I’ve created a new site management system, for the next week or so expect some major changes to occur.
Keys of Sealing 2.21 News post from: RazorclawX
I created a new version of Keys of Sealing. This version requiresthe TFT 1.17 beta patch or later to play. This version has asignificantly smaller file size and rearranges some of the Hero skills,while replacing some of the Heroes with new ones.
You can download this here: Keys of Sealing
The new features include:
– Spirit of Destruction and Keyseeker can no longer win the game
– Knight of the Black Rose replaced with the Alchemist
– Tortured Soul replaced with the Tinker
– Wind Rider replaced with the Firelord
– Crypt Lord now has the following skills: Soul Burn, Souls of Vengeance, Fortified Armor, Locust Swarm
– Debilitator now has Rain of Blades instead of Drunken Haze
-The Secret Shop was replaced with the Wandering Merchant. If youremember the Wandering Merchant in the old map, this should be similar.However, at this time there is no means to pinpoint its exact locationevery time it moves, so this is based on luck. If I get enoughcomplaints about it, I may add a locating device OR put the Secret Shopback.
This map is a public BETA which can only be played on the Westfall server.
I need an army of good men by Warbringer87 at 6:46 PM – Saturday, August 28, 2004
We here at Campaign Creations have an urgent need of testers for a lot of Maps we have. These maps need to be tested online, because we need to check which ones work and which oens don’t.
If this was a small amount, we would do it on our own, but the vast amount of maps calls for some reinforcements. We need a lot of people to be testing these maps with us. There is nearly every type fo map imaginable.
We need people who play Warcraft III on battle.net. The Frozen Throne is NOT required, but it might be needed for some maps. We need people with some time on their hands, and we need a group of people with some map-making experience, to fix and update any maps which are not working properly. If you want to help, please contact us at:
In the email please tell us on which server you usually play at, and if you have The Frozen Throne Expansion. Also tell us if you are proficient with triggering/terraining/cinematics and if you would be willing to lend your skills.
Surge Magazine visited Blizzard Entertainment at Irvine to interview Game Producer John Lagrave and Director of Game Design Rob Pardo. The article gets a rundown of the history behind Starcraft: Ghost. Blizzard did never plan to abandon the Console market, but their success in the PC market sorta slowed them down. Nihilistic then came to Blizzard with a plan to create a FPS game. Blizzard saw Nihilistic as the opportunity to return to Consoles while they focus their efforts on World of Warcraft. Currently all Blizzard teams are busy. Blizzard North is working on an unannounced project. A second project of Blizzard North was canceled back in August due to the resignation of 30 Blizzard Employees. The remaining staff of the cancelled project was merged with the second team to keep working on one game.
The other Blizzard Team was working on Warcraft III and Frozen Throne, and the third team is focused on World of Warcraft. Nihilistic was sorta like a blessing for Blizzard who wished to return to the console market, but had no personnel to spare into a massive project like a console game. When Nihilistic visited Blizzard and proposed a Console game as a third-party team for Blizzard, they didn’t blink. They gave the go ahead and immediately John Lagrave and Rob Pardo offered support to keep the game as highly Blizzard quality as possible with a daily supervision on the work done by Nihilistic.
While Nihilistic works on 3D modeling, interface, weapons, and other areas … Blizzard supervises and offers collaborative effort with Rob Pardo and John Lagrave, creates the in-house Cinematics and most of the narrative sequences and voice actors.
Everything Nihilistic creates in the game has to be approved by Blizzard in a daily basis. Nihilistic currently consists of 20 employees, located in San Francisco. Blizzard also assist with artists developing models and environments to give it that feeling and look of a Starcraft Universe. Details like the burned soil of Mar Sara are testament to this. Mar Sara was one of the planets that the Protoss burned down from orbit to purify it of Zerg infection; which are details needed in the game to give a feeling of continuity and realism with the environments set in the Starcraft RTS universe.
Blizzard reveals that Starcraft: Ghost offers players navigation of 5 planets full of missions throwing you into desert, jungle, asteroid and molten environments. Lagrave warns that fighting against Protoss Purifiers isn’t piece of cake. Few seconds under the psionic raygun energy field and you are toast! This unit resembles what Firebats do with a flamethrower, although they shoot pure psionic energy blasts instead.
Psi powers are useful when you are discovered and need to make a safe retreat to make a kill before the guards alert others of our presence. Nova uses 4 types of Psi-powers:
Sight power: It is a Predator-visor-like effect low-light vision enhancer that lets Nova perceive footprints, interactive control panels, enemies behind walls and weak points in enemy armor. Once her psi charge runs out Nova should hide into the shadows away from being discovered.
Blizzard revealed that there are 3 types of mines which are insect-like drones(robots): the Mantis Mine is a reconnaisance mine that crawls around undetected bypassing guards on the ground level. The Firefly Mine focuses on distracting your enemies. You can use Fireflies to lead the enemy to a ambush or to lead them away from your destination. The Spider Mine is a walking explosive device that can sneak up on the enemy and can burrow to remain undetected. Once the enemy is on top it kills the target.
Blizzard reveals that players have to navigate 23 levels through the game which may offer a minimum of 15 hours of gameplay. Check out Surge Magazine issue# 2(May Edition).
Q&A 03/10/04 | 3/11/2004 12:07:44 AM EST
Will we be able to visit the old deep sea oil rigs and foundries that existed in WarCraft II?
Can players visit the Outland?
Can we go to Quel’Thalas?
What famous places can we expect to see?
Do High Elves still exist or are they all Blood Elves now?
It’s important to know that the transformation from High Elf to Blood Elf is not physica in nature but is instead an ideological change. While the majority High Elves made the cross over to become Blood Elves, there is a small handful of High Elves that hold true to their original identities.
Including jewelry, will all equipped items be visible on our characters?
Will the ammunition for ranged weapons have to be replaced?
Will there be throwing weapons in the game and will these weapons be lost after they are thrown?
Will there be more than one type of ammo for each ranged weapon?
Do you need Alchemy and Herbalism to create poisons as a Rogue?
