Alliance Flags | Horde Flags
Alliance Flags | Horde Flags
Alliance Flags | Horde Flags
Leader: Regent Lord Anduin Lothar
Background: Before the coming of the Age of Chaos when the Portal was first opened, the kingdom of Azeroth was the mightiest of all Human nations. Ruled by the wise and just King Llane, Azeroth stood as a beacon of light and truth throughout the known world. After the First War, Azeroth and all of its lands were devastated by the Horde. With King Llane dead, Sir Lothar took charge of the shattered armies of Azeroth and led the survivors across the Great Sea to the shores of Lordaeron. King Terenas, ruler of Lordaeron, agreed to support the landless Azerothiens. The peoples of Azeroth settled near the Southshore region of Lordaeron, pledging their loyalty to the Alliance. Battle-hardened and brave, the last of the once great armies of Azeroth now seek retribution for the loss of their homeland.
Background: The kingdom of Stromgarde retains a strict martial philosophy which makes it a highly regarded addition to the Alliance. Situated among the foothills of the Alterac Mountains, Stromgarde serves as a sentinel against any invasion across the Orc-controlled borders of Khaz Modan. Possessing a long history of warfare against the Trolls, the warriors of Stromgarde are well prepared to engage in open combat with all enemies of humanity.
Leader: Lord Admiral Daelin Proudmoore
Nation Color: Green
Background: Before the First War, the far ranging merchant ships of Kul’Tiras made it the most prosperous nation in the known world. When the Orcs began to raid the coastal settlements of Lordaeron, Admiral Proudmoore took it upon himself to construct an Armada of Warships. At the behest of his long time friend Anduin Lothar, Proudmoore has pledged the assistance of his merchant-nation to the Alliance.
Leader: Lord Genn Greymane
Nation Color: Black
Background: Despite the impending Orcish invasion, Gilneas has remained separate from the Alliance of Lordaeron. As ruler of one of the strongest Human nations, Genn Greymane is convinced that his own armies can deal with the threat, and has therefore remained unmoved by Lord Lothar’s pleas for unity. Despite this apparent disdain for the Alliance, the denizens of Gilneas harbor no fondness for the Orcs or their allies and are prepared to meet them blade for blade.
Leader: The Kirin-Tor
Nation Color: Violet
Background: Dalaran is a small, magocratic nation ruled by a conclave of Wizards known as the Kirin-Tor. The Capital of Dalaran is the Violet Citadel at Cross Island. This nexus of supernatural forces is home to the four great towers that are sanctum to many of the land’s greatest sorcerers. The Kirin-Tor are strong supporters of the Alliance and to its cause have devoted the knowledge contained within their voluminous libraries as well as the power of their awesome magiks.
Leader: Lord Perenolde
Nation Color: Orange
Background: Alterac is the weakest of the Human nations and is only a minor contributor of troops and equipment to the Alliance. Although Lord Perenolde praises Lothar and Terenas for their ongoing efforts, he is beset by the fear that when the Horde comes, the Alliance will fall, and only the surrender of his forces and his sovereignity will save the lives of his subjects. Perenolde alone knows whether or not – when the final call to arms is sounded – Alterac will fight for its own freedom alongside the other nations of the Alliance.
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.
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My name is Magna Aegwynn, and for over one thousand years I have wandered the realms of this world and endeavored to safeguard the peoples of its lands against the ethereal powers of the Great Dark Beyond. I have seen mighty kingdoms rise and fall. I have witnessed the deeds of high nobility and the lowliest of rabble both conspire to define the destiny of mankind.
It has been only recently that I have, regrettably, become directly involved in the matters of men. For countless ages it has been the charge of my Order to shelter and protect mortal man from the mysteries of the Great Dark, and the palpable, heinous evils of the realms beyond. To battle these dark forces of the Twisting Nether we were given considerable power, and longevity rivaling that of even the ancient Elves. With this power came one grave burden – the Guardian must not interfere with the affairs of men until the time comes when a successor must be chosen and the mantle of guardianship is passed to another.
Thus did I – Aegwynn, last Guardian of the Order of Tirisfal – judge that my time had come. Forty-two winters had passed since I first came to the Kingdom of Azeroth in search of the Conjurer Nielas Aran. It was he whom I had chosen to sire the heir of my powers. Nielas was exceptionally talented in the simple conjurative magiks of men, and I believed that he would be the perfect mortal father for my child … and so he was …
I gave birth to a son and named him Medivh – or “Keeper of Secrets” in the ancient tongue of the Elves – in the fall of the year 559. I transferred all of my knowledge and power into the infant, locking it deeply within him to manifest itself only when he reached physical maturity. Believing that my work on this world was done and seeing that my son would be cared for by Nielas’ people, I wandered across the fields of time, preparing myself for the passing.
