery, bringing a final desecration to the once holy sanctum of the Horadrim. Lachdanan won a bittersweet victory as his men were forced to kill all of Leoric?s deceived protectors.

    They cornered the ravenous King within his own sanctuary and begged him to explain the atrocities he had committed. Leoric only spat at them and cursed them for traitors against both his crown and the Light. Lachdanan walked slowly towards his King and sorrowfully drew his sword. Full of grief and rage, all honor having been cast to the winds, Lachdanan ran his blade through Leoric?s shriveled, blackened heart.

    The once noble King screamed an unearthly death-cry, and as his madness finally overtook him, he brought down a curse upon those who had so betrayed him. Calling upon the forces of Darkness that he had spent his entire life combating, Leoric condemned Lachdanan and the others to eternal damnation. In that last, fleeting moment within the heart of the Monastery, all that was ever virtuous or honorable about the stewards of Khanduras was shattered forever.



    Copyright 1996 by Blizzard Entertainment
    Diablo and are trademarks or registered trademarks of Blizzard Entertainment, Inc.

    Librarius Ex Horadrim:

    The Great Conflict The Lands of Khanduras
    The Sin War The Awakening
    The Dark Exile The Darkening of Tristam
    The Binding of the Three The Fall of the Black King
    The Reign of Diablo
    By Jered Cain of the Horadrim

    Diablo I Lore – The Reign of Diablo

    The Black King lay dead, slain at the hands of his own Priests and Knights. The young Prince Albrecht was still missing, and the proud defenders of Khanduras were no more. The people of Tristram looked about their lifeless town and were greatly dismayed. Awash in feelings of both relief and remorse, they soon realized that their troubles had merely begun. Strange, eerie lights appeared in the darkened windows of the Monastery. Misshapen, leathery-skinned creatures were seen venturing forth from the shadows of the church. Horrible, wounded cries seemed to linger on the wind, emanating from deep underground. It became apparent that something quite unnatural had infested the once holy sight?

    Travelers on the roads surrounding Tristram were accosted by cloaked riders that seemed to now constantly roam the deserted countryside. Many villagers fled Tristram, making their way to other towns or kingdoms, fearing some unnamed evil that seemed to wait in the shadows all around them. Those few who chose to remain seldom ventured out at night, and never tread foot upon the grounds of the cursed Monastery. Whispered rumors of poor, innocent people being abducted in the night by wicked, nightmarish creatures filled the halls of the local inn. With no King, no law, and no army left to defend them, many of the townsfolk began to fear an attack from the things that now dwelt beneath their town.

    The Arch-Bishop Lazarus, frayed and disheveled, returned from his absence and assured the townsfolk that he too had been ravaged by the growing evil of the Monastery. With their desperate need for reassurance clouding their good judgment, Lazarus whipped the townspeople into a frenzied mob. Reminding them that Prince Albrecht was still unaccounted for, he persuaded many of the men to follow him into the depths of the Monastery to search for the boy. They gathered torches and soon the night air glowed with the flickering light of hope. They armed themselves with shovels, picks and scythes and so prepared, they boldly followed the treacherous Arch-Bishop straight into the fiery maw of Hell itself?

    The few who survived the horrible fate that awaited them returned to Tristram and recounted what they could of the ordeal. Their wounds were terrible, and even the skills of the healer could not save some of them. As the stories of demons and devils spread, a stifling, primal Terror began to consume the hearts of all of the town?s inhabitants. It was a Terror that none of them had ever known?

    Deep beneath the foundations of the ruined Monastery, Diablo gorged himself upon the fears of the mortals above him. He slowly sank back into the welcoming shadows and began to harness his depleted power.

    He smiled to himself in the sheltering darkness, for he knew that the time of his final victory was fast approaching?


    Copyright 1996 by Blizzard Entertainment
    Diablo and are trademarks or registered trademarks of Blizzard Entertainment, Inc.

    Librarius Ex Horadrim:

    The Great Conflict The Lands of Khanduras
    The Sin War The Awakening
    The Dark Exile The Darkening of Tristam
    The Binding of the Three The Fall of the Black King
    The Reign of Diablo
    By Jered Cain of the Horadrim

    Diablo I Lore – The Nature of the Soulstones


    It was long ago that the enigmatic Arch-Angel Tyrael bestowed upon us the secrets of the mysterious Soulstones. Tyrael bequested upon our Order three of these Stones so we could contain the vile essences of the Three Prime Evils who had been let loose upon our world. Although the artifacts were constructed in realms far removed from our own, we found that they were simple to understand.

    The Soulstones affect only beings that are non-corporeal and thus have no power over living, breathing creatures. When invoked, the Soulstones bring into being a strong “spiritual” vacuum. Any non-physical entities caught within this vacuum are drawn into the burning recesses of the Soulstone and are forever trapped within. These spirits are released only when the Soulstone is deactivated or destroyed.

    The power of the Soulstones proved to be much more difficult to employ when used against the great Prime Evils. Voraciously disposed to possessing hapless mortals, the Three Brothers found that they were immune to the effects of the Stones while occupying human souls. Sadly, we were forced to hunt down and kill the innocent victims of the Prime Evils so that their demonic essences could be subject to the effects of the Soulstones.

    Mephisto and Diablo, once found, were easily lured into the Soulstones. The capture of their brother Baal, however, became complicated when the Soulstone that was to be his eternal prison was shattered and fragmented. We found that while the shards still held the power to lure the demon to them, they could not properly contain it. Tal Rasha, a fellow Initiate who has been since immortalized in Horadrim lore, theorized that a mortal of strong will might be able to contain Baal within his own mortal soul. This sacrifice meant that the essence of any mortal so chosen would be forever tortured while locked in eternal conflict with the enthralled demon.

    To this end, Tal Rasha volunteered to contain the raging Lord of Destruction.

    Piercing his breast with a shard of the Soulstone, Tal Rasha took within himself the essence of Baal, the Lord of Destruction. The Initiate’s body was shackled, chained and buried deep within a tomb under the desert. The sacrifice of Tal Rasha has kept Baal imprisoned for many years now, and although the demon was imprisoned without the use of a whole Soulstone, we believe that our victory may be a hollow one. Should Tal Rasha ever escape, he would have the formidable powers of Baal added to his own. By ridding the world of this present Evil, we may have created a nightmare worse than that which we first sought to contain?


    Copyright 1996 by Blizzard Entertainment
    Diablo and are trademarks or registered trademarks of Blizzard Entertainment, Inc.

    Diablo 1 – Sorceror Class

    Warrior | Rogue | Sorceror

    Although practitioners of the mystic arts are scarce within the often superstitious and religious lands of the West, many magi have made the pilgrimage from the Far East to see for themselves what horrors lie beneath the ruined Cathedral of Khanduras. The veiled Brotherhood of the Vizjerei, one of the eldest and most dominant mage-clans of the East, has sent many of its acolytes to observe the dark events unfolding in Khanduras first hand.

    The Vizjerei, known for their brightly colored turinash -or spirit-robeshave taken a keen interest in both gathering knowledge of demons and seeing them slain. The Vizjerei elders hope that their acolytes will learn the secrets of the dark evil that they sense growing in the West and can destroy it. The possibility of discovering long-lost tomes of magical knowledge within the confines of the labyrinth has also captured the interest of many wandering Sorcerers.

    Most magic in Khanduras is in the form of enchanted items and elixirs. The Eastern Sorcerers have developed a greater understanding of spellcasting than the other classes, and while a Vizjerei neonate knows only the simplest of spells to start, he can expect to rapidly grow in power as he discovers new incantations. All Sorcerers possess the ability to recharge spell staves by drawing power from their surroundings and channeling them through the staff.



    Copyright 1996 by Blizzard Entertainment
    Diablo and are trademarks or registered trademarks of Blizzard Entertainment, Inc.

    Warrior | Rogue | Sorceror

    Diablo 1 – Rogue Class

    Warrior | Rogue | Sorceror

    The Sisters of the Sightless Eye are a loosely organized guild shrouded in mystery amongst the peoples of the West. These highly skilled archers employ ancient Eastern philosophies that develop an inner-sight that they use both in combat and to circumvent dangerous traps that they may encounter. Known only as wandering Rogues in the West, the Sisters conceal their secret affiliation by posing as simple travelers. Many pompous fools have made the mistake of underestimating these steel nerved women in combat and paid a terrible price for their vanity.

    The strange events transpiring in Khanduras have caught the attention of many of these Rogues. They have come from as far as the Eastern dunes to test their skills against the dark evil that is said to be lurking in Tristram. It is also believed that untold riches wait to be discovered among the ruins of the Horadrim monastery.

    Although not as powerful in close combat as the Warrior, the Rogue is the undisputed master of the bow. A skilled Sister can send a stream of arrows at an opponent, each fired with a seemingly careless precision. The innate sixth sense that all Rogues seem to possess also allows them to sense trapped fixtures, and aids them in attempts to disarm these traps.



    Copyright 1996 by Blizzard Entertainment
    Diablo and are trademarks or registered trademarks of Blizzard Entertainment, Inc.

    Warrior | Rogue | Sorceror

    Diablo 1 – Warrior Class

    Warrior | Rogue | Sorceror

    The Warriors of the lands of Khanduras are well trained in all of the weapons of war. Ranging from crusading paladins to unscrupulous mercenaries, Warriors can be found wherever there is conflict amongst their countrymen. Many of these adventuresome men joined with King Leoric’s army and went to battle against the Northern kingdom of Westmarch. As the fires of war burned themselves out, these Warriors returned home to find their kingdom in shattered disarray.