Alchemy will have no bearing on poisoning. A rogue might wish to explore Herbalism as some, but not all, of their recipes will require herbs. It’s also important to note that poison recipes will require a variety of ingredients which are bought from vendors, found on creature corpses and cultivated via the Herbalism skill.
What is the difference between the Warlock spell “Find Herbs” and the “Herbalism” skill?
I understand that Voidwalker pets lose life over time and Infernal pets are only brief summons. How long do they last? How often do they need to be resummoned?
Is the Imp still a useful pet to the Warlock at higher levels?
Can we get an update/more information on racial benefits and abilities?
Will I be able to drop stuff on the ground so that someone else can pick it up?
Are they still planning on eventually adding player housing?
Will your mount appearances be customizable or will they all look alike?
Do instanced dungeons automatically respawn after they are cleared out or does a new instance need to be entered to fight them again?
This really depends on the dungeon. As an example, Wailing Caverns in the Barrens does not automatically respawn while Shadowfang Keep in Silverpine Forest is set to continually respawn as it is cleared.
t will be?
The gnomes are already so cute .. seeing them on sheep would be great I’ve got to run folks .. sorry I couldn’t stay longer .. thanks Raal and all the good folks at blizzard guilds for inviting me .. have a great weekend y’all
Julian Kwasneski Sound Designer
Julian Kwasneski started his career in game audio at LucasArts Entertainment Company, and is credited with sound design on several leading LucasArts titles. After leaving the company in 2000, he co-founded The Bay Area Sound Department with Clint Bajakian. Julian has worked on many award-winning game titles, including Starcraft: Ghost, James Bond: Everything or Nothing, Star Trek: Bridge Commander, Star Wars: Jedi Outcast, Star Wars: Knights of the Old Republic, and SOCOM: Navy Seals. His consistent sound design has been critically acclaimed by ign.com, epigamer.com, gamezone.com, Computer Gaming World, gamepro.com and others. He also has many independent film credits, including sound design for Big Love (Sundance 2000), The Upgrade (Mill Valley Film Festival 2000), and The Last Birthday Card. He has worked extensively with wireless and Internet audio technologies.
1. How much of an influence was the original StarCraft soundtrack on your work? Did Chris Metzen guide you along the production?
A lot. We are all so familiar with the sounds of the RTS that it would be criminal not to base sounds on those. Still, this is a different type of game, so you can expect to hear a lot of cool new things.
2. Will StarCraft: Ghost have specific soundtrack themes per race, and scenario-based themes?
I am not doing the music, but the ambiences are totally immersive so the player will really feel like they are “in the Space” in each of the locations.
3. Which game out of all of the games you’ve worked on, have you enjoyed creating the most or fills you with satisfaction the most?
I liked Knights of the Old Republic for the diversity of the locations and I loved creating ambiences for the different worlds. Grim Fandango was also very satisfying ambient work (I worked on the ambient beds with my partner Clint Bajakian). Jedi Outcast was cool too and of course, Ghost was a nice new challenge for me.
4. Do you reuse/recycle the old sounds from previous games where applicable, or do you start all sounds of a game from scratch?
On the Star Wars titles I’ve worked on, I always build upon the awesome sounds created by Ben Burtt and I will use the classic sounds from the films as elements to create new sounds. In some cases though, I need to start from scratch if there isn’t sufficient source sound from the movies. For example, while a certain vehicle may only make a brief appearance in a film, it may be a featured vehicle in a game. In these cases I need to recreate the vehicle sounds from scratch. Another example is the Ebon Hawk in Knights of the Old Republic. It is similar to the Millennium Falcon, but it’s way bigger and beefier. I took the Falcon sounds, added new elements like V8 motors, dragsters and thunder and created a similar but different vehicle sound.
5. How did you make those Zerg sounds, do you swallow something and yell; or are they animal sounds added and mixed with some other sounds?
I didn’t actually, these were done by Derek Duke and the Blizzard sound gang and they did an awesome job.
6. Who are the composer(s) of all the songs in Starcraft: Ghost and their career background(if available)?
7. I assume you are involved in both voice sound editing, and sound effects of Starcraft: Ghost from what I have heard. Are you backed up by more people? Or is this a solo job?
I am doing the majority of the sound design though Derek Duke and the sound team at Blizzard have done an awesome job on all the creature sounds and many other sound effects.
8. I was wondering this one when I looked upon that Goliath model. How on Earth did you go about getting sounds for something that huge? It is hard to “recreate” I guess.
We’re still working on it, but I drew upon large machinery and hydraulics recordings and thunderous metallic foot impacts. It’s really fun to drive!
1.Hardware, what do you use? I am dying to know. We got many Sound Editing fans from a Modding Guild at WC3Campaigns, BlizzSCUMS and SAVAGE(Star Alliance) who may want to learn more from your expertise.
I am all Mac-based using a Digidesign Pro Tools TDM system with loads of plugins including everything from Waves as well and Kantos, Pitch’n Time, Bias Peak, etc. In my opinion, Digi is the only way to go. Expensive, yes. But you step into any major studio on the planet and you’ll see Pro Tools. It’s rock solid and sounds incredible.
2. Voice acting, do you normally get a batch of wave files from Blizzard studio and they want you to work with those?
Yes. I will get large batches of edited voice files and will process them to sound the way they should. I have different processes for each group of characters…the Marines sound one way, radio briefings sound another and Nova has a sound all her own.
3. What hardware do you use for voice editing?
I use Pro Tools to get the regions (files) in the ball park. Sometimes this means adding a little EQ or compression or simply a global gain change to get them to healthy levels. Then I use Bias Peak to trim them nice and tight and for the final mastering.
4. What hardware do you use for recording sounds? Do you actually go out into the wild outdoors and record stuff?
I use a Tascam DA-P1 DAT deck to do mobile recording with a variety of mics depending on what I’m doing. I absolutely get outdoors and record things. The only way to get a game to sound unique is to use unique sounds. We’ve all heard most of those library sounds a few times now and though they have their place, I like to roll my own.
