Warcraft: The Last Guardian Excerpt

Be warned this is a spoiler excerpt from Warcraft: The last Guardian—written by Jeff Grubb.  If you ever wanted to find out more of the mysterious Kharazhan and the Tower of Medivh in World of Warcraft MMORPG, your best source of lore is this book.  Where all started.  Medivh the last guardian, possessed since birth by Sargeras, opened the Dark Portal to allow the Orcish Horde entry into the world of Azeroth—provoking the first war in the game Warcraft: Orcs and Humans as the first stage to bring the Burning Crusade into this new world.

Chapter 5: Sands in an Hourglass

“The orcs,” said Khadgar.  “I’ve seen the orcs we fought before.”

“You didn’t mention them when you first arrived,” said Medivh absentmindedly, his fingers dancing in odd precision, lancing the needles into and out of the device. “I remember asking you about other races.  There was no mention.  Where have you seen them?”

“In a vision.  Soon after I arrived here,” Khadgar said.  “Ah.  You had a vision.  Well, many get them here, you know.  Moroes probably told you.  He’s a bit of a blabbermouth, you know.”

“I’ve had one, maybe two.  The one I am sure about was on a battlefield, and these creature, these orcs, were there.  Attacking us.  I mean, attacking the humans I was with.”

“Hmm,“said Medivh, the tip of his tongue appearing beneath his moustache as he moved the needles delicately along the bumblebee’s copper thorax.

“And I wasn’t here,” continued Khadgar.  “Not in Azeroth, or Lordaeron.  Wherever I was, the sky was red as blood.”

Medivh bristled as if struck by an electric shock.  The intricate device beneath his tools flashed brightly as the wrong parts were touched, then screamed, and then died.

“Red skies?” he said, turning away from the workbench and looking sharply at Khadgar.  Energy, intense and uncaring, seemed to dance along the older man’s dark brows, and the Magus’s eyes were the green of a storm-tossed sea.

“Red.  Like blood,” said Khadgar.  The young man had thought he was becoming used to Medivh’s sudden and mercurial moods, but this struck him with the force of a blow.

The older mage let out a hiss.  “Tell me about it.  The world, the orcs, the skies,” commanded Medivh, his voice like stone. “Tell me everything.”

Khadgar recounted the vision of his first night there, mentioning everything he could remember.  Medivh interrupted constantly—what were the orcs wearing, what was the world like.  What was in the sky, on the horizon.  Were there any banners among the orcs.  Khadgar felt his thoughts were being dissected and examined.  Medivh pulled the information from Khadgar effortlessly.  Khadgar told him everything.

Everything except the strange, familiar eyes of the warrior-mage commander.  He did not feel right mentioning that, and Medivh’s questions seemed to concentrate more on the red-skied world and the orcs than the human defenders.  As he described the vision, the older mage seemed to calm down, but the choppy sea still remained beneath his bushy brows.  Khadgar saw no need to upset the Magus further.

“Curious,” said Medivh, slowly and thoughtfully, after Khadgar had finished.  The master mage leaned back in his chair and tapped a needle-tipped finger to his lips. There was a silence that hung over the room like a shroud.  At least he said, “That is a new one.  A very new one indeed.”

“Sir” began Khadgar.
“Medivh,” reminded the master mage.
“Medivh, sir,” began Khadgar again.  “Where do these visions come from? Are they hauntings of some past or future?”

“Both,” said Medivh, leaning back in his chair.  “And neither. Go fetch an ewere of wine from the kitchen.  My work is done for the day, I’m afraid, its nearly time for supper, and this may take some explaining.”

When Khadgar returned, Medivh had started a fire in the hearth and was already settling into one of the larger chairs.  He held out a pair of mugs.  Khadgar poured, the sweet smell of the red wine mixing with the cedar smoke.

“You do drink?” asked Medivh as an afterthought.  “A bit,” said Khadgar.  “It is customary to serve wine with dinner in the Violet Citadel.”

“Yes,” said Medivh.  “You wouldn’t need to if you just got rid of the lead lining for your aqueduct.  Now, you were asking about visions.”

“Yes, I saw what I described to you, and Moroes …”

Khadgar hesitated for a moment, hoping not to further blacken the castellan’s reputation for gossip, then decided to press on.  “Moroes said that I was not alone.  That people saw things like that all the time.”