    Dark rumors of the mysterious demise of King Leoric abound and the evil that lurks within his Cathedral has drawn many Warriors to Khanduras seeking fortune and glory. Though they were warned by the people of Tristram, a few of these brave souls have ventured into the chaotic labyrinth beneath the old church- never to be heard from again?

    Whether they are driven by valor, honor, madness or greed, new Warriors arrive in Tristram every day, ready to challenge the dark unknown that awaits them beneath the earth.

    The Warrior is the strongest and toughest of the three available Classes, and he excels in the art of close combat. His primary weakness is that his extensive physical training has left little time to develop more than a rudimentary knowledge of magic. The extended periods of time that most Warriors spend away from their homes and civilization requires that they learn to repair their own weapons and armor, although their skill is no match for the talent of a true blacksmith.



    Copyright 1996 by Blizzard Entertainment
    Diablo and are trademarks or registered trademarks of Blizzard Entertainment, Inc.

    Warrior | Rogue | Sorceror

    Diablo: Demonsbane - Excerpt

    October 2000
    eBook, 121 pages


    Since the beginning of time, the angelic hosts of the High Heavens and the demonic hordes of the Burning Hells have been locked in a struggle for the fate of all creation. That struggle has now come to the mortal realm…and neither Man nor Demon nor Angel will be left unscathed….

    What was to have been a victorious last stand against the demonic invasion of Entsteig has instead become a massacre. Only Siggard remains, a warrior unable to remember the final hours of the battle, driven by the carnage he experienced and the void in his mind to avenge those slain by the army of darkness. As he hunts the demon lord who butchered everything dear to him, Siggard also pieces together the truth of that terrible battle…and finds that his nightmare is only just beginning.

    An original tale of swords, sorcery, and timeless struggle based on the bestselling, award-winning M-rated electronic game from Blizzard Entertainment. Intended for mature readers.

    Order this book at the Blizzplanet Store

    Chapter One

    The Night of Souls

    And the hosts of Hell looked upon man, and swore
    vengeance for their defeat by the Vizjerei.
    “No more will these creatures deny us,” swore the Prime Evils,
    “for we are greater than they.” And thus began the Sin War.
    —The Holy Scriptures of Zakarum

    Siggard startled awake, the sounds of battle still ringing in his ears, as though he had just been in the midst of the bloodshed.

    Exhausted, he lay on the bank of a road, the trees on both sides obscured by a light mist illuminated by moonlight. He tried to sit up, only to have his back explode in pain. For a moment he rubbed the sore muscles and kidneys, and then he struggled to his knees.

    Blinking, he wondered where he was and how he had gotten there. The road did not look familiar at all, and there were no visible landmarks. He scratched his head, trying to think, and winced for a moment when his fingernails ran over a tender spot.

    Siggard was a large man, well grown, with a full brown beard. But now his usually placid gray eyes were haggard and his beard was in a tangle. He shook his head; he knew he had been at the field of Blackmarch, a shield-man in the army of Earl Edgewulf. And they had been fighting someone, but who he could not say.

    Groaning, Siggard gained his feet. He would first have to find his way to the battlefield and try to rejoin the army, but what he truly wished was to rejoin his family in Bear’s Hill. That would have to wait until the fighting was done, though.

    Taking stock of his gear, he noticed his sword was rather more notched than the last time he remembered, and his leather jerkin and trousers were ragged but intact. Where his coat of mail had gotten to, he had no idea. His wide shield was also missing.

    Cloaked in a mist drawn eerie in the moonlight, Siggard tried to get his bearings, but no matter which way he turned, he couldn’t tell where Blackmarch might lie. Finally, he picked a direction and began walking.

    How long he walked before he reached the gallows, Siggard could not say, though it seemed hours. Regardless, he found himself facing a fork in the road. To one side of the road there was a three-way sign, but it was too dark to read it. On the other side stood a gibbet, a decaying corpse dangling from it by a worn hemp rope.

    Unbidden, the words of one of his comrades in arms came back to him. “Hanged men have angry souls, you know,” old Banagar had said. “That’s why they hoist them at crossroads. That way they can’t find their way back for vengeance.” Banagar had always been rather morbid, he reflected.

    Siggard shook his head, trying to ignore the stench of putrefying flesh. The road had to lead to a town somewhere, even if it was in the twice-damned underworld itself. So all he had to do was pick a direction and follow it.

    He looked up at the corpse and smiled. “I don’t suppose you’d know the way to Blackmarch, eh?”

    The corpse’s rotting head turned and glared at him.

    Siggard leapt back in shock, drawing his sword and staring at the gibbet. The body dangled, lifeless, as it had before Siggard had spoken, and as it no doubt had long before the soldier had even arrived.

    Siggard felt a chill go down his spine as he looked at the corpse. He prayed silently to the gods to let him see his family again, just one more time. He didn’t want to die here, trapped among lost spirits.

    His sword still drawn, Siggard backed down one of the paths, finally turning once the gibbet had vanished in the mist. The ethereal fog curled around him as he walked, Siggard mouthing a silent prayer with every step.

    The path twisted and turned among the trees, and the dirt crunched under Siggard’s boots. For a moment he wondered if he wasn’t in some endless forest of the damned, forced to wander a haunted woodland for all eternity. He shook his head; if he was to find his way out, he would have to stop thinking like that.

    Faint shapes appeared in the mist ahead of him, and for a moment Siggard could make out a horse and rider, standing under a large oak tree. He blinked hard, but the figure remained. He pursed his lips; whatever it was, it wasn’t a figment of his imagination, though it did seem ghostly.

    As he walked forward, he saw another figure appear in the mist. The newcomer drew a blade and, before Siggard had a chance to shout a warning, plunged it into the rider. Siggard rushed forward, his sword at the ready, praying he would not have to fight, yet as he ran the two figures faded into the swirling fog. Finally, he stood under the oak, but not even a footprint suggested that anybody else had been there that night.

    “If this keeps up much longer, I’ll go mad,” Siggard muttered. “I might even start talking to myself.”

    He moved away until he had a respectful distance between himself and the oak, and then began to gather deadwood. After a bit of work, he reclined under an ancient elm, watching the flames dance on his small fire until he drifted to sleep.

    Siggard stood in the shield wall at Blackmarch, watching the horizon. Earl Edgewulf walked from man to man, complimenting each on their standing and promising glory ahead. For his part, Siggard just wanted to see his family again. But he knew that the bloodshed was necessary; if they weren’t stopped here, the enemy would be able to roam freely in Entsteig, spreading terror and destruction.

    He closed his eyes for a moment, visualizing Emilye and his newborn child. His wife’s golden hair had glittered in the sunlight when they had last spoken, and her crystal eyes had been unable to contain the tears she had been trying to hide. He had told her that it would be fine, that he would be back soon.

    Thunderclouds scudded above, lightning arcing between them, followed by blasts of thunder. “It looks like it’s going to rain,” old Banagar muttered. Siggard grimaced at the elder man, running his eyes over the gray stubble surrounding a faint mustache on the wrinkled face. Siggard mouthed a silent prayer that the rain wouldn’t turn the ground into a slick wasteland.

    He stood on the bare hill, an army around him, like something out of a legend of the Mage Clan Wars, with every soldier clad in a shining coat of mail. They had taken the high ground, and had cleared some of the trees from the bottom of the hill. When the enemy charged, they would be completely exposed.

    “Here they come!” one of the lookouts shouted. Siggard squinted and watched the treeline, looking for any sign of the enemy. Even after Earl Edgewulf had put them into formation, he still didn’t know what enemies he would be facing. From the corner of his eye he thought he could see glowing eyes staring out from the shadowy woods, but when he looked directly at them, all he saw was darkness.

    Then the woods began to boil, the trees themselves twisting and turning in torment. Siggard inhaled sharply as the enemy burst out from the tortured woodland with a shrill screaming, his gut churning in terror.

    None of them were even remotely human.

    Some were small and doglike, carrying bloodstained axes and hatchets. Others stood tall, their muscular bodies capped with the head of a goat, what little skin showing painted with demonic symbols. And in the background there were shadowy THINGS, defying any description.

    Something shook him, and a voice said, “Would you mind if I share your fire?”

    Siggard sat up, finding himself back beside the forest path. A cloaked figure stood above him, and Siggard could make out a sharp, but strangely kind visage in the shadows of the cowl. The fire crackled beside the man, and in the flickering glow of the flames and the waning moonlight, Siggard noticed that the man seemed to be clad entirely in gray.

    “Help yourself,” Siggard said. “I’m afraid I have no food to offer.”

    “That is not an issue,” the man said, sitting down by the fire. “I have already eaten. Perhaps I can offer you something?”

    Siggard shook his head. “I’m not hungry.”

    “There are many restless spirits out tonight,” the stranger said. “As I walked, I saw several ghosts.”

    “I noticed that too,” Siggard stated, scratching his beard. “For a while, I wondered if I had gone to Hell.”

    The man chuckled. “I can assure you, this is neither Heaven nor Hell. However, it is the Night of Souls, when it is said that in some places the restless dead will return.”

    “And what do they come back for?” Siggard asked.

    “Some come for vengeance. Some come to see their loved ones again. And for some, they just cannot rest. Sometimes it is the earth itself that brings them back, remembering the life force that once was.”

    Siggard shuddered. “It is unnatural.”

    The man laughed, his voice strangely musical. “On the contrary, it is entirely natural! Life does not simply give in to death, and the soul is more than some abstract idea. These spirits merely walk their own path, most unaware of any others around them. But there are some, particularly in the forces of Hell, who would raise the dead, animating them so that they do not hold a spirit, but are merely an automaton. I think that is what you speak of.”

