BF1942-Battlefield Mod

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.

INTERVIEW

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

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

Rekkon:
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.

Blizzplanet:
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.

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

Rekkon:
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.

Blizzplanet:
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).

Rekkon:
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.

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

Rekkon:
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.

Zylock:
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.

Blizzplanet:
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.

Rekkon:
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.

Blizzplanet:
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.

Rekkon:
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. :D

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:

  • http://www.planetbattlefield.com/scm/

    Space Combat Forum:

  • Here

    Details of Story and Units Page (PDF file):

  • Here

    Image Gallery Here


    Images of Starcraft models before Blizzard halt the project:

  • Warcraft II: Tides of Darkness History & Lore

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

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

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

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

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

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

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

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

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

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

    warcraft-ii-tides-of-darkness-box

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



    Alliance Flags | Horde Flags


    warcraft-ii-azeroth-flagAZEROTH

    Leader: Regent Lord Anduin Lothar
    Nation Color: Blue

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

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

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

    warcraft-ii-kultiras-flagKUL’TIRAS

    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.

    warcraft-ii-gilneas-flagGILNEAS

    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.

    warcraft-ii-dalaran-flagDALARAN

    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.

    warcraft-ii-alterac-flagALTERAC

    Leader: Lord Perenolde

    Nation Color: Orange

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



    Alliance Flags | Horde Flags

    Warcraft II: Tides of Darkness - Overview

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

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

    Warcraft II: Tides of Darkness - Features

    Return to the Age of Chaos and wage war against live Orc and Human opponents with the same skill and fearless intensity you lived and breathed in your Warcraft II Career.  Warcraft II 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.
      Enhancements include:
      • Hot-key unit groupings
      • Improved auto-commands
      • Instant event-alert centering
      • Shared vision

    Additional Features

    •   Multi-player support for as many as 8 players via Battle.Net or IPX network

    • Blizzard’s spawning technology that allows up to eight players to compete over 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)

    Warcraft II: Tides of Darkness - System Requirements

    Windows PC 98/95/NT 4.0

    • Pentium 60 or equivalent

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

    Mac OS 7.6 or Higher

    • Power PC

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

    • Multiplayer Options
      2-8 Players, Appletalk Network, IPX Network or Battle.net (requires low latency internet connection with support for 32-bit applications.
    warcraft-ii-tides-of-darkness-box

    Aegwynn Chronicles: Fall of Azeroth

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



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

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

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

    Warcraft: Orcs and Humans - Garona’s Journal


    The Destiny of the Orcish Hordes


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Warcraft: Orcs and Humans – Cheat Codes

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

    Enable Cheats
    corwin of amber

       
    Full Map
    sally shears

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

    Build Faster
    hurry up guys

    All Casting Spells
    eye of newt

    Upgrade Technology
    iron forge

       
    God Mode
    there can be only one

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

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

       
    Victory Screen
    yours truly

    Lose Screen
    crushing defeat

       
    Final Campaign Sequence
    ides of march


     

    Warcraft Orcs and Humans – Human Campaigns

    Human Campaigns  |  Orc Campaigns

    warcraft-orcs-and-humans-human-campaign-intro

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Warcraft Orcs and Humans – Orc Campaigns

    Human Campaigns  |  Orc Campaigns

    warcraft-orcs-and-humans-orc-campaign-1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    warcraft-orcs-and-humans-orc-campaign-map-end

    Diablo I Lore: The Great Conflict

    Librarius Ex Horadrim
    BOOK ONE OF HEAVEN AND HELL THE GREAT CONFLICT

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

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

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

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

    izual-diablo-1


    Librarius Ex Horadrim:

    BOOK ONE : OF HEAVEN AND HELL BOOK TWO : THE RETURN OF TERROR
    The Great Conflict The Lands of Khanduras
    The Sin War The Awakening
    The Dark Exile The Darkening of Tristam
    The Binding of the Three The Fall of the Black King
    The Reign of Diablo
    THE NATURE OF THE SOULSTONES
    By Jered Cain of the Horadrim