“Moroes is right” , said Medivh. “A late harvest vintage, not bad at all. That this tower is a place of power should not surprise you. Mages gravitate toward such places. Such places are often where the universe wears thin, allowing it to double back on itself, or perhaps even allowing entry to the Twisting Nether and to other worlds entirely.”

“Was that what I saw then?”—interrupted Khadgar. “Another world?”

Medivh held up a hand to hush the younger man. “I am just saying that there are places of power, which for some reason or another, become the seats of great power. One such location is here, in the Redridge Mountains. Once long ago something powerful exploded here, carving out the valley and weakening the reality around it.”

“And thats why you sought it out?” Prompted Khadgar.
Medivh shook his head, but instead said, “That’s one theory”.

“You said there was an explosion long ago that created this place(Kharazhan crater), and it made it a place of magical power. You then came….”

“Yes”, that’s all true, if you look at it in a linear fashion. But what happens if the explosion occurred because I would eventually come here and the place needed to be ready for me?

Khadgar’s face knitted.  “But things don’t happen like that.”

“In the normal world, no, they do not.” said Medivh.  “But magic is the art of circumventing the normal.  That’s why the philosophical debates in the halls of the Kirin Tor are so much buffle and blow.  They seek to place rationality upon the world, and regulate its motions.  The stars march in order across the sky, the seasons fall one after the other with lockstepped regularity, and men and women live and die.  If that does not happen, it’s magic, the first warping of the universe, a few floorboards that are bent out of shape waiting for industrious hands to pry them up”.

“But for that to happen to the area to be prepared for you …” started Khadgar.

“The world would have to be very different than it seems”, answered Medivh, “which it truly is, after all.  How does time work?”

Khadgar was not thrown as much by Medivh’s apparent change of topic.  “Time?”

“We use it, trust it, measure by it, but what is it?”  Medivh was smiling over the top of his cup.

“Time is a regular progression of instants.  Like sands through an hourglass,” said Khadgar.
“Excellent analogy,” said Medivh.  “One I was going to use myself, and then compare the hourglass with the mechanical clock.  You see the difference between the two?”

Khadgar shook his head slowly as Medivh sipped on his wine.

Eventually, the mage spoke, “No, you’re not daft, boy.  It’s a hard concept to wrap your brain around.  The clock is a mechanical simulation of time, each beat controlled by a turning of the gears.  You can look at a clock and know that everything advances by one tic of the wheel, one slip of the gears.  You know what is coming next, because the original clockmaker built it that way.”

“All right,” said Khadgar.  “Time is a clock.”

“Ah, but time is also an hourglass,” said the older Mage, reaching for one planted on the mantel and flipping it over.  Khadgar looked at the timepiece, and tried to remember if it was there before he had brought up the wine, or even before Medivh reached for it.

“The hourglass also measures time, true?” said Medivh.  “Yet here you never know which particle of sand will move from the upper half to the lower half at any instant.  Were you to number the sands, the order would be slightly different each time.  But the end result is always the same—all the sand has moved from the top to the bottom.  What order it happens in does not matter.” The old man’s eyes brightened for a moment.  “So?” he asked.

“So”. said Khadgar.  “You’re saying that it may not matter if you set up your tower here because an explosion created this valley and warped the nature of reality around it, or that the explosion occurred because you would eventually come here, and the nature of the universe needed to give you the tools you wanted to stay.”

“Close enough,” said Medivh.

“So what these visions are, then, are bits of sand?” said Khadgar.  Medivh frowned slightly but the youth pressed on.  “If the tower is an hourglass, and not a clock then there are bits of sand, of time itself, that are moving through it at a time.  These are unstuck, or overlap each other, so that we can see them, but not clearly. Some of it is parts of the past.  Some of it is parts of the future. Could some of it be of other worlds as well?”

Medivh now was thinking deeply himself.  “It is possible.  Full marks. Well thought out. The big thing to remember is that these visions are just that.  Visions.  They waft in and out regularly and be easily explained.  But since the tower is an hourglass, then they don’t.  They move at their own speed, and defy us to explain their chaotic nature.”  Medivh leaned back in his chair.  “Which I, for one, am quite comfortable with.  I could never really favor an orderly, well-planned universe

Khadgar added, “But have you ever sought out a particular vision?  Wouldn’t there be a way to discover a certain future, and then make sure it happened?”