    Siggard shook his head. “I do not know if I should be terrified or awed by what you say.”

    The stranger lowered his hood, revealing eyes sparkling with life and a long mane of blond hair. “I think both would be appropriate. There are more things in Heaven and Hell than any mortal man could dream.”

    “And how would you know all of this?” Siggard asked.

    The man shrugged. “I am a wanderer; I have seen more than most would ever imagine. That is merely my nature.”

    “Will you give me your name?” Siggard said.

    The stranger nodded. “My name is Tyrael. May I ask your name?”


    Tyrael smiled. “Your trust does you credit, but be careful with whom you place it. I am safe, a traveler sworn to the light. But there are others who are sworn to darkness, and they do not reveal themselves unless they are forced to.”

    Tyrael leaned forward. “Tell me, friend Siggard, what brings you onto this road on this of all nights?”

    Siggard shrugged. “I wish I knew.”

    Tyrael raised an eyebrow. “I don’t understand.”

    “The last thing I remember is the battle at Blackmarch. If this is the Night of Souls, then that would be two days ago. I can’t remember anything between lining up in the shield wall and awakening earlier this evening on the ground.”

    Tyrael nodded sagely. “Sometimes one will see something so horrifying that the mind will block it out, as though the soul itself cannot bear to remember it.”

    Siggard suddenly recalled the strange shadows behind the treeline at Blackmarch, and found himself nodding in agreement. “I guess I just want to find out what happened at Blackmarch and see my wife and child again.”

    Tyrael pursed his lips. “I have heard fell things about Blackmarch. I would not go there if I were you.”

    “I have to know what happened.”

    Tyrael shook his head, and for a moment Siggard thought he could see a great sadness in the man’s eyes. “If you must go, then you must go. You are ten leagues south of Blackmarch as the crow flies. You can reach it in a couple of days by following the road north.” He pointed back in the direction that Siggard had originally come. “If I were you, however, I would go south for one more league, and then take the fork west. It will take you back into Entsteig.”

    Siggard nodded. “I will consider your advice.”

    Tyrael smiled kindly. “That is all one could ask.”

    Siggard watched as the waning moon finally slid down under the treeline and the eastern sky began to brighten. “It will be dawn soon.”

    “It seems that the Night of Souls has come to an end at last,” Tyrael mused. “All of the restless dead now return to their graves in the hopes of peace.”

    Siggard turned and stretched, wincing for a moment as his back ached. “I should begin my journey; I have a long walk ahead of me.”

    “May your feet be swift and take you into places far from harm,” Tyrael said, still sitting by the dancing flames.

    Siggard turned and looked at the road. “You have the tongue of a poet, my friend. I thank you for your good wishes.”

    But when he turned, he stood alone by the fire.

    The mist was gone by the morning, burnt away by the autumn sun. Siggard carefully smothered the fire, trying to ensure that no billowing smoke revealed where he was. He still remembered the sights of the previous night with fear and awe, and wanted to ensure that he did not run into any restless spirits who did not respect the dawn.

    Thinking back on the evening, he still wondered at some of what he had seen. He had never been a superstitious man, but the memories of the hanging corpse and the ghosts in the mist seemed too real to have been a vivid dream. And then there was Tyrael.

    Was the stranger a ghost, come back for a friendly chat? Or was he something else? A figment from a dream, perhaps?

    Siggard shook his head; at this point in time, it was useless speculation. Aside from which, he still had to find out what had happened at Blackmarch.

    He checked that his sword was securely fastened to his belt, and began the journey north.


    Diablo: Legacy of Blood - Excerpt

    May 2001
    Pocket Book, 368 pages


    Since the beginning of time, the angelic hosts of the High Heavens and the demonic hordes of the Burning Hells have been locked in a struggle for the fate of all Creation. That struggle has now come to the mortal realm…and neither Man nor Demon nor Angel will be left unscathed…

    Norrec Vizharan has become a living nightmare. While on a quest to find magical treasure, the soldier of fortune discovers an artifact beyond his wildest dreams: the ancient armor of Bartuc, the legendary Warlord of Blood. But the mysterious armor soul. Now, pursued by demons who covet the dark armor for their own devices, Norrec must overcome a bloodlust he can scarcely control and learn the truth about his terrifying curse before he is lost to darkness forever…

    An orginal tale of swords, sorcery, and timeless struggle based on the bestselling, award-winning M-rated electronic game form Blizzard Entertainment. Intended for mature readers.

    Order this book at the Blizzplanet Store

    Chapter One

    The skull gave them a lopsided grin, as if cheerfully inviting the trio to join it for all eternity.

    “Looks like we’re not the first,” Sadun Tryst murmured. The scarred, sinewy fighter tapped the skull with one edge of his knife, causing the fleshless watcher to wobble. Behind the macabre sight, they could just make out the spike that had pierced their predecessor’s head, leaving him dangling until time had let all but the skull drop to the floor in a confused heap.

    “Did you think we would be?” whispered the tall, cowled figure. If Sadun had a lean, almost acrobatic look to his build, Fauztin seemed nearly cadaverous. The Vizjerei sorcerer moved almost like a phantom as he, too, touched the skull, this time with one gloved finger. “No sorcery here, though. Only crude but sufficient mechanics. Nothing to fear.”

    “Unless it’s your head on the next pole.”

    The Vizjerei tugged at his thin, gray goatee. His slightly slanted eyes closed once as if in acknowledgment to his partner’s last statement. Whereas Sadun had a countenance more akin to an untrustworthy weasel—and sometimes the personality to match—Fauztin reminded some of a withered cat. His nub of a nose, constantly twitching, and the whiskers hanging underneath that nose only added to the illusion.

    Neither had ever had a reputation for purity, but Norrec Vizharan would have trusted either with his life—and had several times over. As he joined them, the veteran warrior peered ahead, to where a vast darkness hinted of some major chamber. Thus far, they had explored seven different levels in all and found them curiously devoid of all but the most primitive traps.

    They hadalso found them devoid of any treasure whatsoever, a tremendous disappointment to the tiny party.

    “Are you sure there’s no sorcery about here, Fauztin? None at all?”

    The feline features half-hidden by the cowl wrinkled further in mild offense. The wide shoulders of his voluminous cloak gave Fauztin a foreboding, almost supernatural appearance, especially since he towered over the brawnier Norrec, no small man himself. “You have to ask that, my friend?”

    “It’s just that it makes no sense! Other than a few minor and pretty pathetic traps, we’ve encountered nothing to prevent us from reaching the main chamber! Why go through all the trouble of digging this out, then leave it so sparsely defended!”

    “I don’t call a spider as big as my head nothing,” Sadun interjected sourly, absently scratching his lengthy but thinning black hair. “Especially as it was on my head at the time…”

    Norrec ignored him. “Is it what I think? Are we too late? Is this Tristram all over again?”

    Once before, between serving causes as mercenaries, they had hunted for treasure in a small, troubled village called Tristram. Legend had had it that, in a lair guarded by fiends, there could be found a treasure so very extraordinary in value, it would make kings of those fortunate enough to live to find it. Norrec and his friends had journeyed there, entering the labyrinth in the dead of night without the knowledge of the local populace…

    And after all their efforts, after battling strange beasts and narrowly avoiding deadly traps…they had found that someone else had stripped the underground maze of nearly anything of value. Only upon returning to the village had they learned the sorry truth, that a great champion had descended into the labyrinth but a few weeks before and supposedly slain the terrible demon, Diablo. He had taken no gold or jewels, but other adventurers who had arrived shortly thereafter had made good use of his handiwork, dealing with the lesser dangers and carrying off all they could find. But a few days’ difference had left the trio with nothing to show for their efforts…

    Norrec himself had also taken no consolation in the words of one villager of dubious sanity who had, as they had prepared to depart, warned that the champion, so-called the Wanderer, had not defeated Diablo but, rather, had accidently freed the foul evil. A questioning glance by Norrec toward Fauztin had been answered at first with an indifferent shrug by the Vizjerei sorcerer.

    “There are always stories of escaping demons and terrible curses,” Fauztin had added at the time, complete dismissal of the wild warning in his tone. “Diablo is generally in most of the favorites whispered among common folk.”

    “You don’t think there’s anything to it?” As a child, Norrec had grown up being scared by his elders with tales of Diablo, Baal, and other monsters of the night, all stories designed to make him be good.

    Sadun Tryst had snorted. “You ever seen a demon yourself? Know anyone that had?”

    Norrec had not. “Have you, Fauztin? They say Vizjerei can summon demons to do their bidding.”

    “If I could do that, do you think I would be scrounging in empty labyrinths and tombs?”

    And that comment, more than anything else, had convinced Norrec then to chalk the villager’s words down as yet another tall tale. In truth, it had not been hard to do. After all, the only thing that had mattered then to the three had been what mattered now—wealth.

    Unfortunately, it seemed more and more likely that once again those riches had eluded them.

    As he peered down the passage, Fauztin’s other gloved hand tightened around the spell staff he wielded. The jeweled top—the source of their light—flared briefly. “I had hoped I was wrong, but now I fear it is so. We are far from the first to delve this deep into this place.”

    The slightly graying fighter swore under his breath. He had served under many a commander in his life, most of them during the crusades from Westmarch, and from surviving those various campaigns—often by the skin of his teeth—he had come to one conclusion. No one could hope to rise in the world without money. He had made it as far as captain, been broken in rank thrice, then finally retired in disgust after the last debacle.