I kept a distant, watchful eye on my son for much of his young life. I was assured that the deep-seeded altruism of Tirisfal would guide him in his trials and temper his heart and mind as to make him worthy of the Guardianship that was, I believed, his destiny.
On the eve of the marking of his thirteenth birthday, the power locked deep inside of my son awakened. Unable to deal with the raw, cosmic energies surging inside him, Medivh suffered a massive psychic trauma. He was pacified by the good Clerics of the Northshire. They removed the youth to their sacred Abbey and for six years tended to his all but comatose body.
Eventually, Medivh awakened from his sleep seemingly in full control of his faculties and powers. Yet, underneath the confident and almost arrogant facade, I somehow knew that my son had become malevolent and corrupt. The wisdom and power that was his birthright had been perverted by distant forces within the Twisting Nether, altering the Human part of his soul and marking him with its evil touch forever. It was not until the first wave of those wretched creatures known as the Orcs thundered through the dark rift that I realized how incredibly dangerous my son had become …
With his mastery over the arcane energies increasing almost by the moment, Medivh had set out to probe the extent of his ability to manipulate the world around him. Delving into the forbidden arts of Necromancy, Medivh began to unravel the mysteries of life and death. He took to consorting with Daemons from the lower planes, using their powers to augment his own. His hunger for power became stronger, and with every minor success Medivh fell ever deeper into the dark abyss of madness. He traveled far throughout the astral plane, exploring the infinite secrets of the Great Dark Beyond. It was then, in the midst of swirling chaotic hallucinations, that Medivh first encountered a world beyond his own and captured a glimpse of the aberrant, murderous denizens of that place.
Here at last, was the tool that Medivh had been searching for …
Desirous of complete dominion over Azeroth, Medivh used the insights gained from the knowledge of Tirisfal to strike a bargain with Gul’dan the Warlock – the mightiest of the rulers of the dark, red world that haunted Medivh’s visions. Communicating through deep trances and astral projection, Medivh told Gul’dan of an ancient tomb lost beneath the north sea that contained power beyond imagination. It was to this tomb that I had banished the ancient Daemonlord Sargeras after a long and exhausting battle eight hundred years before. Even I cannot say whether or not the power of Sargeras remains entombed there. The promise of incredible power tapped from a true monarch of the underworld was enough to make the insatiable Gul’dan agree to do Medivh’s bidding.
Medivh agreed to furnish the location of the Tomb of Sargeras to Gul’dan as well as an entire world to conquer. In exchange for this gift, Medivh required the total destruction of the only force he believed capable of contending his ascendancy to power – the great Kingdom of Azeroth.
Thus, in the year 583, the first of Medivh’s unnatural Portals was opened between the world of Azeroth and the red world of the Orcs. Although the time of my passing had drawn near, I traveled to Medivh’s mystic tower to reason with him and attempt to dissuade him from a path that would surely lead to his own destruction. The power that was once of Tirisfal had become so twisted inside him that my pleas seemed as nothing. I fought with what energy remained in my weakened body, but having given all of my powers to him so long ago, I was easily defeated and banished from his sight.
The arrival of Gul’dan and the Horde Warchief Blackhand heralded a war that tore the realm of Azeroth asunder for nearly five years. The once rich lands of the kingdom were razed and left fallow by the merciless Orc armies. And yet, for all of his craft and guile, Medivh did not survive to see his plans come to fruition. My son was killed by a bold Azerothien raiding party who broke into his tower and slew him in the very room where he first made contact with the minions of the Horde. Even the great Warchief Blackhand was eventually destroyed as his ultimate victory drew near, betrayed by his servant Orgrim Doomhammer.
The greatest loss to the peoples of Azeroth came when King Llane, their benevolent and just ruler, was killed as Stormwind Keep fell under the siege, and was overthrown by the Orish Hordes. Only the valiant leadership of Anduin Lothar, Knight errant in the Brotherhood of the Horse and a hero in the war, allowed the survivors of Azeroth to escape from their decimated homeland with their lives.