Medivh’s mood darkened.  “Or make sure it never comes to pass.”



Jeff Grubb

Jeff Grubb brought to life the world of Warcraft in this book.  Where it all started.

Same as Jeff Grubb did, the Developers of World of Warcraft: The Burning Crusade expansion will bring to life the Tower of Medivh as an instance. Players worldwide will experience through many epic quests the mysteries of Kharazhan town and the secrets behind the walls of the Tower of Medivh. If you liked the excerpt and look forward to experience the World of Warcraft: Burning Crusade—read Warcraft: The Last Guardian.

Warcraft: The Last Guardian
Warcraft: The Last Guardian

Stay tuned during the upcoming days for the official announcement … Blizzplanet will have a Public Q&A on IRC chat with Jeff Grubb in December.  More specific details soon in our news section.

Warcraft Lore

Betrayal of Sargeras
Arathor and the Troll Wars
Guardians of Tirisfal
Aegwynn and the Dragon Hunt
The Last Guardian
The Dark Portal
The Alliance of Lordaeron
Beyond the Dark Portal—Khadgar’s vision becomes reality as he witnesses the red skies of Draenor.

Copyright

Warcraft Pocket Books Store


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Below are the book-novels available to all Warcraft lore fans. The books expand the Warcraft Universe, and most of the content and quests in World of Warcraft are based on details from these books. Among them is Durnholde Keep where Thrall grew up as a slave may be read in Warcraft: Lord of the Clans. Tower of Medivh in Kharazhan from Warcraft: The Last Guardian, Rhonin’s adventure in Grim Batol during the Second War may be read in Warcraft: Day of the Dragon, and its sequel War of the Ancients Trilogy features Queen Azshara, the Highborne, Malfurion, Tyrande and Illidan. You can purchase these books by clicking on the images.



Warcraft: Day of the Dragon

War or the Ancients Trilogy, book one: Well of Eternity
War or the Ancients Trilogy, book one: Well of Eternity

War or the Ancients Trilogy, book two: Demon Soul
War or the Ancients Trilogy, book two: Demon Soul

War or the Ancients Trilogy, book three: The Sundering
War or the Ancients Trilogy, book three: The Sundering


War of the Ancients Archive

Compiles all 3 books


World of Warcraft: Rise of the Horde

Warcraft: The Last Guardian
Warcraft: The Last Guardian

World of Warcraft: Tides of Darkness
World of Warcraft: Tides of Darkness


World of Warcraft: Beyond the Dark Portal


Warcraft: Lord of the Clans


Warcraft: Of Blood and Honor
(PDF – PC Only)


World of Warcraft: Cycle of Hatred


Warcraft Archive

Compiles 3 books: Last Guardian, Day of the Dragon and Lord of the Clans

World of Warcraft: Night of the Dragon


World of Warcraft Vol. 1
DC Comics (Wildstorm)
Issues# 1-7

World of Warcraft: Arthas
(April 21, 2009)


World of Warcraft: Ashbringer Hardcover
(May 2009)


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Warcraft RPG Books Store

The d20 system-based Warcraft RPG Books—were developed by Luke Johnson, Game Developer of White Wolf Publishing and his team. Chris Metzen participated as Creative and Rule Design Assistant. The books offer a great deal of official Warcraft Lore. Not only d20 gameplay. Make sure to read the table of content of each book. You can order Warcraft RPG Books in hardcover or eBook PDF version. The RPG books in PDF format are Electronic Books that you can download and read from your desktop at a cheaper price. You require Adobe Acrobat Reader. We chose this eBook supplier because fans may pay via Paypal or via Credit Card for convenience—which is cool for international fans. Mac and Linux users may now download Warcraft RPG Books with no hassle. (Now PC/Mac/Linux compatible)

Product Name Paperback eBook (PDF)
Warcraft: The Roleplaying Game
Front Cover
Buy Now eBook PDF
WarCraft: Alliance & Horde Compendium
Front Cover | Content List
Buy Now eBook PDF
WarCraft: Magic & Mayhem
Front Cover | Content List
Buy Now eBook PDF
WarCraft: Lands of Conflict
Front Cover | Content List
Buy Now eBook PDF
Warcraft: Manual of Monsters
Front Cover | Content List
Buy Now eBook PDF
Warcraft: Shadows & Light
Front Cover | Content List
Buy Now eBook PDF