    War had been Norrec’s life since he had been old enough to raise a sword. Once, he had also had something of a family, but they were now as dead as his ideals. He still considered himself a decent man, but decency did not fill one’s stomach. There had to be another way, Norrec had decided…

    And so, with his two comrades, he had gone in search of treasure.

    Like Sadun, he had his share of scars, but Norrec’s visage otherwise resembled more that of a simple farmer. Wide brown eyes, with a broad, open face and a strong jaw, he would have looked at home behind a hoe. Yet, while that vision occasionally appealed to the sturdy veteran, he knew that he needed the gold to pay for that land. This quest should have led them to riches far beyond his needs, far beyond his dreams…

    Now, it seemed as if it had all been a waste of time and effort…again.

    Beside him, Sadun Tryst tossed his knife into the air, then expertly caught it at the hilt as it fell. He did this twice more, clearly thinking. Norrec could just imagine what he thought about. They had spent months on this particular quest, journeying across the sea to northern Kehjistan, sleeping in the cold and rain, following false trails and empty caves, eating whatever vermin they could find when other hunting proved scarce—and all because of Norrec, the one who had instigated this entire fiasco.

    Worse, this quest had actually come about because of a dream, a dream concerning a wicked mountain peak bearing some crude resemblance to a dragon’s head. Had he dreamt of it only once, perhaps twice, Norrec might have forgotten the image, but over the years, it had repeated itself far too many times. Wherever he had fought, Norrec had watched for the peak, but to no avail. Then, a comrade—later dead—from these chill northern lands had made mention of such a place in passing. Ghosts were said to haunt it and men who traveled near the mountain often disappeared or were discovered years later, all flesh stripped from the shattered bones…

    There and then, Norrec Vizharan had been certain that destiny had tried to call him here.

    But if so—why to a tomb already vandalized?

    The entrance had been well hidden in the rock face, but definitely open to the outside. That should have been his first clue to the truth, yet Norrec had refused to even see the discrepancy. All his hopes, all his promises to his companions…

    “Damn!” He kicked at the nearest wall, only his sturdy boot saving him from a few broken toes. Norrec threw his sword to the ground, continuing to curse his naivete.

    “There’s some new general from Westmarch hiring on mercenaries,” Sadun helpfully suggested. “They say he’s got big ambitions…”

    “No more war,” muttered Norrec, trying not to show the pain coursing through his foot. “No more trying to die for other people’s glory.”

    “I just thought—“

    The lanky sorcerer tapped the ground once with his staff, seeking the attention of both his earthier partners. “At this point, it would be foolish not to go on to the central chamber. Perhaps those who were here before us left a few baubles or coins. We did find a few gold coins in Tristram. Certainly it would not hurt to search a little longer, would it, Norrec?”

    He knew that the Vizjerei only sought to assuage his friend’s bitter emotions, but still the idea managed to take root in the veteran’s mind. All he needed were a few gold coins! He was still young enough to take a bride, begin a new life, maybe even raise a family…

    Norrec picked up his sword, hefting the weapon that had served him so well over the years. He had kept it cleaned and honed, taking pride in one of the few items truly his own. A look of determination spread across his visage. “Let’s go.”

    “You’ve a way with words for one using so few,” Sadun jested to the sorcerer as they started off.

    “And you use so many words for one with so few things worth saying.”

    The friendly argument between his companions helped settle Norrec’s troubled mind. It reminded him of other times, when, between the three of them, they had persevered through worse difficulties.

    Yet, the talk died as they approached what surely had to be the last and most significant chamber. Fauztin called a halt, staring briefly at the jewel atop the staff.

    “Before we proceed inside, the two of you had better light torches.”

    They had saved the torches for emergencies, the sorcerer’s staff serving well until now. Fauztin said no more, but as Norrec used tinder to light his, he wondered if the Vizjerei had finally noted sorcery of some significance. If so, then perhaps there still remained some sort of treasure…

    With his own torch lit, Norrec used it to set Sadun’s ablaze. Now surrounded with more secure illumination, the trio set off again.

    “I swear,” grumbled the wiry Sadun, a few moments later. “I swear that the hair on the back of my head’s standing on end!”

    Norrec felt the same. Neither fighter argued when the Vizjerei took the lead. The clans of the Far East had long studied the magical arts and Fauztin’s people had studied them longer than most. If a situation arose where sorcery had to take a hand, certainly it made sense to leave it to the thin spellcaster. Norrec and Sadun would be there to guard him from other assaults.

    The arrangement had worked so far.

    Unlike the heavy boots of the warriors, the sandaled feet of Fauztin made no sound as he walked. The mage stretched forth his staff and Norrec noticed that, despite its power, the jewel failed to illuminate much. Only the torches seemed to act as they should.

    “This is old and powerful. Our predecessors may not have been so fortunate as we first believed. We may find some treasure yet.”

    And possibly more. Norrec’s grip on the sword tightened to the point that his knuckles whitened. He wanted gold, but he also wanted to live to spend it.

    With the staff proving unreliable, the two fighters took to the front. That did not mean that Fauztin would no longer be of any aid to the band. Even now, the veteran knew, his magical companion thought out the quickest, surest spells for whatever they might encounter.

    “It looks as dark as the grave in there,” Sadun mumbled.

    Norrec said nothing. Now a few steps ahead of both his comrades, he became the first to actually reach the chamber itself. Despite the dangers that might lurk within, he almost felt drawn to it, as if something inside called to him…

    A blinding brilliance overwhelmed the trio.

    “Gods!” snapped Sadun. “I can’t see!”

    “Give it a moment,” cautioned the sorcerer. “It will pass.”

    And so it did, but as his eyes adjusted, Norrec Vizharan at last beheld a sight so remarkable that he had to blink twice to make certain it was not a figment of his desires.

    The walls were covered in intricate, jeweled patterns in which even he could sense the magic. Precious stones of every type and hue abounded in each pattern, blanketing the chamber in an astonishing display of refracted and reflected colors. In addition, below those magical symbols and no less eye-catching were the very treasures for which the trio had come. Mounds of gold, mounds of silver, mounds of jewels. They added to the overall glitter, making the chamber brighter than day. Each time either fighter shifted his torch, the lighting further altered the appearance of the room, adding new dimensions equally as startling as the last.

    Yet, as breathtaking as all this looked, one shocking sight dampened Norrec’s enthusiasm greatly.

    Strewn across the floor as far as he could see were the many mangled and decaying forms of those who had preceded him and his friends to this foreboding place.

    Sadun held his torch toward the nearest one, an almost fleshless corpse still clad in rotting leather armor. “Must’ve been some battle here.”

    “These men did not all die at the same time.”

    Norrec and the smaller soldier looked to Fauztin, who had a troubled expression on his generally emotionless countenance.

    “What’s that you mean?”

    “I mean, Sadun, that some of them have clearly been dead for far longer, even centuries. This one near your feet is one of the newest. Some of those over there are but bones.”

    The slight warrior shrugged. “Either way, from the looks of it, they all died pretty nasty.”

    “There is that.”

    “So…what killed them?”

    Here Norrec answered. “Look there. I think they slew each other.”

    The two corpses he pointed at each had blades thrust into one another’s midsections. One, with his mouth still open in what seemed a last, horrified cry, wore garments akin to the other mummified body by Sadun’s feet. The other wore only scraps of clothing and only a few strands of hair covered an otherwise clean skeleton.

    “You must be mistaken,” the Vizjerei replied with a slight shake of his head. “The one warrior is clearly much older than the other.”

    So Norrec would have supposed if not for the blade thrust into the other corpse’s torso. Still, the deaths of two men long, long ago had little bearing on present circumstances. “Fauztin, do you sense anything? Is there some sort of trap here?”

    The gaunt figure held his staff before the chamber for a moment, then lowered it again, his disgust quite evident. “There are too many conflicting forces in here, Norrec. I can get no accurate sense of what to seek. I sense nothing directly dangerous—yet.”

    To the side, Sadun fairly hopped about in impatience. “So do we leave all of this, leave all our dreams, or do we take a little risk and gather ourselves a few empires’ worth of coin?”

    Norrec and the sorcerer exchanged glances. Neither could see any reason not to continue, especially with so many enticements before them. The veteran warrior finally settled the matter by taking a few steps further into the master chamber. When no great bolt of lightning nor demonic creature struck him down, Sadun and the Vizjerei quickly followed suit.

    “There must be a couple dozen at least.” Sadun leapt over two skeletal corpses still trapped in struggle. “And that’s not counting the ones in little pieces…”

    “Sadun, shut your mouth or I’ll do it for you…” Now that he actually walked among them, Norrec wanted no more discussion concerning the dead treasure hunters. It still bothered him that so many had clearly died violently. Surely someone had survived. But, if so, why did the coins and other treasure look virtually untouched?

    And then something else tore his thoughts from those questions, the sudden realization that beyond the treasure, at the very far end of the chamber, a dais stood atop a naturally formed set of steps. More important, atop that dais lay mortal remains still clad in armor.

    “Fauztin…” Once the mage had come to his side, Norrec pointed to the dais and muttered, “What do you make of that?”

    Fauztin’s only reply was to purse his thin lips and carefully make his way toward the platform. Norrec followed close behind.

    “It would explain so much…” he heard the Vizjerei whisper. “It would explain so many conflicting magical signatures and so many signs of power…”

    “What’re you talking about?”

    The sorcerer finally looked back at him. “Come closer and see for yourself.”

    Norrec did just that. The sense of unease that had earlier filled him now amplified as the veteran peered at the macabre display atop the platform.