Even with Medivh and his vile magiks gone, the Portal continued to channel hundreds of Orcs into the Human lands every day. With the death of Blackhand, Orgrim Doomhammer was quick to seize control over the Blackrock clan – the most powerful Orcish force on Azeroth. While others still vie for supremacy over the rest of the scattered Orc clans, Gul’dan, the infamous Warlock and chieftain of the Stormreaver clan, is rumored to be amassing a great navy to find the legendary Tomb of Sargeras for himself. Rend and Maim, the barbarous sons of Blackhand, also have secured a strong followinig amongst the Orcs, and hope to wrest ultimate control of the Horde away from the treacherous Doomhammer.
Although other factions grow stronger within the chaotic Horde, it seems certain that all of the clans will follow Doomhammer’s plans to hunt down and destroy the renegade Humans of Azeroth wherever they choose to run …
|Note: Believe it or not, Aegwynn is still alive. After her exile, she sensed the death of Medivh. For twenty years, she gathered what little she still had of magic to resurrect Medivh prior to the events of Warcraft III: Reign of Chaos. This resurrected Medivh contacted Thrall, King Terenas, Prince Arthas, Jaina Proudmoore and Tyrande to set a common front against the Burning Legion. King Terenas and Prince Arthas however dismissed Medivh as a mere mad prophet.You may find Aegwynn and the resurrection of her son Medivh in the pages of World of Warcraft: Cycle of Hatred — by Keith R.A. DeCandido. The novel is set a year before the MMORPG, serving as prologue leading to the events in the MMORPG. Jaina finds Aegwynn and seeks her help to find out who is setting things in motion to clash Orgrimmar and Theramore into a war.
A demon defeated by Aegwynn centuries ago, Zmoldor, has returned and is rising a new Burning Blade clan composed of Humans and Orcs to infiltrate both cities to instigate hatred from within to lead Orgrimmar and Theramore into war. Aegwynn defeats the demon by opening a gateway that sucks in Zmoldor and his demons back into the Twisting Nether.However, Aegwynn alerts Jaina that the Burning Blade clan may yet resurface. Early quests of Orgrimmar, around level 10-12 sends you to a cave near the Zeppelin tower (outdoor). Thrall sends you to infiltrate their lair to destroy them, and later sends you into Ragefire Chasm to dismantle the Burning Blade’s masters: a satyr, an orc warlock and a felguard. Aegwynn was seen again in issue# 6 and # 11 of Wildstorm’s World of Warcraft Comic Book by writer Walter Simonson.
UPDATE: Aegwynn died in the World of Warcraft comics and her corpse was buried at the closed catacombs south of Karazhan.
The Destiny of the Orcish Hordes
The history and legends concerning the invasion and domination of the Human Lands scribed by Garona of the Shadow Council
The stories of battle and victory have always been told, and in the past, it was up to the leaders of each assault to document the past. While fine leaders in war, these chieftains lacked the ability to convey those actions with written words. I present as an example:
“Thok go through shiny hole. Then me fall down, but me good. Me find many good things to eat. We find village. We mash them and eat their food. Thok stop now. Head hurt from write.”
The fact that I am of both Orc and Human lineage, combined with the skills and schooling I have acquired from my journeys, has elevated me to the position I now hold. As chief interpreter of the Shadow Council, the duty of preserving the accounts of our conquering of this world and eventual crusade into the land of Humanity, has fallen now upon my shoulders. I, Garona, now humbly present that history.
Our destiny concerning the domination over these lands has been foretold by the clan mystics for hundreds of years. Having risen from the mire of swamps and marshes, the Orcish hordes have swept across this domain in the fulfillment of that destiny. Many ages passed as our influence slowly spread, causing pain and darkness to follow in our wake. Be they in lush plains, hidden in thick forests, or at the rocky crags overlooking the seaside our armies rilled over what pathetic resistance our enemies could muster.
Their crops died on the stalk and their fields lay fallow, for we left none alive to tend them. Using the arcane powers of our Warlocks and Necromancers, not even the mightiest of our foes could long stand against our increasing onslaught. One by one our enemies fell, and we became stronger with each victory. In time, by subjugating all who would oppose our rise to power, and enslaving these weaker races to use as we pleased, we conquered both nature and creatures to finally rise to the pinnacle of this world.
Still we craved more, and decades of constant bickering between clans served to divide our race amongst itself. Soon factions arose, each seeking to control the Orcish domain for themselves. These petty arguments turned to armed conflict, and then to war as the need for conquest burned hot in our blood. If no lands existed that were ruled by enemies, then we would take the lands of our brethren.