Product Name Paperback eBook (PDF)
World of Warcraft the Roleplaying Game
Front Cover | Content List
Buy Now Buy Now
World of Warcraft: More Magic and Mayhem
Front Cover | Content List
Buy Now Buy Now
World of Warcraft: Lands of Mystery
Front Cover | Content List
Buy Now
World of WarCraft: Alliance Player Guide
Front Cover | Content List | Hill Dwarves Sample
Buy Now
World of WarCraft: Horde Player Guide Buy Now
World of WarCraft: Monster Guide Buy Now
World of WarCraft RPG: Dark Factions
Front Cover | Content List
Buy Now

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Visit the J!NX World of Warcraft website!

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WORLD OF WARCRAFT
World of Warcraft
Blizzard Entertainment
Pub. Date: November 2004

Art of World of Warcraft
Art of World of Warcraft Book
Brady Games
Hardcover
Pub. Date: December 2005

World of Warcraft(R) Official Strategy Guide
World of Warcraft Official Strategy Guide
Brady Games
Paperback
Pub. Date: November 2004

World of Warcraft Atlas Gift Pack
World of Warcraft Atlas Gift Pack
Pearson Education
Hardcover, 192 pages
Pub. Date: December 2005

WARCRAFT III: BATTLECHEST
Warcraft III: Battlechest
Platform: Macintosh, PC
Publisher: Blizzard Entertainment
Category: Real-Time Strategy
ESRB Rating: Teen

WORLD OF WARCRAFT OFFICIAL GUIDE
World of Warcraft Official Guide
Platform: PC
Publisher: BradyGames
Category: Books
Blizzard Entertainment DVD Collection
This exclusive set contains the complete in-game cinematics from StarCraft, Diablo II, and Warcraft III – digitally re-mastered for enhanced picture quality on your DVD player. In addition, each disc offers a behind-the-scenes look into the making of Blizzard?s critically acclaimed cut scenes.
World of Warcraft: The Board Game
World of Warcraft: the Board Game invites the players to choose from 16 characters, drawn from the eight races and nine character classes of the Warcraft universe, and take up arms for the glory of the Horde … or the Alliance. Travel across Lordaeron, vanquish monsters, gain experience and power, and earn honor for your faction

Action Figures


Warcraft 3 Night Elf-Arch Druid Action Figure

Warcraft 3 Dwarf-Mountain King Action Figure

Battle for Azeroth: Adventure, Alliance, and Addiction in the World of Warcraft
Battle for Azeroth: Adventure, Alliance, and Addiction in the World of Warcraft

The Battle for Azeroth

Aimed at dedicated fans of the role playing game World of Warcraft, this dynamic collection of essays explores the undying fascination with a game that is a welcome escape from reality for millions of people around the world. Gaming experts, developers, and bestselling sci-fi authors examine the overwhelming success of the game and the underlying motivations for gamers to spend, on average, the time equivalent to working a part-time job battling in the world of Azeroth, and address issues ranging from economics and psychology to addiction and game ethics. The outstanding design of the game and the histories of several main characters are also discussed.

World of Warcraft Dungeon Companion
World of Warcraft Dungeon Companion

World of Warcraft Dungeon Companion

BradyGames’ World of Warcraft Dungeon Companion features masterful strategy compiled from a crew of some of the most decorated players in the game, where their tried and successful tactics are sure to guide players through even the darkest pits of Azeroth.

Paperback: 400 pages
Publisher: Brady Games (May 19, 2006)

  • Every Dungeon: Low-level instances and the toughest raid dungeons are all covered in this monstrous compendium. Light is shed on everything from Ragefire Chasm to the brand new Ahn’ Qiraj.
  • Outdoor World Boss Encounters: Learn exactly what you need to take the Azuregos, Lord Kazzak and the Emerald Dragons.
  • Much more: monster information, question guidance, rewards and secret rooms.

2007 World of Warcraft Wall Calendar
2007 World of Warcraft Wall Calendar

2007 World of Warcraft Wall Calendar

Mystical priestesses, fearsome warriors, and powerful warlocks battle for honor, prestige, and hidden treasure in the fantastic landscapes of World of Warcraft. Players of the game and followers of the series can display this collectible capsule of the best and most visually stunning imagery from the virtual world of Azeroth, bringing such settings as Orgrimmar, Undercity, and Grom’Gol Base Camp to life.