    He had been a man of military aspirations, that much Norrec could at least tell, even if of the garments only a few tattered remains existed. The fine leather boots lay tipped to each side, pieces of the pants sticking out of them. What likely had once been a silk shirt could barely be seen under the majestic breastplate lying askew on the rib cage. Underneath that, blackened bits of a formerly regal robe covered much of the upper half of the platform. Well-crafted gauntlets and gutter-shaped plates, vambraces, gave the illusion of arms still sinewy and fleshbound; whereas other plates, these overlapping, did the same for the shoulders. Less successful was the armor on the legs, which, along with the bones there, lay askew, as if something had disturbed them at some point.

    “Do you see it?” Fauztin asked.

    Not certain what exactly he meant, Norrec squinted. Other than the fact that the armor itself seemed colored an unsettling yet familiar shade of red, he could see nothing that would have—

    No head. The body on the dais had no head. Norrec glanced past the dais, saw no trace on the floor. He made mention of that to the sorcerer.

    “Yes, it is exactly as described,” the lanky figure swept toward the platform, almost too eager in the veteran’s mind. Fauztin stretched out a hand but held back at the very last moment from touching what lay upon it. “The body placed with the top to the north. The head and helm, separated already in battle, now separated in time and distance in order to ensure an absolute end to the matter. The marks of power set into the walls, there to counter and contain the darkness still within the corpse…but…” Fauztin’s voice trailed off as he continued to stare.

    “But what?”

    The mage shook his head. “Nothing, I suppose. Perhaps just being so near to him unsettles my nerves more than I like to admit.”

    By now somewhat exasperated with Fauztin’s murky words, Norrec gritted his teeth. “So…who is he? Some prince?”

    “By Heaven, no! Do you not see?” One gloved finger pointed at the red breast plate. “This is the lost tomb of Bartuc, lord of demons, master of darkest sorcery—“

    “The Warlord of Blood.” The words escaped Norrec as little more than a gasp. He knew very well the tales of Bartuc, who had risen among the ranks of sorcerers, only to later turn to the darkness, to the demons. Now the redness of the armor made perfect and horrible sense; it was the color of human blood.

    In his madness, Bartuc, who even the demons who had first seduced him had eventually come to fear, had bathed himself before each battle in the blood of previously fallen foes. His armor, once brilliant gold, had become forever stained by his sinful acts. He had razed cities to the ground, committed atrocities unbounded, and would have continued on forever—so the stories went—if not for the desperate acts of his own brother, Horazon, and other Vizjerei sorcerers who had used what knowledge they retained of the ancient, more natural magics to defeat the fiend. Bartuc and his demon host had been slaughtered just short of victory, the warlord himself decapitated just in the midst of casting a dire counterspell.

    Still untrusting of his brother’s vast power even in death, Horazon had commanded that Bartuc’s body forever be hidden from the sight of men. Why they had not simply burned it, Norrec did not know, but certainly he would have tried. Regardless, rumors had arisen shortly thereafter of places where the Warlord of Blood had been laid to rest. Many had sought out his tomb, especially those of the black arts interested in possible lingering magic, but no one had ever claimed to truly find it.

    The Vizjerei likely knew more detail than Norrec, but the veteran fighter understood all too well what they had found. Legend had it that for a time Bartuc had lived among Norrec’s own people, that perhaps some of those with whom the soldier had grown up had been, in fact, descendants of the monstrous despot’s followers. Yes, Norrec knew very well the legacy of the warlord.

    He shuddered and, without thinking, began to back away from the dais. “Fauztin…we’re leaving this place.”

    “But surely, my friend—“

    “We’re leaving.”

    The cowled figure studied Norrec’s eyes, then nodded. “Perhaps you are right.”

    Grateful, Norrec turned to his other companion. “Sadun! Forget everything! We’re leaving here! Now—“

    Something near the shadowed mouth of the chamber caught his attention, something that moved—and that was not Sadun Tryst. The third member of the party presently engaged himself in trying to fill a sack with every manner of jewel he could find.

    “Sadun!” snapped the older fighter. “Drop the sack! Quick!”

    The thing near the entrance shuffled forward.

    “Are you mad?” Sadun called, not even bothering to look over his shoulder. “This is all we’ve dreamed about!”

    A clatter of movement caught Norrec’s attention, a clatter of movement from more than one direction. He swallowed as the original figure moved better into view.

    The empty sockets of the mummified warrior they had first stepped over greeted his own terrified gaze.

    “Sadun! Look to your back!”

    Now at last he had his partner’s attention. The wiry soldier dropped the sack instantly, whirling about and pulling his blade free. However, when he saw what both Norrec and Fauztin already faced, Sadun Tryst’s countenance turned as pale as bone.

    One by one they began to rise, from corpse to skeleton, those who had preceded the trio to this tomb. Now Norrec understood why no one had ever left alive and why he and his friends might soon be added to the grisly ranks.


    One of the skeletons nearest to the sorcerer vanished in a burst of orange flame. Fauztin pointed a finger at another, a half-clad ghoul with some traces of his former face still remaining. The Vizjerei repeated the word of power.

    Nothing happened.

    “My spell—” Stunned, Fauztin failed to notice another skeleton on his left now raising a rusted but still serviceable sword and clearly intending to sever the mage’s head from his body.

    “Watch it!” Norrec deflected the blow, then thrust. Unfortunately, his attack did nothing, the blade simply passing through the rib cage. In desperation, he kicked at his horrific foe, sending the skeleton crashing into another of the shambling undead.

    They were outnumbered several times over by foes who could not be slain by normal means. Norrec saw Sadun, cut off from his two friends, leap to the top of a mound of coins and try to defend himself from two nightmarish warriors, one a cadaverous husk, the other a partial skeleton with one good arm. Several more closed in from behind those two.

    “Fauztin! Can you do anything?”

    “I am trying a different spell!”

    Again the Vizjerei called out a word: this time the two creatures battling with Sadun froze in place. Not one to miss such an opportunity, Tryst swung at the pair with all his might.

    Both ghouls shattered into countless pieces, their entire top halves scattered on the stone floor.

    “Your powers are back!” Norrec’s hopes rose.

    “They never left me. I fear I have only one chance to use each spell—and most of those still remaining take much time to cast!”

    Norrec had no chance to comment on the terrible news, for his own situation had grown even more desperate. He traded quick strikes with first one, then two of the encroaching ranks of undead. The ghouls seemed slow in reaction, for which he gave some thanks, but numbers and perseverance would eventually pay off for these ghastly guardians of the warlord’s tomb. Those who had planned this last trap had planned well, for each party that entered added to the ranks that would attack the next. Norrec could imagine where the first undead had come from. He had remarked to his friends early on that although the three had come across sprung traps and dead creatures, no bodies had been found until the skull with the spike in its head. The first party to discover Bartuc’s tomb surely had lost some of its numbers on the trek inside, never knowing that those dead comrades would become the survivors’ greatest nightmare. And so, with each new group, the ranks of guardians had grown—with Norrec, Sadun, and Fauztin now set to be added.

    One of the mummified corpses cut at Norrec’s left arm. The veteran used the torch in his other hand to ignite the dry flesh, turning the zombie into a walking inferno. Risking his foot, Norrec kicked the fiery creature into its comrade.

    Despite that success, though, the horde of unliving continued to press all three back.

    “Norrec!” shouted Sadun from somewhere. “Fauztin! They’re coming at me from everywhere!”

    Neither could help him, though, both as harried. The mage beat off one skeleton with his staff, but two more quickly filled in the space left. The creatures had begun to move with more fluidity and greater swiftness. Soon, no advantage whatsoever would remain for Norrec and his friends.

    Separating him from Fauztin, three ghoulish warriors pressed Norrec Vizharan up the steps and finally against the dais. The bones of the Warlord of Blood rattled in the armor, but, much to the hard pressed veteran’s relief, Bartuc did not rise to command this infernal army.

    A flash of smoke alerted him to the fact that the sorcerer had managed to deal with yet another of the undead, but Norrec knew that Fauztin could not handle all of them. So far, neither of the fighters had managed much more than a momentary stalemate. Without flesh for their blades to penetrate, without vital organs that could be skewered, knives and swords meant nothing.

    The thought of one day rising as one of these and moving to slay the next hapless intruders sent a shiver down Norrec’s spine. He moved along the side of the dais as best he could, trying to find some path by which to escape. To his shame, Norrec knew that he would have happily abandoned his comrades if an opening to freedom had abruptly materialized.

    His strength flagged. A blade caught him in the thigh. The pain not only made him cry out, but caused Norrec to lose his grip on his sword. The weapon clattered down the steps, disappearing behind the encroaching ghouls.

    His leg nearly buckling, Norrec waved the torch at the oncoming attackers with one hand while his other sought some hold on the platform. However, instead of stone his grasping fingers took hold of cold metal that offered no support whatsoever.

    His wounded leg finally gave out. Norrec slipped to one knee, pulling the metallic object he had accidentally grabbed with him.

    The torch flew away. A sea of grotesque faces filled the warrior’s horrified view as Norrec attempted to right himself. The desperate treasure hunter raised the hand with which he had tried to garner some hold, as if by silently beseeching the undead for mercy he could forestall the inevitable.

    Only at the last did he realize that the hand he had raised now had somehow become clad in metal—a gauntlet.

    The very same gauntlet that he earlier had seen on the skeleton of Bartuc.

    Even as this startling discovery registered in his mind, a word that Norrec did not understand ripped forth from his mouth, echoing throughout the chamber. The jeweled patterns in the walls flared bright, brighter, and the unearthly foes of the trio froze in place.