5. In Starcraft: Ghost, How much of sound effects are computer generated? And how much are real recordings? Elaborate.
Some of the Protoss sounds are synth generated or some kind of other processing like granular synthesis, etc. The vast majority of what I’ve done to-date have been real-world sounds.
1. What do you use for sound editing, voice editing and music editing? (Software wise)
Digidesign Pro Tools and Bias Peak are my main tools. I use them for everything.
1. Are you in any sort of sound editors organization? Let the Starcraft Modding Sound Editors(fans) know more about it in detail.
I am a member of GANG, the Game Audio Network Guild (www.audiogang.org); but other than that, I am honestly just too busy to get involved in a lot of different organizations (though I’d love to).
1. I think we would all die to know the exact specs of some of the Starcraft: Ghost voice effects. (This is probably restricted?)
Not much to tell. Blizzard hired some real pros, they just do what they do and have great creative direction.
2. How do you go about just cleaning up and preparing for recording a simple humanoid voice? Mention examples(units–Marines, Templar, Zealot, etc.):
I didn’t record the voice, Blizzard handled that.
3. How do you get realistic effects? I doubt you bang pots and pans together.
I record things that make the types of sounds I want and combine them. It takes a lot of trial and error and often you have to leave something and come back to it if it’s just not working. It’s kind of like music….like a guitar solo. When you’re ripping a lead, your mind is slightly ahead of where you are playing. You know where you want to go and how you want that note to sound….when it happens, you go, “Ahhhh, that’s it”. Sound is the same. I see an animation and I instantly know how it should sound. The tough part is matching what’s in my head. That’s where experience comes in handy. Like a chef who knows what two things make a nice spicy sauce, I have my bag of tricks. Still, there’s often nothing better than a fresh take on something. I often run my sounds by friends and colleagues.
1. Any internet sites with forums you can recommend that contain all your sound guys, from where we can learn and interact, even talk to for advice?
Check out GANG, the Game Audio Network Guild. If it’s not there, you will find out where to look for it.
Advice on how to make it into the industry
2. I hear that you did not have a specific College education for this line of work. How exactly did you get in then? How can a young guy, like any of the fans, make it into LucasArt, BioWare and Blizzard? –This is to show fans that they don’t need to spend thousands on a College degree to be a professional in the industry. You are the role model with a great career and testimony. All you need is the talent and the guts.
Oh boy…well…there is nothing that prepares you for life like a college education. But you are correct, I did not study sound design or anything related to it. In Junior High and High School I played with synths and ganged tape decks together to make my own poor man’s multi-track recorder. In college I was in a band (and still am to this day) with my cousin and we did all kinds of sequencing. I also saw many films and would notice the details of the sound. When I graduated I worked for several Real Estate developers and was miserable. I was a stock broker with Merrill Lynch for a year, got my series 7 license and I was miserable. I even went to law school briefly and was also miserable. I ended up getting a waiting/bartending job and pursued my passion at the time which was recording, mixing and playing music.
I worked in several studios (for free) to get exposure. I bought a bunch of gear and recorded bands on my own. I wanted a job at Lucasarts and eventually found my way in as a temp in product support. I quickly advanced and got hired into the Voice department and from there, the Sound department where I absorbed everything I could. I’m sure I am being too modest so I should add that I obviously had some talent and a good ear. I kept working on numerous titles before leaving to form my own company with Clint Bajakian who was a real pioneer in game audio and a mentor of mine while at Lucasarts. I really enjoyed working there, but I wanted more variety…and I got it. You know what they say, be careful what you ask for….
2. If you could go back, how would you have changed your approach to getting into the industry?
Hmmmm…..I don’t look back. I am happy with everything I got to experience, the good and the bad.
3. Will recent technologies influence how to get noticed? Is internet a good way? Or maybe game developers hardly need new fresh sound engineers anymore, because they have all they need with Veteran engineers?
Just be persistent and get good with whatever tools you can get your hands on. I scored all the cinematics for Outlaws with a 4 channel Deck system on a Mac Quadra 650. You need to really push sometimes, and you may not always get paid….but if you stick to it, and you’re good, you’ll make it.
4. Do game designers find you, or do you find game designers in this phase of your career? Who contacts who?
Both really. I am fortunate to be friends with a lot of my clients. Sound is really a collaborative art to me and I enjoy the back and forth that often results in a great soundtrack. I am not one of those sound guys who knows everything and who take complete ownership. I’ll stand my ground when I need to, but you never know when that next brilliant idea will get suggested.
5. Have you ever considered writing some tutorials on getting started in sound creation? The web is strangely silent on the topic.
Yes, but it’s a lot of work and I tend to work 60+ hour weeks and I like to see my wife and son from time to time.
1. Do you even have time for fun things with all this work. I hear you are working on 6 games at the moment!
It’s all fun and I am lucky to be doing what I love to do. I am also lucky in that I work in my own studio, free from water coolers and senseless meetings. If I work a 10 hour day, it’s 9.5 hours of pure sound work. It also doesn’t hurt to be in a company with other people to share the heavy lifting. Still, I am pretty particular about what I am after and often can only get the sound I want by doing it myself.
2. Do you have a lot of competition in the business?
Absolutely and it keeps getting more intense. But I should add that a lot of the competition are my friends. I don’t play dirty pool…you win some, you lose some. It’s a business at the end of the day.
3. Why haven’t movie directors contacted you more often?
Movie directors don’t often play games. They also don’t move in the same circles game audio people are in (GDC, E3, etc)…though this is changing. I have done sound for quite a few short or independent films, but game audio is interesting in one respect. The skills we game audio folk rely on to score games are directly applicable to doing film work but it is not the same in reverse. While there are a lot of people who do both game and movie sound, most of the film people I have worked with had a tough time with the technical limitations of games. Short loops, 28 sample boundaries, memory budgets, sample rate conversion and the lack of a consistent linear playback can be overwhelming, even for those of us who do this every day. I should add that I like doing game sound. I like the challenges and I like the payoffs. If I wanted to do film sound, I would do film sound.
4. Have you ever done a voice acting yourself or played a role as an actor? 🙂
Only in small roles, like a single line for a computer or something. My recorded voice sucks!