World of Warcraft far outsold its nearest competitors, becoming the most popular massive multiplayer online role-playing game of 2005. Since November 2004, World of Warcraft has signed up more than 4.5 million subscribers worldwide. World of Warcraft has universal appeal among gamers. Its brilliant aesthetics and easy accessibility appeal to both casual and hardcore gamers alike, whether young or old. The hugely popular franchise has spawned manga, novels, board games, and action figures based on the exciting mythos of the Warcraft universe.

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Blizzard Official Sites

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Diablo II: Arreat Summit http://www.battle.net/diablo2exp/
Starcraft Compendium http://www.battle.net/scc/
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World of Warcraft Fansites

Planetwarcraft http://www.planetwarcraft.com
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PvPRP.com http://www.pvprp.com
WowVault (IGN) http://wowvault.ign.com
WCRadio http://www.wcradio.com
GosuGamers.net http://www.gosugamers.net
JudgeHype (French Site) http://www.judgehype.com
Scrolls of Lore scrollsoflore.com

Starcraft 2 Fansites

SCLegacy http://www.sclegacy.com
Meet Your Makers (MYM) http://www.meetyourmakers.com
Starcraft.org http://www.starcraft.org
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Gosugamers http://www.gosugamers.net
Starcraft Live http://www.starcraftlive.net

Diablo Fansites

Diablofans http://www.diablofans.com
Diii.net http://www.diii.net
Pure Pandemonium http://www.purepandemonium.com
Lurker Lounge http://www.lurkerlounge.com
Diablo3Blog (Germany) www.Diablo3Blog.de
Diablo LeForum (France) http://diablo.leforum.eu
Diablo 3 (Ukraine) http://www.diablo3.net.ua
Diablo3Plaza http://www.diablo3plaza.com

Modding Fansites

Rampaging Polygons http://forum.rampagingpolygons.com/index.php
StormCoast Fortress http://www.stormcoast-fortress.net/
Campaign Creations http://www.campaigncreations.org
Star Alliance http://www.samods.org
Sovereign Empire http://www.smempire.org
WC3Campaigns http://www.wc3campaigns.net
Phrozen Keep (Diablo Mods) http://phrozenkeep.hugelaser.com/

Mac Community

IMG Magazine http://www.imgmagazine.com/
MacCentral http://www.macworld.com/news/
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World of Warcraft# 4 Comic Book - Entrevista con Ludo Lullabi

Recientemente, Walter Simonson nos dijo en nuestra entrevista algunos detalles del arco de la trama del comic book de World of Warcraft.  Esta vez le preguntamos a Ludo Lullabi varias preguntas acerca de su carrera artística y cómo consiguió la oportunidad de dibujar el arte del comic book exitoso publicado por la publicadora editorial Wildstorm.  Desde el momento en que los fanáticos del World of Warcraft contemplaron el estilo artístico de Ludo Lullabi, se enamoraron del comic book.  La comunidad puede ahora saber más acerca de Ludo Lullabi, si juega World of Warcraft, y cuánto tiempo se comprometerá a dibujar para el comic book.  At final de ésta entrevista pueden ver cuatro imágenes exclusivas del comic book número cuatro de World of Warcraft, cortesía de DC Comics.

1. ¿Podrías introducirte para que los fans de World of Warcraft conozcan más sobre ti?

Ludo: Me llamo Ludo Lullabi, y tengo 29 años. Soy artista ilustrador y vivo al sur de Francia.

Yo he trabajado en varias series en Francia (Eternal Midnight, Kookaburra Universe, Lillian Cortéz) … Paralelamente con World of Warcraft, estoy trabajando en una adaptación a formato manga del comic book más vendido … “Lanfeust de Troy”; el nombre del manga es Lanfeust Quest.

2. Después de que leí tu entrevista en la muestra gratis exclusiva del San Diego Comic Con, averigué que le enviaste muestras de tu trabajo artístico a Blizzard Entertainment y la idea de una adaptación del juego de World of Warcraft al formato de comic book. ¿Acaso fuiste el que puso la bola a correr para que éste comic book se convertiera en una realidad?, ¿o ya estaba la preparación de éste comic book en progreso para cuando se comunicó con Blizzard?