    Another word, this one even less intelligible, burst free from the stunned veteran. The patterns of power grew blinding, burning—

    —and exploded.

    A fearsome wave of pure energy tore through the chamber, coursing over the undead. Shards flew everywhere, forcing Norrec to fold himself into as small a bundle as possible. He prayed that the end would be relatively quick and painless.

    The magic consumed the undead where they stood. Bones and dried flesh burned as readily as oil tinder. Their weapons melted, creating piles of slag and ash.

    Yet, it did not touch any of the party.

    “What’s happening? What’s happening?” he heard Sadun cry.

    The inferno moved with acute precision, sweeping over the tomb’s guardians but nothing else. As their numbers dwindled, so too did the intensity of the force, until at last neither remained. The chamber became plunged into near darkness, the only illumination now the two torches and the little bit of light reflected by the many ruined stones.

    Norrec gaped at the devastating results, wondering what he had just wrought and whether somehow it heralded an even more terrible situation. He then stared down at the gauntlet, afraid to leave it on, but equally fearful of what might happen if he tried to remove it.

    “They…they have all been devoured,” Fauztin managed, the Vizjerei forcing himself to his feet. His robe had been cut in many places and the thin mage held one arm where blood still flowed from a nasty wound.

    Sadun hopped down from where he had been battling. Remarkably, he looked entirely uninjured. “But how?”

    How, indeed? Norrec flexed his gloved fingers. The metal felt almost like a second skin, far more comfortable than he could have thought possible. Some of the fear faded as the possibilities of what else he might be able to do became more obvious.

    “Norrec,” came Fauztin’s voice. “When did you put that on?”

    He paid no attention, instead thinking that it might be interesting to try the other gauntlet—better yet, the entire suit—and see how it felt. As a young recruit, he had once dreamed of rising to the rank of general and garnering his riches through victory in battle. Now that old, long-faded dream seemed fresh and, for the first time, so very possible…

    A shadow loomed over his hand. He looked up to see the sorcerer eyeing him in concern.

    “Norrec. My friend. Perhaps you should take off that glove.”

    Take it off? Suddenly, the notion of doing so made absolutely no sense to the soldier. The gauntlet had been the only thing that had saved their lives! Why take it off? Could it…could it be that the Vizjerei simply coveted it for himself? In things magic, Fauztin’s kind knew no loyalty. If Norrec did not give him the gauntlet, the odds were that Fauztin might simply just take it when his comrade could not stop him.

    A part of the veteran’s mind tried to dismiss the hateful notions. Fauztin had saved his life more than once. He and Sadun were Norrec’s best—and only—friends. The eastern mage would certainly not try something so base…would he?

    “Norrec, listen to me!” An edge of emotion, perhaps envy, perhaps fear, touched the other’s voice. “It is vital right now that you take that gauntlet off. We shall put it back on the platform—“

    “What is it?” Sadun called. “What’s wrong with him, Fauztin?”

    Norrec became convinced that he had been right the first time. The sorcerer wanted his glove.

    “Sadun. Ready your blade. We may have to—“

    “My blade? You want me to use it on Norrec?”

    Something within the older fighter took control. Norrec watched as if from a distance as the gauntleted hand darted out and caught the Vizjerei by the throat.

    “Sa-Sadun! His wrist! Cut at his—“

    Out of the corner of his eye, Norrec saw his other companion hesitate, then raise his weapon to attack. A fury such as he had never experienced consumed the veteran. The world grew to a bloody red…then turned to utter blackness.

    And in that blackness, Norrec Vizharan heard screams.


    Diablo: The Black Road - Excerpt

    April 2002
    Pocket Book, 368 pages


    Since the beginning of time, the angelic hosts of the High Heavens and the demonic hordes of the Burning Hells have been locked in a struggle for the fate of all Creation. That struggle has now come to the mortal realm…and neither Man nor Demon nor Angel will be left unscathed….

    Darrick Lang is coming home. Years ago he left the town of Bramwell to walk the wide world as a soldier of fortune and champion of the realm. But Bramwell is not as he left it. Something dark and terrifying has ensnared the townsfolk, something very old and very patient, tangling innocents in a web of malice and profaning the very earth itself. Now that same power calls to Darrick;and his only hope may be to walk the same perilous path of damnation.  Since the beginning of time, the angelic hosts of the High Heavens and the demonic hordes of the Burning Hells have been locked in a struggle for the fate of all Creation. That struggle has now come to the mortal realm…and neither Man nor Demon nor Angel will be left unscathed….

    Darrick Lang is coming home. Years ago he left the town of Bramwell to walk the wide world as a soldier of fortune and champion of the realm. But Bramwell is not as he left it. Something dark and terrifying has ensnared the townsfolk, something very old and very patient, tangling innocents in a web of malice and profaning the very earth itself. Now that same power calls to Darrick and his only hope may be to walk the same perilous path of damnation.

    The Black Road

    An original tale of space warfare set in the world of the bestselling computer game!

    Order this book at the Blizzplanet Store

    Chapter One

    Darrick Lang pulled at the oar and scanned the night-shrouded cliffs overlooking the Dyre River, hoping he remained out of sight of the pirates they hunted. Of course, he would only know they’d been discovered after the initial attack, and the pirates weren’t known for their generosity toward Westmarch navy sailors. Especially ones who were hunting them pursuant to the King of Westmarch’s standing orders. The possibility of getting caught wasn’t a pleasant thought.

    The longboat sculled against the gentle current, but the prow cut so clean that the water didn’t slap against the low hull. Sentries posted up on the surrounding cliffs would raise the alarm if the longboat were seen or heard, and there would be absolute hell to pay for it. If that happened, Darrick was certain none of them would make it back to Lonesome Star waiting out in the Gulf of Westmarch. Captain Tollifer, the vessel’s master, was one of the sharpest naval commanders in all of Westmarch under the king’s command, and he’d have no problem shipping out if Darrick and his band didn’t return before dawn.

    Bending his back and leaning forward, Darrick eased the oar from the water and spoke in a soft voice. “Easy, boys. Steady on, and we’ll make a go of this. We’ll be in and out before those damned pirates know we’ve come and gone.”

    “If our luck holds,” Mat Hu-Ring whispered beside Darrick.

    “I’ll take luck,” Darrick replied. “Never had anything against it, and it seems you’ve always had plenty to spare.”

    “You’ve never been one to go a-courtin’ luck,” Mat said.

    “Never,” Darrick agreed, feeling a little cocky in spite of the danger they were facing. “But I don’t find myself forgetting friends who have it.”

    “Is that why you brought me along on this little venture of yours?”

    “Aye,” Darrick replied. “And as I got it toted, I saved your life the last time. I’m figuring you owe me one there.”

    Mat grinned in the darkness, and the white of his teeth split his dark face. Like Darrick, he wore lampblack to shadow his features and make him more a part of the night. But where Darrick had reddish hair and bronze skin, Mat had black hair and was nut brown.

    “Oh, but you’re up and bound to be pushin’ luck this night, aren’t you, my friend?” Mat asked.

    “The fog is holding.” Darrick nodded at the billowing silver-gray gusts that stayed low over the river. The wind and the water worked together tonight, and the fog rolled out to the sea. With the fog in the way, the distance seemed even farther. “Mayhap we can rely on the weather more than we have to rely on your luck.”

    “An’ if ye keep runnin’ yer mouths the way ye are,” old Maldrin snarled in his gruff voice, “mayhap them guards what ain’t sleepin’ up there will hear ye and let go with some of them ambushes these damned pirates has got set up. Ye know people talkin’ carries easier over the water than on land.”

    “Aye,” Darrick agreed. “An’ I know the sound don’t carry up to them cliffs from here. They’re a good forty feet above us, they are.”

    “Stupid Hillsfar outlander,” Maldrin growled. “Ye’re still wet behind the ears and runnin’ at the nose for carryin’ out this here kind of work. If’n ye ask me, ol’ Cap’n Tollifer ain’t quite plump off the bob these days.”

    “An’ there you have it then, Ship’s Mate Maldrin,” Darrick said. “No one bloody asked you.”

    A couple of the other men aboard the longboat laughed at the old mate’s expense. Although Maldrin had a reputation as a fierce sailor and warrior, the younger men on the crew considered him somewhat of a mother hen and a worrywart.

    The first mate was a short man but possessed shoulders almost an ax handle’s length across. He kept his gray-streaked beard cropped close. A horseshoe-shaped bald spot left him smooth on top but with plenty of hair on the sides and in back that he tied in a queue. Moisture from the river and the fog glistened on the tarred breeches and soaked the dark shirt.

    Darrick and the other men in the longboat were clad in similar fashion. All of them had wrapped their blades in spare bits of sailcloth to keep the moonshine and water from them. The Dyre River was fresh water, not the corrosive salt of the Gulf of Westmarch, but a sailor’s practices in the King’s Royal Navy were hard to put aside.

    “Insolent pup,” Maldrin muttered.

    “Ah, and you love me for it even as you decry it, Maldrin,” Darrick said. “If you think you’re miserable company now, just think about how you’d have been if I’d up and bloody left you on board Lonesome Star. I’m telling you, man, I don’t see you up for a night of hand-wringing. Truly I don’t. And this is the thanks I get for sparing you that.”

    “This isn’t going to be as easy as ye seem to want to believe,” Maldrin said.

    “And what’s to worry about, Maldrin? A few pirates?” Darrick shipped his oar, watchful that the longboat crew still moved together, then eased it back into the water and drew again. The longboat surged through the river water, making good time. They’d spotted the small campfire of the first sentry a quarter-mile back. The port they were looking for wasn’t much farther ahead.