The only clan to ignore these plays for power were the Warlocks. Secluded in their towers, they saw the danger that was present. Although it pleased the Necromancers that these battles fed the earth and underworld with rivers of blood, the Warlocks feared that no Orc would be left alive. This would serve to upset the delicate balance that allowed them to control the powers that they held in check and called upon to work their magiks. If this balance were to be maintained, the Orcish hordes would need to be supplied with new battles against a common foe.
It was during a period of research that the small tear in the dimensional fabric was noticed. Many years passed as the Warlocks sought to unlock the mysteries of this tiny rift. The undertaking of numerous trials and tests led to the conclusion that this phenomenon could serve as a portal to another dominion, if it could be controlled. The Orcish Warlocks began experimentation towards focusing the rift, gradually making it larger and more stable. Eventually, they were able to create a small portal, just large enough for one of their clan to pass through.
The stories that this subject returned with almost convinced his colleagues that the experience had left him insane, but strange, unknown plants he held served as sure evidence of his claims. This allowed the sect to approach the strongest leaders of the splintered Orc clans and request that they cease their war for one year. At the end of that time, they promised the chance to accomplish the taking of a new world.
Controlling the rift proved to be easier as it grew larger, and within the passing of three moons, it stood ready to send a small detachment of troops to this new world. A blue circle of energy, roughly two and one half Orcs in width, was the sight that greeted the Orcish clan chiefs. Streaks of black and red raced across it as it crackled with otherworldly fires. Seven warriors were to enter the portal and return with a report detailing the type of lands and creatures that were to be found on the other side. As the Warlocks began their incantations to acces the power of the rift, a howl began – low at first, then rising in pitch like a darkwolf baying during the bloodmoon. When the sound grew near to deafening, the warriors were motioned into the circle, now alive with a thousand colors intertwined and clashing in some cosmic dance. What awaited these seven was beyond even their wildest imagining.
The sack of the village was a simple matter, hardly worth the telling. Yet hundreds of times the tale was recounted, and a hundred more would be expected and relished. A group of strange, sharp edged buildings was the first sign of any true opposition they encountered. A rough dirt path lead into a trio of farms. The gray of dawn was lightening as the sun of this world rose over the hilltops. It was a bright, yellow orb that shone twice as brightly as our own, and made the days exceedingly hot. Then out of the odd little hut came what must have been a member of this lands true race. Small, pink and spare of muscle were these creatures. The warriors grinned wickedly at each other, knowing that if this represented the breed of stock they would need to pen in order to take this world, victory was but a matter of moments.
Rushing out of their hiding place, they swarmed upon the village and slew every living thing they could find. The males offered some small resistance, but the females and children were like taking grok to the slaughter. Their homes held few values, but their field were full of a tasty grain. Their livestock, as little as there was, also proved excellent, and what they could not eat or pack was set to the torch. The trinket brought back from this place were of a craftsmanship unknown to the Orcs, and were quickly taken by the leaders of the clans for their own treasure hordes. This new world, heavy with vast expanses and soft, weak protectors would prove a rich jewel to add the crown of the Orcs.
Our order of ascension is a simple one – only the strongest survive. All matters of politics or dispute are settled in open debate. This can lead to hostilities in many cases, but it is the fastest and simplest way to come to a conclusion on most matters. Each Orc has the right to make heard his arguments, as long as he can back them up with fact – or steel. To gain the upper hand is a sign of strength, and strength is counted highly among the hordes. A decisive victory in battle raises the commander and his warriors to a place of honor and control. This hold is tenuous, however, for the higher one climbs, the farther – and more deadly – the fall.
By this time, we had learned much of this new domain, and those who dwelled here. While difficult to understand in many ways, they proved similar enough to us in many ways. A sharp blow to the head resulted in death. Lack of food led to starvation. Pain also affected them in the same way it had all of our enemies, and proved to be an effective means of extracting information.
To learn that the name of this place was Azeroth, and the inhabitants here were called Humans, was among the first bits of information we gathered. We began the taking of Azeroth by moving out cautiously, and learning what we could, but all too soon rash judgement prevailed as the taste of greed tainted the palettes of the Orcish clan chiefs. After many arguments ensued, it was decreed that an assault upon the tall castle in the north would serve to crush our enemies and place the Orcs upon the throne of power. More and more warriors were brought through the rift, and with them seemed to come the essence of our world. The Warlocks claimed it was some effect of the portal, but the lands about our entryway soon became as desolate as those of our home.