Ludo: Cuando le propuse mis servicios a Blizzard para la adaptación del juego World of Warcraft al formato de comic book, ellos fueron rápidos en contestarme que les encanto el material que les habia enviado, y que yo sería el que dibujaría el comic book … mientras tanto, yo realmente desconocía si existían planes para una adaptación, o si existían planes para hacerlo en el futuro.

3. ¿Qué te dijo Blizzard acerca de tu talento artístico?

Ludo: Tal como dije anteriormente, Blizzard tuvo buena opinión de las muestras de trabajo artístico que les envié, y en el presente, ahora que estoy trabajando en el comic de World of Warcraft ellos están contentos con los resultados.

4. En la muestra gratis del comic book dada en San Diego Comic Con, dice que el comic book de World of Warcraft es tu primer trabajo Americano. Tuviste que mudarte a los Estados Unidos? Si fue así, que retos o cosas buenas te han sucedido desde entonces?

Ludo: No, no tuve que mudarme, éste es verdaderamente mi primer trabajo en Estados Unidos y no creo que sea el último considerando que tengo varios proyectos franceses en los que estoy trabajando también al mismo tiempo que dibujo ilustraciones para “Lanfeust Quest”, permaneciendo aquí en Francia sin necesidad de mudarme de mi casa.

5. ¿Cómo fue tu primer acercamiento con la compañia de comic books DC Comics / Wildstorm?

Ludo: Al principio, comence trabajando en éste proyecto con mi publicadora francesa (Soleil Productions), porque pensabamos en hacer una adaptación de World of Warcraft para Europa. Nunca pensé realmente trabajar para Wildstorm en los Estados Unidos. Soleil Productions está encargada de distribuir la serie de comic books de World of Warcraft en Francia y mis primeros contactos con DC Comics fueron hechos a través de Soleil como mediadores. En la actualidad, ya me comunico directamente con Wildstorm, pero Soleil continúa bién cometido con el proyecto.

6. ¿Cuál fue tu reacción cuando te pidieron que fueras parte del equipo de empleados del comic book de World of Warcraft?

Ludo: Casi no lo pude creer, fue algo irreal cuando supe que lo logré. No lo esperaba realmente, fue como “Déjame tratar, no tengo nada que perder”, Ahora que el proyecto ha comenzado con éxito y soy el artista encargado, se siente muy extraño cuando la gente habla del comic book de World of Warcraft en la televisión, internet, o en la prensa, porque me recuerda que soy yo quien dibuja para este juego enorme; y eso ocupa la mayor parte de mi trabajo diario … es muy raro … a veces pienso en las primeras horas que jugué World of Warcraft cuando fue lanzado en Francia algunos años atrás sin tener una idea que sería yo el que dibujaría el comic book del juego!

7. ¿Cómo se ha expandido tu relación con Wildstorm hasta ahora?

Ludo: Wildstorm es la que se encarga de supervisar la elaboración del comics, y son ellos los que administran el proyecto. So tengo solo unos pocos contactos directos con ellos, es todo mayormente correo-electrónico con ellos.

8. ¿Cómo es tu comunicación con Walter Simonson, el escritor de la historia del comic book World of Warcraft?

Ludo: Wildstorm es quién administra el comic book, de modo que no tengo tanto contacto directo con él.

9. ¿Qué haces cuando recibes las notas de cómo dibujar cada panel del comic book?

Ludo: Eso depende de lo que yo tenga que dibujar, si es una página que necesita referencias, investigo sea en la internet, o directamente dentro del juego. Después de investigar información, trato de trabajar en una solución para idear lo que voy a dibujar y que funcione con la historia de Walter. El método que usamos es bién flexible para mí porque puedo fácilmente adaptar la historia con mi estilo artístico, y entonces Walter trabaja nuevamente con la historia editando los textos de acuerdo con mis dibujos.

10. ¿Tienes algún contacto con Sandra Hope y Randy Mayor después de que terminas tus paneles? O es otra persona la que se encarga de supervisar que los colores y tinta son correctos con el estilo y mitología del universo de Warcraft?