    “These aren’t just any pirates,” Maldrin replied.

    “No,” Darrick said, “I have to agree with you. These here pirates, now these are the ones that Cap’n Tollifer sent us to fetch up some trouble with. After orders like them, I won’t have you thinking I’d just settle for any pirates.”

    “Nor me,” Mat put in. “I’ve proven myself right choosy when it comes to fighting the likes of pirates.”

    A few of the other men agreed, and they shared a slight laugh.

    No one, Darrick noted, mentioned anything of the boy the pirates had kidnapped. Since the boy’s body hadn’t been recovered at the site of the earlier attack, everyone believed he was being held for ransom. Despite the need to let off steam before their insertion into the pirates’ stronghold, thinking of the boy was sobering.

    Maldrin only shook his head and turned his attention to his own oar. “Ach, an’ ye’re a proper pain in the arse, Darrick Lang. Before all that’s of the Light and holy, I’d swear to that. But if’n there’s a man aboard Cap’n Tollifer’s ship what can pull this off, I figure it’s gotta be you.”

    “I’d doff my hat to you, Maldrin,” Darrick said, touched. “If I were wearing one, that is.”

    “Just keep wearin’ the head it would fit on if ye were,” Maldrin growled.

    “Indeed,” Darrick said. “I intend to.” He took a fresh grip on his oar. “Pull, then, boys, while the river is steady and the fog stays with us.” As he gazed up at the mountains, he knew that some savage part of him relished thoughts of the coming battle.

    The pirates wouldn’t give the boy back for free. And Captain Tollifer, on behalf of Westmarch’s king, was demanding a blood price as well.

    “Damned fog,” Raithen said, then swore with heartfelt emotion.

    The pirate captain’s vehemence drew Buyard Cholik from his reverie. The old priest blinked past the fatigue that held him in thrall and glanced at the burly man who stood limned in the torchlight coming from the suite of rooms inside the building. “What is the matter, Captain Raithen?”

    Raithen stood like a mountain at the stone balcony railing of the building that overlooked the alabaster and columned ruins of the small port city where they’d been encamped for months. He pulled at the goatee covering his massive chin and absently touched the cruel scar on the right corner of his mouth that gave him a cold leer.

    “The fog. Makes it damned hard to see the river.” The pale moonlight glinted against the black chainmail Raithen wore over a dark green shirt. The ship’s captain was always sartorially perfect, even this early in the morning. Or this late at night, Cholik amended, for he didn’t know which was the case for the pirate chieftain. Raithen’s black breeches were tucked with neat precision into his rolled-top boots. “And I still think maybe we didn’t get away so clean from the last bit of business we did.”

    “The fog also makes navigating the river risky,” Cholik said.

    “Maybe to you, but for a man used to the wiles and ways of the sea,” Raithen said, “that river down there would offer smooth sailing.” He pulled at his beard as he looked down at the sea again, then nodded. “If it was me, I’d make a run at us tonight.”

    “You’re a superstitious man,” Cholik said, and couldn’t help putting some disdain in his words. He wrapped his arms around himself. Unlike Raithen, Cholik was thin to the point of emaciation. The night’s unexpected chill predicting the onset of the coming winter months had caught him off-guard and ill prepared. He no longer had the captain’s young years to tide him over, either. The wind, now that he noticed it, cut through his black and scarlet robes.

    Raithen glanced back at Cholik, his expression souring as if he were prepared to take offense at the assessment.

    “Don’t bother to argue,” Cholik ordered. “I’ve seen the tendency in you. I don’t hold it against you, trust me. But I choose to believe in things that offer me stronger solace than superstition.”

    A scowl twisted Raithen’s face. His own dislike and distrust concerning what Cholik’s acolytes did in the lower regions of the town they’d found buried beneath the abandoned port city were well known. The site was far to the north of Westmarch, well out of the king’s easy reach. As desolate as the place was, Cholik would have thought the pirate captain would be pleased about the location. But the priest had forgotten the civilized amenities the pirates had available to them at the various ports that didn’t know who they were ? or didn’t care because their gold and silver spent just as quickly as anyone else’s. Still, the drinking and debauchery the pirates were accustomed to were impossible where they now camped.

    “None of your guards has sounded an alarm,” Cholik went on. “And I assume all have checked in.”

    “They’ve checked in,” Raithen agreed. “But I’m certain that I spotted another ship’s sails riding our tailwind when we sailed up into the river this afternoon.”

    “You should have investigated further.”

    “I did.” Raithen scowled. “I did, and I didn’t find anything.”

    “There. You see? There’s nothing to worry about.”

    Raithen shot Cholik a knowing glance. “Worrying about things is part of what you pay me all that gold for.”

    “Worrying me, however, isn’t.”

    Despite his grim mood, a small smile twisted Raithen’s lips. “For a priest of Zakarum Church, which professes a way of gentleness, you’ve got an unkind way about your words.”

    “Only when the effect is deserved.”

    Folding his arms across his massive chest, Raithen leaned back against the balcony and chuckled. “You do intrigue me, Cholik. When we became acquainted all those months ago and you told me what you wanted to do, I thought you were a madman.”

    “A legend of a city buried beneath another city isn’t madness,” Cholik said. However, the things he’d had to do to secure the sacred and almost forgotten texts of Dumal Lunnash, a Vizjerei wizard who had witnessed the death of Jere Harash thousands of years ago, had almost driven him there.

    Thousands of years ago, Jere Harash had been a young Vizjerei acolyte who had discovered the power to command the spirits of the dead. The young boy had claimed the insight was given to him through a dream. There was no doubting the new abilities Jere Harash mustered, and his power became a thing of legend. The boy perfected the process whereby the wizards drained the energy of the dead, making anyone who used it more powerful than anything that had gone on before. As a result of this new knowledge, the Vizjerei ? one of the three primary clans in the world thousands of years ago ? had become known as the Spirit Clans.

    Dumal Lunnash had been a historian and one of the men to have survived Jere Harash’s last attempt to master the spirit world completely. Upon the young man’s attaining the trance state necessary to transfer the energy to the spells he wove, a spirit had taken control of his body and gone on a killing rampage. Later, the Vizjerei had learned that the spirits they called on and unwittingly unleashed into the world were demons from the Burning Hells.

    As a chronicler of the times and the auguries of the Vizjerei, Dumal Lunnash had largely been overlooked, but his texts had led Cholik through a macabre and twisted trail that had ended in the desolation of the forgotten city on the Dyre River.

    “No,” Raithen said. “Legends like that are everywhere. I’ve even followed a few of them myself, but I’ve never seen one come true.”

    “Then I’m surprised that you came at all,” Cholik said. This was a conversation they’d been avoiding for months, and he was surprised to find it coming out now. But only in a way. From the signs they’d been finding the last week, while Raithen had been away plundering and pillaging, or whatever it was that Raithen’s pirates did while they were away, Cholik had known they were close to discovering the dead city’s most important secret.

    “It was your gold,” Raithen admitted. “That was what turned the trick for me. Now, since I’ve returned again, I’ve seen the progress your people are making.”

    A bitter sweetness filled Cholik. Although he was glad to be vindicated in the pirate captain’s eyes, the priest also knew that Raithen had already started thinking about the possibility of treasure. Perhaps in his uninformed zeal, he or his men might even damage what Cholik and his acolytes were there to get.

    “When do you think you’ll find what you’re looking for?” Raithen asked.

    “Soon,” Cholik replied.

    The big pirate shrugged. “It might help me to have some idea. If we were followed today…”

    “If you were followed today,” Cholik snapped, “then it would be all your fault.”

    Raithen gave Cholik a wolfish grin. “Would it, then?”

    “You are wanted by the Westmarch Navy,” Cholik said, “for crimes against the king. You’ll be hanged if they find you, swung from the gallows in Diamond Quarter.”

    “Like a common thief?” Raithen arched an eyebrow. “Aye, maybe I’ll be swinging at the end of a gallows like a loose sail at the end of a yardarm, but don’t you think the king would have a special punishment meted out to a priest of the Zakarum Church who had betrayed his confidence and had been telling the pirates what ships carry the king’s gold through the Gulf of Westmarch and through the Great Ocean?”

    Raithen’s remarks stung Cholik. The Archangel Yaerius had coaxed a young ascetic named Akarat into founding a religion devoted to the Light. And for a time, Zakarum Church had been exactly that, but it had changed over the years and through the wars. Few mortals, only those within the inner circles of the Zakarum Church, knew that the church had been subverted by demons and now followed a dark, mostly hidden evil through their inquisitions. The Zakarum Church was also tied into Westmarch and Tristram, the power behind the power of the kings. By revealing the treasure ships’ passage, Cholik had also enabled the pirates to steal from the Zakarum Church. The priests of the church were even more vengeful than the king.

    Turning from the bigger man, Cholik paced on the balcony in an effort to warm himself against the night’s chill. I knew it would come to this at some point, he told himself. This was to be expected. He let out a long, deliberate breath, letting Raithen think for a time that he’d gotten the better of him. Over his years as a priest, Cholik had found that men often made even more egregious mistakes when they’d been praised for their intelligence or their power.