Entry into the castle was a simple matter, for the prosperity that had made this land so attractive to us had also bred weakness in the Humans. Their guards were unprepared as our forces poured through the gates and over the walls of their stronghold. Their males did well to stop us for as long as they did, but our numbers and strength soon tilted the battle in our favor. Victory would have been assured, but for the arrival of their great, mounted soldiers. These fiends rode atop beasts of muscle and sinew that crashed through our ranks and dealt as much damage to our troops as did their riders. These knights, as we have come to know them, rallied what few soldiers remained, and began driving us out of the castle. Our every turn was countered as we were forced to retreat towards the gateway back to our world. some trick of magic had them always at our back, sides, and in our path. We barely reached the edges of the swamplands that now surrounded the portal and eluded our pursuers in its murky depths.
It has been some fifteen years since this costly decision altered the course of our destiny. Many called for the closing of the gate, while other factions fought for another attack upon the humans with all of our forces. Out of this chaos arose a single Orc with a cunning and guile that few others possessed. Careful manipulations and the use of what support he could muster made his voice ever stronger as time passed. After key opponents were dealt with, few could offer any opposition to his plans, and the rule of the great Orc Warchief Blackhand was upon our people.
His cruelty and dominance in battle is only overshadowed by his lust for power. He has studied the means with which Human armies are able to defeat overpowering numbers of Orcs through strategy and guile. From these tactics he has learned to bring organization to the scattered attacks of our raiding parties. He sought assistance from both houses of the arcane arts, searching for other weapons to add to his arsenal. The culmination of these plans will involve the uniting of all the Orcish clans – Armies, Warlocks, and Necromancers alike – to bring about the eventual destruction of the Human race. The Age of Chaos is now at hand.
The following are cheat codes for Warcraft: Orcs and Humans. The cheat codes are only useable in Single Player mode. In order to enter a cheat code, you must first press enter to open the chat prompter, then type the following text: Corwin of Amber then press Enter button on your keyboard. From now on you can type any of the cheat codes mentioned below and they will become active. You will see a text message confirming that the cheat code is now active. You will see the following text onscreen: (Cheat Code Enabled You Wascally Wabbit)
All Casting Spells
Skip and Load to an Orc Level (change the 1 to any number from 1-12)
Skip and Load to a Human Level (change the 1 to any number from 1-12)
|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.
|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.
|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.
|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.
|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.
|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.
|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.
|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.
|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.
|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.
|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.
|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!
|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 Stormwin 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.|
|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.|
|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.
|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.
|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.
|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.
|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.
|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.
|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.
|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.
|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.
|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!
|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.
|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!
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 …|
Librarius Ex Horadrim
Since the Beginning, the forces of Light and Darkness have engaged in an eternal war: The Great Conflict, whose victor will rise from the apocalyptic ashes to hold sway over all creation. To this end, the Angels of the High Heavens adhere to strict militaristic disciplines. Seraphim warriors strike at the enemies of Light with swords imbued with righteous wrath and justice. The Angels believe that only absolute discipline can properly restore order to the myriad realms, while the demonic denizens of the Burning Hells hold that absolute chaos is the true nature of all things.
The battles of the Great Conflict rage across both time and space, often infringing upon the very fabric of reality itself. From the Crystal Arch at the very heart of the High Heavens to the arcane Hellforge of the Underworld, the warriors of these eternal realms journey to wherever their timeless conflict carries them. The legendary deeds of the heroes of the realms beyond elicit both veneration and insight.
The greatest of these heroes was Izual, lieutenant to the Arch-Angel Tyrael and bearer of the Angelic Runeblade Azurewrath. He once led a fierce attack upon the Hellforge as the creation of the dark demonblade Shadowfang was nearing completion. His quest was to destroy both wielder and weapon – a charge that he was destined never to complete. Izual was overcome by the legions of chaos and, tragically, was lost to the Darkness. His fate stands as testament to the fact that Angels and Demons alike shall fearlessly enter into any domain – so long as their hated enemies dwell within.
Although the Great Conflict burned hotter and longer than any of the stars in the sky, neither side could gain dominion over the other for long. Both factions sought some way to turn the tides of the war to their favor. With the ascension of Man and his mortal realm, the Great Conflict ground to a mysterious halt. Both armies paused in a breathless stalemate, waiting to see to whose side Man would eventually turn. Mortals had the unique ability to choose between Darkness and Light, and it was held that this would be the deciding factor in the outcome of the Great Conflict. Thus, the agents of the nether-realms descended to the mortal realm to vie for the favor of Man?
Librarius Ex Horadrim:
|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