    Diablo I Lore: The Sin War

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

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

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

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

    horadrim2

    Copyright 1996 by Blizzard Entertainment

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


    Librarius Ex Horadrim:

    BOOK ONE : OF HEAVEN AND HELL BOOK TWO : THE RETURN OF TERROR
    The Great Conflict The Lands of Khanduras
    The Sin War The Awakening
    The Dark Exile The Darkening of Tristam
    The Binding of the Three The Fall of the Black King
    The Reign of Diablo
    THE NATURE OF THE SOULSTONES
    By Jered Cain of the Horadrim

    Diablo I Lore: The Dark Exile

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

    Duriel, the Lord of Pain

    Andariel, the Maiden of Anguish

    Belial, the Lord of Lies

    Azmodan, the Lord of Sin

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

    Mephisto, the Lord of Hatred

    Baal, the Lord of Destruction

    Diablo, the Lord of Terror

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

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

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

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

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


    Librarius Ex Horadrim:

    BOOK ONE : OF HEAVEN AND HELL BOOK TWO : THE RETURN OF TERROR
    The Great Conflict The Lands of Khanduras
    The Sin War The Awakening
    The Dark Exile The Darkening of Tristam
    The Binding of the Three The Fall of the Black King
    The Reign of Diablo
    THE NATURE OF THE SOULSTONES
    By Jered Cain of the Horadrim

    Diablo I Lore: The Binding of the Three

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

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

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

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

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

    symbol-horadrim

    blizzard-logo-huge

    Copyright 1996 by Blizzard Entertainment

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


    Librarius Ex Horadrim:

    BOOK ONE : OF HEAVEN AND HELL BOOK TWO : THE RETURN OF TERROR
    The Great Conflict The Lands of Khanduras
    The Sin War The Awakening
    The Dark Exile The Darkening of Tristam
    The Binding of the Three The Fall of the Black King
    The Reign of Diablo
    THE NATURE OF THE SOULSTONES
    By Jered Cain of the Horadrim

    Diablo I Lore: The Lands of Khanduras

    BOOK TWO: THE RETURN OF TERROR

    THE LANDS OF KHANDURAS

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

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

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

    blizzard-logo-huge

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


    Librarius Ex Horadrim:

    BOOK ONE : OF HEAVEN AND HELL BOOK TWO : THE RETURN OF TERROR
    The Great Conflict The Lands of Khanduras
    The Sin War The Awakening
    The Dark Exile The Darkening of Tristam
    The Binding of the Three The Fall of the Black King
    The Reign of Diablo
    THE NATURE OF THE SOULSTONES
    By Jered Cain of the Horadrim

    Diablo I Lore: The Awakening

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

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

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

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

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

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


    blizzard-logo-huge

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


    Librarius Ex Horadrim:

    BOOK ONE : OF HEAVEN AND HELL BOOK TWO : THE RETURN OF TERROR
    The Great Conflict The Lands of Khanduras
    The Sin War The Awakening
    The Dark Exile The Darkening of Tristam
    The Binding of the Three The Fall of the Black King
    The Reign of Diablo
    THE NATURE OF THE SOULSTONES
    By Jered Cain of the Horadrim

    Diablo I Lore: The Darkening of Tristam

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

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

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

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

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

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

    blizzard-logo-huge

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


    Librarius Ex Horadrim:

    BOOK ONE : OF HEAVEN AND HELL BOOK TWO : THE RETURN OF TERROR
    The Great Conflict The Lands of Khanduras
    The Sin War The Awakening
    The Dark Exile The Darkening of Tristam
    The Binding of the Three The Fall of the Black King
    The Reign of Diablo
    THE NATURE OF THE SOULSTONES
    By Jered Cain of the Horadrim