5. Have you ever checked out the modding of games, and what do you think of their sound level?
To be honest, I haven’t…but I would love to if I had the time.
6. What are your favorite games?
This is like asking what my favorite song is, it’s just not a question I can answer. There’s too many.
Well thanks for sharing many tips and info to the fans. Many Modding Sound Editors out there are grateful to sharing questions with you and get some feedback that can teach them more about your career and that may direct them through the right tracks into the Game industry. We appreciate your time and dedication during the interview, and will keep tabs on your future projects and your sound editing organization.
Helpful links for Modders and Sound Editors:
Digidesign Pro Tools TDM system
Below are links with information, and details about this tool. You will find links to download it too.
- Article about Pro Tools TDM
- Mac OS X
- Mac OS 9
- Windows 98/ME
- Pro Tools update 6.2.2 (for Mac OS X Panther)
- Antares Kantos 1.0 plugin
- Audio Controlled Synthesizer info and links
List of Hardware and Software you may find in a Studio:
- Sound Stage Studios
- Serrato Pitch’n Time 2.0
- Information and downloadBIAS Peak — the world’s most popular stereo audio editing
- Features, Screenshots and system requirements at the bottom
- BIAS Peak DV X 4.11 Demo (for Mac OS 10.2)
- Tascam – DA-P1 DAT Deck
- Details and sale
Blizzplanet assisted to the Fan Sites Program Chat with Blizzard Public Relations Department to talk about World of Warcraft. The Blizzard employees attending to the chat were
Donna Anthony (Katricia), World of Warcraft Community Manager.
World of Warcraft Development Team: Mark Kern, Rob Pardo, Shane Dabiri, and Jeffrey Kaplan
Public Relations: Lisa Bucek (Public Relations Director), Gil Shif (Public Relations Assistant Manager), George Wang (Public Relations Fan Sites Coordinator)
Web Team: Geoff Fraizer, Blaine Whittle, and Mike Hein.
Special Guest: Mike Morhaime, President.
Blizzplanet was represented by MEDIEVALDRAGON, Dark Nemesis, Stephen and Yitten. We arrived 2 hours before the chat to find many Fan Sites waiting there for hours as in preparing for a big event. I chatted with OneMadOgre from WorldofWar.net, found MikiTitan from Wowlands, WowCentral, WOW-Ra, Demolishman, WarcraftGaming.com, Ogresnet.com, Wow.Stratics, Wow.Warcry, JudgeHype and many others. Something we could notice was that the channel limit was still 40 chatters. As you may guess, many fan sites were in transit hitting that button many times trying to get into the channel in Battle.net US East.
Some time later, everyone were in silence as Lisa Bucek entered the channel. The Channel limit was increased once Robert the SysOp set up the limit. Suddenly a wave of Fan Site Program members came in like an avalanche. From 40 members, the room increased to 150 members. And introduction of the Public Relations staff initiated. That said, the Questions and Answers were led by Lisa Bucek and Katricia, with some intervention by George Wang and Gil Shif—who were behind reading some of the submitted questions in the background and shared few answers.
The World of Warcraft chat revealed many questions that covered the following topics:
FAN SITE CHAT TRANSCRIPT:
[LisaB.PR] Hey everyone, good to see you – we’ll start the chat now – fire away
[Katricia] Hiyas all … Good to see you all here this afternoon
Q: If a group of people enter an instaced dungeon, how does a new player join that group or enter their dungeon?
Katricia: Basically the group can invite that player into their party and when the player enters the instance they will automatically be in the same instance as that party.
Q: What sort of information the map going to display?
Katricia: The minimap will show various points of interest such as towns and major cities. You will also be able to see members of your group and if they are out of range, you’ll get directional arrows so you can easily find them. For the world map, you can see the entire world at once, half the world, or zoom into paticular zones which will show areas that you’ve already discovered. You’ll also be able to place a rally point on the map which group members will see. This will be used for navagational purposes.
Q: Will I be able to place flags down on the minimap to mark locations if I wish to return to that place later?
Katricia: You can ping the minimap to make group members aware of a particular area. You will be able to make notes on the world map including key locations later.
Q: How does pathing work? In other MMORPGs problems have resulted from players being able to affect NPCs without retaliation and viceversa. What are the solutions to these problems in WoW? Summoning, warping , line of sight, etc...
Katricia: We have special creature AI so they can’t be exploited. Creatures know when they are being exploited and go into “evade” mode and return to their spawn point.
Q: Will players be able to customize their interface?
Katricia: Yes, you can drag and resize chat windows and later on we hope to enable dragging for other windows in the game as well. For those more technical types you can completely customize and change the interface using XML and Lua scripting. We expect users to create custom interfaces for PvP, trade skilling, guild skins, specific classes etc.
Q: How many trade skills can a player master on an individual character?
Katricia: A player will have to pick and chose as they will not have the skill points to take everything. Skills can be “untrained” though, so there’s no worry about picking the wrong one and being stuck with it.
Q: How will the trading interface work?
Katricia: You must be side-by-side. The interface is designed to be as secure as possible. A similar interface is used to provide a secure system for enchanting and unlocking boxes etc. This is cool because in other games you actually have to hand over your items to the enchanter, who may not be honest. In WoW, the enchanter never has physical possesion of your item.
Q: Can you give any comparisons, or lack of, between the drop system in WoW and D2?
Katricia: Like D2, WoW supports a form of random item generation. Unique items can be created by the system such as “Sword of Life-stealing” or “Breast-Plate of Stamina”. We take the basic item like the sword, and the system randomly combines it with a modifier such as life-stealing.
Q: We’ve seen from an older screenshot that the Dark Portal has been rebuilt (after being destroyed in War2 expansion pack). Can you give us any background on why it’s back or what role it’ll play in the game?
Katricia: The foundation of the Dark Portal was never destroyed even though the connection between the worlds was severed; and while it is no longer open, there is a legend of a ritual contained within Medivh’s spellbook which might one day allow powerful Warlocks to open a portal.
Q: What happens when a player fails to complete a quest? Will there be and option to try the quest again?