Ludo: Como dije, Wildstorm administra esa etapa … sin embargo, estoy muy satisfecho con el trabajo de tintado y colorización, así que no superviso mucho esos aspectos. Soy un gran fanático de Sandra desde su trabajo en “OUT THERE” y del trabajo de alta calidad de Randy. No sé si él tiene alguién que le supervise los colores para que haya consistencia, ó si él investiga por su cuenta, pero de todas formas creo que él respeta mucho el universo de World of Warcraft.

11. ¿Haz jugado Warcraft III ó cualquier juego anterior de Warcraft?

Ludo: Yo he jugado Warcraft III y también tengo la expansión del juego en uno de mis armarios. De hecho busqué esos juegos para comprarlos una vez que fui contratado para dibujar el comic book para refinar mi conocimiento de la mitología de Warcraft, pero debido a mi falta de tiempo no pude avanzar mucho en los niveles del juego. Afortunadamente, hay varias formas de aprender acerca de la historia de Warcraft, principalmente en la internet. Pero realmente descubrí éste universo jugando World of Warcraft.

12. Escuché que eres un apasionado jugador de World of Warcraft, con un personaje nivel 70. Hay algún escenario interno o externo, o calabozo, paisaje, objeto, personaje artificial que te inspire como para capturarlo en un dibujo? Note que capturaste Dire Maul desde la vista dentro de un Zepelin, y un dibujo de la entrada de Booty Bay.

Ludo: Soy un gran jugador de World of Warcraft, al menos fui, porque apenas tengo tiempo. Mi personaje nivel 70 debe sentirse un poco solitario sin mi … aunque eso podría cambiar una vez que la expansión “Wrath of the Lich King” salga, lo cual ciertamente va a ser divertido con mis publicadoras editoriales. Me encantaría dibujar a Illidan, ó a Arthas y trabajar con sus mitologías … pero creo que Blizzard preferiría desarrollar y expandir las historias de intrigas que son un tanto nebulosas en el universo.

13. ¿Miraste algunos de los dibujos y conceptos artísticos de los artistas de Blizzard para guiarte con el arte del comic book, o jugaste el juego para mirar locaciones como Orgrimmar y otros lugares?

Ludo: Ambos. Yo he estudiado la decoración en el juego para mantener los escenarios del comic book fiel con los vistos en el juego por los jugadores, y también he visto el trabajo de los artistas de Blizzard para familiarizarme con su visión del universo Warcraft sin la limitación gráfica que presenta el juego de World of Warcraft.

14. ¿Tienes la abilidad ó intención de introducir algún elemento de diseño único en el universo de World of Warcraft, como architecturas ó criaturas, monstruos, ó estás limitado estrictamente a dibujar lo que te piden?

Ludo: Ellos me han dado libertad, “carte blanche” para ciertos elementos. Por ejemplo, en el libro número trés hay un elemental en el Pozo de Visiones (Pool of Visions) en Thunderbluff que no estaba supuesto a estar ahí. Blizzard me permitió dibujar eso … sin embargo tomé en cuenta que era necesario dibujarlo como una criatura parecida a lo que se puede encontrar en el juego de World of Warcraft, así que lo dibujé de forma que pareciera un monstruo que pertenece a la familia de elementales de la tierra (Earth Elemental).

15. ¿Es éste tu primer projecto en el campo de la Fantasía?

Ludo: No, el libro manga en el que estoy trabajando en Francia es una serie de Fantasía. Otras series en las que he trabajado (Lillian Cortéz) podría también ser considerado como fantasía (pero más en el estilo de “Final Fantasy”).

16. ¿Encontraste algún reto a lo largo del desarrollo de cada libro del comic book World of Warcraft? ¿Cómo los resolviste?

Ludo: Actualmente me siento más y mas cómodo con este proyecto. Estaba un poco tímido al principio, pero con el tiempo me acostumbré. Mis mas grandes dificultades son los tiempos límite que me dá la publicadora editorial Wildstorm para entregar los dibujos, porque también tengo un contrato con el libro manga “Lanfeust Quest” aquí en Francia. Así que cada més a parte de las 22 páginas del comic book World of Warcraft, también tengo que dibujar 60 páginas del libro manga, y es bién difícil ese rítmo de trabajo con corto tiempo para entregarlos. Hasta ahora soy un arduo trabajador sin vida. grin

17. ¿Cuán envuelto está Blizzard Entertainment cuando se refiere a cada dibujo, panel, página y libro en el que tú dibujas?