    Cholik knew what real power was. It was the reason he’d come there to Tauruk’s Port to find long-buried Ransim, which had died during the Sin War that had lasted centuries as Chaos had quietly but violently warred with the Light. That war had been long ago and played out in the east, before Westmarch had become civilized or powerful. Many cities and towns had been buried during those times. Most of them, though, had been shorn of their valuables. But Ransim had been hidden from the bulk of the Sin War. Even though the general populace knew nothing of the Sin War except that battles were fought ? though not because the demons and the Light warred ? they’d known nothing of Ransim. The port city had been an enigma, something that shouldn’t have existed. But some of the eastern mages had chosen that place to work and hide in, and they’d left secrets behind. Dumal Lunnash’s texts had been the only source Cholik had found regarding Ransim’s whereabouts, and even that book had led only to an arduous task of gathering information about the location that was hidden in carefully constructed lies and half-truths.

    “What do you want to know, captain?” Cholik asked.

    “What you’re seeking here,” Raithen replied with no hesitation.

    “If it’s gold and jewels, you mean?” Cholik asked.

    “When I think of treasure,” Raithen said, “those are the things that I spend most of my time thinking about and wishing for.”

    Amazed at how small-minded the man was, Cholik shook his head. Wealth was only a small thing to hope for, but power ? power was the true reward the priest lusted for.

    “What?” Raithen argued. “You’re too good to hope for gold and jewels? For a man who betrays his king’s coffers, you have some strange ideas.”

    “Material power is a very transitory thing,” Cholik said. “It is of finite measure. Often gone before you know it.”

    “I’ve still got some put back for a rainy day.”

    Cholik gazed up at the star-filled heavens. “Mankind is a futile embarrassment to the heavens, Captain Raithen. An imperfect vessel imperfectly made. We play at being omnipotent, knowing the potential perhaps lies within us yet will always be denied to us.”

    “We’re not talking about gold and jewels that you’re looking for, are we?” Raithen almost sounded betrayed.

    “There may be some of that,” Cholik said. “But that is not what drew me here.” He turned and gazed back at the pirate captain. “I followed the scent of power here, Captain Raithen. And I betrayed the King of Westmarch and the Zakarum Church to do it so that I could secure your ship for my own uses.”

    “Power?” Raithen shook his head in disbelief. “Give me a few feet of razor-sharp steel, and I’ll show you power.”

    Angry, Cholik gestured at the pirate captain. The priest saw waves of slight, shimmering force leap from his extended hand and streak for Raithen. The waves wrapped around the big man’s throat like steel bands and shut his breath off. In the next instant, Cholik caused the big man to be pulled from his feet. No priest could wield such a power, and it was time to let the pirate captain know he was no priest. Not anymore. Not ever again.

    “Shore!” one of the longboat crew crowed from the prow. He kept his voice pitched low so that it didn’t carry far.

    “Ship oars, boys,” Darrick ordered, lifting his own from the river water. Pulse beating quicker, thumping at his temples now, he stood and gazed at the stretch of mountain before them.

    The oars came up at once, then the sailors placed them in the center of the longboat.

    “Stern,” Darrick called as he peered at the glowing circles of light that came from lanterns or fires only a short distance ahead.

    “Sir,” Fallan responded from the longboat’s stern.

    Now that the oars no longer rowed, the longboat didn’t cut through the river water. Instead, the boat seemed to come up from the water and settle with harsh awkwardness on the current.

    “Take us to shore,” Darrick ordered, “and let’s have a look at what’s what with these damned pirates what’s taking the king’s gold. Put us off to port in a comfortable spot, if you will.”

    “Aye, sir.” Fallan used the steering oar and angled the longboat toward the left riverbank.

    The current pushed the craft backward in the water, but Darrick knew they’d lose only a few yards. What mattered most was finding a safe place to tie up so they could complete the mission Captain Tollifer had assigned them.

    “Here,” Maldrin called out, pointing toward the left bank. Despite his age, the old first mate had some of the best eyes aboard Lonesome Star. He also saw better at night.

    Darrick peered through the fog and made out the craggy riverbank. It looked bitten off, just a stubby shelf of rock sticking out from the cliffs that had been cleaved through the Hawk’s Beak Mountains as if by a gigantic ax.

    “Now, there’s an inhospitable berth if ever I’ve seen one,” Darrick commented.

    “Not if you’re a mountain goat,” Mat said.

    “A bloody mountain goat wouldn’t like that climb none,” Darrick said, measuring the steep ascent that would be left to them.

    Maldrin squinted up at the cliffs. “If we’re goin’ this way, we’re in for some climbin’.”

    “Sir,” Fallan called from the stern, “what do you want me to do?”

    “Put in to shore there, Fallan,” Darrick said. “We’ll take our chances with this bit of providence.” He smiled. “As hard as the way here is, you know the pirates won’t be expecting it none. I’ll take that, and add it to the chunk of luck we’re having here this night.”

    With expert skill, Fallan guided the longboat to shore.

    “Tomas,” Darrick said, “we’ll be having that anchor now, quick as you will.”

    The sailor muscled the stone anchor up from the middle of the longboat, steadied it on the side, then heaved it toward shore. The immense weight fell short of the shore but slapped down into shallow water. Taking up the slack, he dragged the anchor along the river bottom.

    “She’s stone below,” Tomas whispered as the rope jerked in his hands. “Not mud.”

    “Then let’s hope that you catch onto something stout,” Darrick replied. He fidgeted in the longboat, anxious to be about the dangerous business they had ahead of them. The sooner into it, the sooner out of it and back aboard Lonesome Star.

    “We’re about out of riverbank,” Maldrin commented as they drifted a few yards farther downriver.

    “Could be we’ll start the night off with a nice swim, then,” Mat replied.

    “A man will catch his death of cold in that water,” Maldrin grumped.

    “Mayhap the pirates will do for you before you wind up abed in your dotage,” Mat said. “I’m sure they’re not going to give up their prize when we come calling.”

    Darrick felt a sour twist in his stomach. The “prize” the pirates held was the biggest reason Captain Tollifer had sent Darrick and the other sailors upriver instead of bringing Lonesome Star up.

    As a general rule, the pirates who had been preying on the king’s ships out of Westmarch had left no one alive. This time, they had left a silk merchant from Lut Gholein clinging to a broken spar large enough to serve as a raft. He’d been instructed to tell the king that one of the royal nephews had been taken captive. A ransom demand, Darrick knew, was sure to follow.

    It would be the first contact the pirates had initiated with Westmarch. After all these months of successful raids against the king’s merchanters, still no one knew how they got their information about the gold shipments. However, they had left only the Lut Gholein man alive, suggesting that they hadn’t wanted anyone from Westmarch to escape who might identify them.

    The anchor scraped across the stone riverbed, taking away the margin for success by steady inches. The water and the sound of the current muted the noise. Then the anchor stopped and the rope jerked taut in Tomas’s hands. Catching the rope in his callused palms, the sailor squeezed tight.

    The longboat stopped but continued to bob on the river current.

    Darrick glanced at the riverbank a little more than six feet away. “Well, we’ll make do with what we have, boys.” He glanced at Tomas. “How deep is the water?”

    Tomas checked the knots tied in the rope as the longboat strained at the anchor. “She’s drawing eight and a half feet.”

    Darrick eyed the shore. “The river must drop considerably from the edges of the cliffs.”

    “It’s a good thing we’re not in armor,” Mat said. “Though I wish I had a good shirt of chainmail to tide me through the coming fracas.”

    “You’d sink like a lightning-blasted toad if you did,” Darrick replied. “And it may not come to fighting. Mayhap we’ll nip aboard the pirate ship and rescue the youngster without rousing a ruckus.”

    “Aye,” Maldrin muttered, “an’ if ye did, it would be one of the few times I’ve seen ye do that.”

    Darrick grinned in spite of the worry that nibbled at the dark corners of his mind. “Why, Maldrin, I almost sense a challenge in your words.”

    “Make what ye will of it,” the first mate growled. “I offer advice in the best of interests, but I see that it’s seldom taken in the same spirit in which it was give. Fer all ye know, they’re in league with dead men and suchlike here.”

    The first mate’s words had a sobering effect on Darrick, reminding him that though he viewed the night’s activities as an adventure, it wasn’t a complete lark. Some pirate captains wielded magic.

    “We’re here tracking pirates,” Mat said. “Just pirates. Mortal men whose flesh cuts and bleeds.”

    “Aye,” Darrick said, ignoring the dry spot at the back of his throat that Maldrin’s words had summoned. “Just men.”

    But still, the crew had faced a ship of dead men only months ago while on patrol. The fighting then had been brutal and frightening, and it had cost lives of shipmates before the undead sailors and their ship had been sent to the bottom of the sea.

    The young commander glanced at Tomas. “We’re locked in?”

    Tomas nodded, tugging on the anchor rope. “Aye. As near as I can tell.”

    Darrick grinned. “I’d like to have a boat to come back to, Tomas. And Captain Tollifer can be right persnickety about crew losing his equipment. When we get to shore, make the longboat fast again, if you please.”

    “Aye. It will be done.”

    Grabbing his cutlass from among the weapons wrapped in the bottom of the longboat, Darrick stood with care, making sure he balanced the craft out. He took a final glance up at the tops of the cliffs. The last sentry point they’d identified lay a hundred yards back. The campfire still burned through the layers of fog overhead. He glanced ahead at the lights glowing in the distance, the clangor of ships’ rigging slapping masts reaching his ears.

    “Looks like there’s naught to be done for it, boys,” Darrick said. “We’ve got a cold swim ahead of us.” He noticed that Mat already had his sword in hand and that Maldrin had his own war hammer.

    “After you,” Mat said, waving an open hand toward the river.

    Without another word, Darrick slipped over the side of the boat and into the river. The cold water closed over him at once, taking his breath away, and he swam against the current toward the riverbank.