Katricia: Yes, players can always go back to the quest giver and try again.
Q: Can you tell us more details about group spells and/or rituals?
Katricia: The warlock has the ritual of summoning. With three people in a group, the warlock will cast a portal that two others must touch which will summon a distant party member to that location.
Q: Will it be possible to journey into Outland (or not if in the initial release planner later)?
Katricia: Ahhh … We’ve got to keep some secrets
Q: Will there be any class-related quests that take you to enemy towns and/or cities? (For example, can a rogue get to sneak in, steal stuff, and sneak out for a quest)?
Katricia: Yes, there are some quests in the game that take you into enemy towns.
Q: Will the quests progress the Warcraft storyline, and can we expect to see the storyline drastically affect the Warcraft game world as time progresses?
Katricia: We have a story planned over the next few years which affects the world in dramatic ways.
Q: For people who have friends that want to play together from the start, but play different races, is it going to be easy and/or quick to start playing with your friends as soon as possible?
Katricia: For some races its easier than for others. For example the Humans and Dwarves have easy transit between their two cities while the Night Elves are in a distant land.
Q: Will there be a variety of fish to catch while fishing? Will there be any special items, treasure chests, or SOS bottles that are able to be fished up?
Katricia: Yes, we are even planning in having seasonal fish—and they can tie into quests and other tradeskills. You can also fish up things like lock boxes, unique armors, and other things.
Q: How will players use mounts? Will they be available through a summonalbe skill, or merchant (ie. stables). How long will they last and are there different levels for mounts?
Katricia: Mounts become availlable to each race at a high level. We also have other specialty mounts … Warlocks for example can summon a Nightmare. Mounts can be called when needed by the owner.
Q: Will Hunters who train in bows and rifles always be better than say a Warrior who has trainned to the same level of same weapon?
Katricia: They will very likely be very similar in skills, however; the Hunters will have additional abilities with those weapons that are unique to their class. This will ultimately make them more powerful with ranged weapons.
Q: Will there be “named” or “unique” monsters in the World or Warcraft? If so, will they appear randomly or will they only spawn under certain circumstances?
Katricia: Yes there are many unique monsters in Wow. Some will appear randomly, while others will only spawn when certain conditions have been met.
Q: Will items be crafted in Wow be more useful to other players than the crafted items are in other RPGs?
Katricia: Throughout your career as a crafter, there will always be items which you can create that will be the best items a player can use at that level. For example, at level 40 the best bracer might come from a blacksmith; while at level 45, the best brace might come from a quest. There are also a number of consumable items that can be created such as armor patches and sharpening stones. Tradeskillers can sell th
ese consumable items to players who will use them to improve their existing armor and items.
Q: Will players be able to recreate the same item over and over as long as they get the r
Q: Will there be a follow option to have your character automatically follow your group leaders?
Katricia: Currently you can follow anyone not just the group leader.
[GilS.PR] Hey everyone, that was the last question. However, we have a special announcement for you, so hold on a sec’, and I’ll turn it back over to Katricia.
[Katricia] Just wanted to thank you all for coming today and wanted to let yas know that all of the sites in the Fansite Program have automatically been entered into our beta program …
[Katricia] this includes international fan sites.
[Katricia] Also, we will be handing out additional beta accounts to fan sites to use for contests … (more on this at a later time).
[Katricia] Thanks again for joining us .. yas all have a great night
[GilS.PR] Thanks everybody. Katricia has left the building See you next time.
During a sea voyage to Menethil Harbor, Lo’Gosh is attacked by the naga, led by a powerful female siren. Further secrets of Lo’Gosh’s past are revealed and Valeera proves far more powerful — and more vulnerable — than any, but Broll, had suspected.
Wildstorm | 32pg. | Color | $2.99 US
On Sale May 21, 2008
So after the 5 page preview leaves off, the team is battling the Naga. Broll mentions that this is just like Dire Maul only for less money. Lo’Gosh moves to Valeera who makes nearly the same quip, illustrating how close they are becoming.
The Naga Siren leading the attack, Morgala Darksquall, gets upset that her guys are getting owned so badly. She summons up a huge Couatl (last seen in Warcraft III: Frozen Throne) to take care of business. In addition, she starts lobbing Arcane energy bursts from what looks to be an enchanted trident.
Broll gets scared that Valeera will absorb the arcane energy and succumb to her people’s addiction, but Valeera isn’t hearing it. The Sea Witch starts casting an arcane burst, but the Blood Elf leaps out at her and snags the weapon. Broll freaks out because now she has the tempting magical item in her grasp, so he jumps out after her. The nagas converge on him as he goes aquatic form, and Valeera uses the trident to kill them. Broll is angry she put herself in danger like that, but Valeera thinks arcane energy isn’t that bad. She says fear of it is just Night Elf superstition and even if it was dangerous it would have been worth the risk to save him. Broll breaks the trident and drops it to the bottom of the sea, then carries her back to the ship while they argue about it.
Meanwhile, Lo’Gosh nails the Couatl in the heart with a nearby harpoon. This inadvertently causes the beast to crash into the ship and do some damage. The sea witch says it was a lucky shot, and then recognizes him. She says he’s the same “grub” that they captured before. She goes for a forked lightning, but gets an elbow to the face for her troubles. He grabs her by the throat getting ready for the final swipe, but when he does he gets struck with another barrage of memory flashbacks…
He’s on an island getting attacked by Naga.
He’s dragged from a ship bound for Theramore. Looks like he’s being attacked by a blond human.
He’s crying at the funeral of his wife. The Queen is definitely dead.
He’s standing before Stormwind Nobles at his coronation. It looks like Katrana Prestor is there.
The siren is confused, and says she knew he was a weakling. However, it seems as if Lo’Gosh now really knows who he is. In a “This is Sparta!!!”-like moment he shouts: “I am King of Stormwind!”, mentions that nobody, not the naga, nor the scourge, nor the lords of the legion, will keep him from his people, then cuts his enemy in half. The other naga see this, and decide to make a tactical retreat.