Ludo: Sé que hay mucha gente de Blizzard que está observando cómo se desenvuelve éste proyecto, ellos me ayudan a chequear si hay algun error en la mitología, las razas, etc. … y cuando me piden que arregle algo en mis dibujos por lo general cae dentro de “cambia éste puñal por un bastón”, ó algo por estilo.

18. ¿Tienes planes en tu carerra más allá del comic book World of Warcraft# 1-12?

Ludo: Probablemente voy a dibujar el primer arco del número uno al seis, pero el primer arco va a tener un libro extra, por lo tanto hasta el libro número siete. Después de eso estaré dibujando la cubierta de los libros número ocho al trece … pero ciertamente voy a estar de regreso. El manga francés me toma mucho tiempo, y de verdad me gusta dibujar el manga francés … pero también amo dibujar el comic book World of Warcraft. Actualmente, amo dibujar estos proyectos.  Por desgracia solo hay venticuatro horas en el día!


WORLD OF WARCRAFT# 4 – VISTA ADELANTADA

Blizzard Acquires FPS Series Rights

Blizzard Entertainment has acquired the trademark rights to three game titles of a 1997 first-person shooter (FPS) formerly published by Interplay.  The game was designed by Xatrix Entertainment—later known as Gray Matter Interactive, former creators of Tony Hawk’s Pro Skater 2; Quake II: The Reckoning; Return to Castle Wolfenstein; and Call of Duty 2: Big Red One.  Activision purchased this studio in January 2002.

The trademarks of the FPS Series were later sold to Vivendi Universal in July 2004, but they didn’t make any games based on the series. However, Blizzard Entertainment has secured the trademark rights.

Is the fifth unannounced game based on this game title? Or is it yet another game in the works? Or will they work on it at a later time? It is all cloudy at the moment. Back on 2004, Blizzard returned to their roots with the acquisition of the arcade games trademarks from Interplay: The Lost Vikings,  Rock’n Roll Racing and Blackthorne. These were games developed by the founders before Sillicone & Synapses was known as Blizzard Entertainment.

This new FPS series however is not their creation. With the Activision Blizzard merge, it would be interesting to see if Blizzard explores a new trend of developing games based on IPs from either Activision or Universal.

What are these mysterious FPS series trademark rights acquired by Blizzard Entertainment?

  • REDNECK RAMPAGE
  • REDNECK RAMPAGE RIDES AGAIN
  • REDNECK RAMPAGE SUCKIN’ GRITS ON ROUTE 66

The original Redneck Rampage game was based on the Duke Nukem 3D engine.  It contained hillbilly elements with its main characters: Leonard and Bubba, two brothers from fictional town Hickston, Arkansas.  The plot revolved around an alien invasion and the rescue of their pig Bessie.

In the original Redneck Rampage game, you could use serveral weapons such as:  .454 Revolver, Double-barreled shotgun, Kalashnikov AK-47 Assault Rifle, Ripsaw, Teater Gun, Alien Handgun, Dynamite, Crossbow, Powder Keg, Crowbar and a Bowling ball.

The game had the introduction of various themes by singers Mojo Nixon, Reverend Horton Heat, Beat Farmers, Cement Pond, and other Psychobilly artists.

Join Leonard and Bubba for a romp through Possum Bayou in this abridged version of the game.

Leonard and Bubba gotta get back Bessie, their prize-winnin’ pig who’s been abducted by aliens in Redneck Rampage, a ruckus-raisin’ riot of a first person 3D shooter set in the fictional town of Hickston, Arkansas.

Armed with up to nine impractical and occasionally illegal weapons ranging from a crowbar to an alien arm gun (to pull the trigger, yank on the tendon), blast your way with the boys through country bars and trailer parks. The aliens have been busy conducting experiments, cloning local folks like Hickston’s resident drunkard, Billy Ray.

Now these ornery alien enemies lurk behind every outhouse and jukebox, scratching themselves and waitin’ to whoop yer butt. If you thought navigating through a melted-down Los Angeles or sneaking around ogres’ castles was tough, then just try your hand a-whompin’ and a-stompin’ the good ol’ boys at Stanky’s Bar & Grill. You’ll find there’s nothin’ more terrifyin’ than the deep chuckle of an inbred alien clone stalking you in the backwoods, with nobody to hear your teeth chattering but the fifty chickens milling around underfoot.