The intensity even startles Broll and Valeera, but he assures them he’s both the King and the Gladiator, and will always be loyal to his friends. He commands they all get to work making repairs and healing the sailors so they can get back to the Eastern Kingdoms ASAP. Clouds are gathered above the ship in the shape of a massive wolf head, implying the spirit of the Demigod Lo’Gosh may indeed be with them.
Overall not a particularly groundbreaking issue, but it served as the final transition away from the Kalimdor story arc. It repeatedly showed Broll and Valeera willing to die to protect the other, they should just get it on already. It also cemented Varian’s knowledge of who he is. I’m not sure if all his memories are back, or if he got back just enough to make him even more focused, I guess we’ll find out next time.
Spoiler by: Gurtogg_Bloodboil
The past comes alive as our heroes reach Theramore, where the lore of Jaina Proudmore reveals Lo’Gosh’s hidden identity. But has it truly done so? Meanwhile, the assassin and the naga simultaneously seek to destroy Lo’Gosh before he can reach the end of his quest.
Written by Walter Simonson; Art by Ludo Lullabi and Sandra Hope; Covers by Jim Lee and Samwise Didier
After the 5 page preview leaves off, Valeera manages to get on her wyvern and escape the sentinels. They recall that a Blood Elf female was supposedly one of the Dire Maul champs, and since she was skilled enough to escape them they figure she was telling the truth and don’t bother to give pursuit. Valeera heads to Darnassus where she expects to be unwelcome …
Tyrande is thankful for what happened with the Idol in Thistlefur, but senses some bad magic around Lo‘Gosh. She sends him to Theramore figuring Jaina can restore his memories because she is a big-time mage. Since Sharptalon was hurt in their recent battles, they check him out with the Rut’theran Hippo master who says they should be able to make the trip. Here’s one of those little good things about the book, the master is Vesprystus, the actual hippo master located in the village in WoW, and even is drawn to look like him. This kind of little attention to detail pleases me greatly because it could have been easily looked over.
Valeera stealthily lands on the island to look around, and overhears some nelf babes asking Vesprystus about the DM champs. He tells them they’re too late because they already left for Theramore, and mentions that they must be real famous because some human on a gryphon was just asking about them too. This of course was the Assassin. Valeera then sets off pushing her wyvern to the max to try and save them.
She gets close enough to see Broll and Lo’Gosh flying over Dustwallow, but the assassin is right behind them. They don’t notice because Broll is basically giving Lo’Gosh the grand tour. Broll even mentions that the marsh is a good source for herbs like Stranglekelp, Liferoot, and Goldthorn (which it actually is in game, again great attention to detail). The assassin is lining up a crossbow shot, when Valeera nails him with a deadly throw and tackles him from his flying mount. They land and get tangled in some spider webs. An old lady and her assistant notice this impressive aerial battle.
Jaina is looking forward to seeing Broll again, remembering his heroics at Hyjal. She also looks hot, unlike her much hated trading-card image. You can understand why all the WC universe males want to get with her. She sensed Lo’Gosh has really bad sorcery on him and she knows lots of spells, but never saw this before. She’ll need to consult her chamberlain …
Valeera and the assassin are battling it out in the web. She wants to know who wants Lo‘Gosh dead. He doesn’t know, and even if he did he wouldn’t tell her. He sends his gryphon to grab her, she stabs it in the eye. Looks like he’s going to finish it, but he gets attacked from behind by a giant tarantula (just like the ones you see in the marsh in-game). The Old Lady decides to help the wounded Blood Elf, who senses power about her. Turns out, she’s Aegwynn. They bring her back to Theramore for a real healer.
Back in town and time to help Lo’Gosh. Even the former Guardian is puzzled by the dark aura, so they do a ritual to see what they can find. He sees all the visions he had before, and new ones. They’re not entirely clear. Apparently his wife was struck by a flying stone and killed. Their was anguish and darkness, but then he remembers his purpose. He was going to Theramore! There is apparently a wall that neither mage can get through guarding the core, and they can only scratch the surface. However, Jaina has seen enough to figure out who he is. He’s Varian Wrynn, the missing King of Stormwind they all gave up for dead!
Now, he’s got to find out what happened to him between the time he left for Theramore and the time he woke up in Durotar, and he needs to find the identities of his enemies. However, he’s got to act really carefully because his son is still in SW and acting rashly could endanger him. They decide to head to the Eastern Kingdoms, but Broll wants to free Valeera first. Too late, she’s there and jumps into Broll’s arms. Although rumors had Valeera and Lo’Gosh supposedly hooking up, I haven’t seen anything at all to indicate this. If anything, it seems like Valeera and Broll are developing a relationship, although it could be a father-daughter type thing (Broll’s own daughter is dead). They’re all happy to be reunited, and they’re off on bost to the eastern kingdoms to find out who’s responsible and kick their asses.
Despite the rumors from the cover, there was no hints at a Jaina-Varian relationship.
This was the best issue yet. Amazing artwork. Incredible attention to detail and respect to established lore, the likes of which absolutely puts the manga and many of the novels to shame. Lots of famous faces, Fandral, Tyrande, Jaina, Aegwynn. The entire comic so far has really embodied the spirit of (world of) warcraft in a way few of the other mediums have.
Yes, we knew who he really was long ago. That doesn’t really detract from the entertaining journey he’s gone on to me.
Summary by Gurtogg_Bloodboil
On their way to Thistlefur Hold, Broll and Lo’gosh are attacked by Harpies. Lo’gosh(the amnesic human) suggests Broll to use his magic against the Harpies to blow them away. Broll refuses to for fear of becoming unstable. This close to the corrupted idol is causing fel emanations increase his rage. Last time, at Warsong Gulch, Broll unleashed his fel rage and that caused a tremendous storm that not only defeated the Horde, but threatened to destroy most of Ashenvale.
Broll jumped off Sharptalon to grab hold of a Harpy in hopes to land safely where he may shapeshift into bear form to fight the Harpies. However, things get worse as they land amidst a Thistlefur Furbolg camp. The Harpies were attacked by the Furbolgs as well, forcing them retreat.
A corrupted furbolg shaman asks Broll and Lo’gosh their reason to come to the Thistlefur Hold. Broll has come to retrieve the Idol of Remulos, a small statue shaped like a green dragon.
The furbolg shaman ordered its breathren to attack the thieves who have come to steal their treasure … the source of their corruption. Broll commands underground roots to rise and entangle his enemies. However, this close to the corrupted idol causes his spell to uncontrollably entangle Lo’gosh as well.
The Furbolg Shaman calls upon the element of fire to free himself. Lo’gosh yells at Broll to loosen up from the grasp of the corrupted idol’s control and to negate its fel energy twisting Broll as much as it does the furbolgs.
Broll settles down his consuming fel rage and loosens up the roots to release Lo’gosh from its grip. Broll calls upon Sharptalon to land to take them away toward the nearby Thistlefur Hold. The corrupted Idol of Remulos lies deep within the cave. Its closeness fills Broll with a rush of power calling and summoning him to the idol. The idol of Remulos is doubly attuned to Broll, both by Remulos (son of Cenarius) and by Azgalor the Pitlord who sent a foul demonic magic flowing into the Idol of Remulos and through Broll during the battle at Mount Hyjal. The closer Broll gets to the corrupted idol, the more it is driving him to madness.
The hyppogryph Sharptalon takes both of them above the Thistlefur Hold cave. There Broll commands roots to grow and to create a tunnel between the outside surface deep into the chamber where the idol of Remulos is kept. Broll and Lo’gosh climb down the roots to the interior of the cave.
A corrupted furbolg calls the alarm to protect the idol. Many of them rush into the chamber, but are stopped cold when Broll commands the roots to grow and block the entrance of the cave tunnel leading to this chamber. Broll approaches the dais where the corrupted Idol of Remulos is kept at. Broll describes the energy emanations as nature energy overlaid with fel energy. Before reaching for the idol, a green dragon seething with fel energy materializes to protect the idol.
Lo’gosh attempts to distract it, while Broll touches the idol to enter the Emerald Dream. Broll asks Lo’gosh to protect his inert body while he roams the Emerald Dream. Easier said than done as the green dragon becomes corporeal and incorporeal at will. Broll requests Lo’gosh, if Furbolgs break into the chamber, to promise he will destroy the idol even if that meant his demise in the Emerald Dream.
In the Emerald Dream, Broll is surrounded by Fel energy. There he fights a manifestation of his own fel rage that has consumed him since the loss of his daugther at Mount Hyjal. Broll fights the fel bear spirit he calls upon when shapeshifting into bear form. In that moment he realizes why the bear spirit had remained with him while other animal spirits had abandoned him. Broll understands. A druid houses the spirit forms, however he has failed by allowing the spirit form control him with rage and fury fed by the fel energy channeled by Azgalor and the fury of his own daughter’s demise.
The memory of his daughter convinces him the fel bear spirit has changed him into something his daugther wouldn’t be proud of. Before engaging the fel bear spirit, the stormcrow spirit grabs Broll into the sky.
Broll battles the fel bear spirit once more and negates his control over him again. The other spirit animals have returned to aid Broll: the stormcrow, the stag, the panther, the seal. Broll calls upon the fel bear spirit as brother. The fel bear spirit is the embodiment of Broll’s soul, despoiled by fel energy, pain and rage. With the help of the other spirits Broll attempts to restore the balance within himself and the spirit bear.
The spirit stag brings the staff weapon to Broll. The staff banishes any vestige of fel energy from the spirit bear upon contact. Broll rejects the rage of his past caused by the loss of his daughter at Mount Hyjal combined with Azgalor’s fel energy which fed his rage and fury all these years.
In the material world of Azeroth, Lo’gosh keeps protecting Broll’s physical body from harm. The fel green dragon is about to attack Lo’gosh when it suddenly vanished. At that moment, the corrupted Thistlefur furbolgs broke into the chamber by slashing away the giantic roots with their axes.
At this moment, Lo’gosh was bound by his promise to destroy the corrupted Idol of Remulos if the Furbolgs broke past the roots. Lo’gosh rose his sword high to destroy the idol, but a triumphant Broll stands up from his slumber claiming to have cleansed the idol from Azgalor’s taint, regaining his true self. The furbolgs’s corruption is no more as well, as the idol of Remulos was their source of corruption. The furbolgs ask Broll to take the idol with him and away from their hold.
The next day, Broll and Lo’gosh fly on top of Sharptalon toward Darnassus. The huge tree, Teldrassil may be seen in the horizon. Word had reached Arch-druid Fandral Staghelm that Broll had cleansed the lost Idol of Remulos and sought to meet Broll to verify its purity.
Note: The artwork of Teldrassil resembles slightly the concept art shown at BlizzCon 2007 for the Warcraft film by Legendary Pictures.
Lo’Gosh remembers more secrets from his past as he and Broll fight alongside the Night Elves in Warsong Gulch. Will Lo’Gosh’s gladiator prowess and Broll’s druidic rage be enough to ensure their success? Plus, Valeera uncovers an assassin’s plot while in Thunder Bluff, and must warn Lo’Gosh of the danger headed his way.
Written by Walter Simonson; Art by Ludo Lullabi and Sandra Hope; Covers by Jim Lee and Samwise Didier
Rehgar takes Lo’Gosh and Broll to Thunder Bluff for a cleansing ritual. Unfortunately for the pair, lurking beneath the surface of the Pools of Vision is a force like nothing they’ve ever faced before! The future looks dark for Lo’Gosh as new threats mount against him in this epic title from Walter Simonson and Ludo Lullabi!
Written by Walter Simonson; Art by Ludo Lullabi & Sandra Hope; Covers by Jim Lee and Samwise Didier
Dire Maul is emptying out. Rehgar’s team leaves cheered on by everyone. Between the sale of Valeera and his personal winnings from the arena matches, Rehgar’s set up for life.
Broll is angry that Valeera was sold to a different team. Helka Grimtotem’s all-female team has an orc and a troll, who push and pick on Valeera. She plans to escape and rescue Broll and Lo’Gosh from Rehgar.
Captain Grizzgear, also newly rich from bettin on Rehgar, takes the team to Thunder Bluff. Broll tells Lo’Gosh of the Pools of Vision, where he hopes Lo’Gosh will regain some of his memory. Broll also wants to see his lost daughter, who resembles Valeera in a way.
A red-masked Defias thug meets with a blonde, robed person, face hidden in shadows. He swears to the person that Lo’Gosh is the one they took and tells the person that the team headed to Thunder Bluff. He is rewarded a bag of gold. The hooded figure then instructs a henchman named Gakca to kill the masked man and contact the Stormwind Assassins’ Guild.
Arriving at Thunder Bluff, Broll tells Lo’Gosh there is friction between Magatha and Cairne. She meets them personally as Rehgar wants a tauren to replace Valeera. She disdainfully calls Cairne a pacifist and an old fool, and appears eager to provide Rehgar with Grimtotem warriors. They would not be slaves but indentured gladiators for the orc, and she wants her warriors to be well-trained and battle-hardened (I sense trouble for Cairne in the future…).
Magatha tells the party that a cave elemental has been loosed inside the Pools of Vision and chased all the Forsaken out. Cairne is not in town.
In Dire Maul, Helka sends her team off to Thunder Bluff on wyverns. Valeera rides one named Bristlefur, and her escort Tarm Grimtotem. The blood elf launches off with a kick, pretending to not know how to navigate the wyvern, and Tarm barely manages to hold on.
Valeera distracts Tarm with talk of forests and plains, then yanks Bristlefur around. The tauren is flung off, and lands on a wyvern below. Valeera steers the beast below the canopy and hides.
Against Magatha’s warnings, Broll and Lo’Gosh enter the Pools of Vision. Their chains are removed by the slavers who guard the entrance to the caves. The two sit down into the pools and study its waters.
Lo’Gosh sees the shadow of a fair-haired female. She reaches out to him and touches him. His vision-self seems only a few years younger. She calls him her husband and tells him his people needs him… that his son needs him. In her arms, she holds an infant boy who yells “papa!”
Broll sees raging fires. His daughter yells “An’da!” which also means papa, in Elvish. There is fire everywhere, and his daughter screams for him to save her. Then she turns into Valeera, who also yells for him to help her. She reaches for him, but her hand turns to stone. In fact, it is the hand of the cave elemental, who picks Broll up one-handed. It is a huge creature, similar to the crystal colossi in Outland.
The cave elemental tries to drown Broll but he cracks its skull and blinds one of its eyes. It roars, breaking Lo’Gosh from his trance. The elemental drops Broll and is distracted by Lo’Gosh when he breaks a rock over its foot. Lo’Gosh gets picked up, and smashes another rock into a stalagmite, causing a cave-in. The giant beast gets crushed, while the humanoids get away. Lo’Gosh finally plans to escape from Rehgar in order to find his son and his people.
Hamuul Runetotem is having dinner with Rehgar. Neither of them like Magatha, and Hamuul suspects her of being behind the elemental. Lo’Gosh and Broll are taken to the arch druid’s tent. Hamuul tells the legend of the original Lo’Gosh – a massive, white wolf-beast renowned for its ferocity in battle, 10 000 years old when the first invasion came to Azeroth. (As a creature demi-god, he can be compared to Malorne, Agamaggan, and Ursol/Ursok). The wolf god slaughtered hundreds of demons before he fell in the invasion. But not even death could destroy his will.
Broll continues the tale, describing the great ghostly wolf the night elves call Goldrinn. He aided the night elves in Eldre’Thalas in holding their city against the Burning Legion, only to vanish after battle and never be seen again. Hamuul says the wolf’s legend extends through Azeroth, to trolls, goblins and dwarves who all have their own version of the story. In each tale, Lo’Gosh’s unyielding will and sheer ferocity enable him to push through the boundaries of the afterlife to aid his people.
Hamuul gives Lo’Gosh a feather. The warrior is sceptical of the gift, but Broll recognizes it as a magical hippogryph feather. The night elf uses it to call the hippogryph Sharptalon from Ashenvale, and runs off with Lo’Gosh and the screaming guards in tow. Lo’Gosh cuts off the slavers by slashing the rope bridge behind him.
Meanwhile, Valeera arrives wyvernback under the cover of night. She sees the hippogryph land and take off again with Broll and Lo’Gosh on its back. Rehgar is close by, but seems quite unperturbed that his finest warriors are escaping. While Valeera spies on him, Rehgar tells Hamuul that in a way, they were always as free as their hearts let them be. He knows Hamuul let them escape on purpose, but nevertheless sends slavers on wyverns after them.
In Stormwind, the cloaked blonde scryes on Lo’Gosh’s flight though a glowing golden disc. Nearby stands a tall stately man with a very long golden braid, dressed in black leathers. He is the assassin sent to kill Lo’Gosh, and his work is guaranteed by the Assassins’ Guild. The cloaked figure wants Lo’Gosh killed subtly so as to not draw any unwarranted attention. It’s vital that his death appear natural. As they watch, a slaver knocks Lo’Gosh off Sharptalon’s back to tumble through open air high above the plains of Mulgore…
Summary by varghedin
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
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
- 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
Planetbattlefield.com 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:
Details of Story and Units Page (PDF file):
Image Gallery Here
Images of Starcraft models before Blizzard halt the project:
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.
Alliance Flags | Horde Flags
Leader: Regent Lord Anduin Lothar
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.
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
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.
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 Battle.net 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 Battle.net multiplayer mode and all 28 original single-player scenarios.
Intense Internet Competition
- Challenge players worldwide with FREE
access to Blizzard’s Battle.net 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.
- Hot-key unit groupings
- Improved auto-commands
- Instant event-alert centering
- Shared vision
- 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 Battle.net by installing multiple copies from the original CD-ROM.
- Automatic map passing over Battle.net
- 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 Battle.net 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)
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 Battle.net (requires low latency internet connection with support for 32-bit applications.
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.
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.
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)
All Casting Spells
Skip and Load to an Orc Level (change the 1 to any number from 1-12)
Skip and Load to a Human Level (change the 1 to any number from 1-12)