Blizzard Job Opening: Art Director for Unannounced Project

What everyone is asking! Will Blizzard announce the unannounced project at E3 2006 or at BlizzCon 2006?  Maybe next year? Whatever the answer, Blizzard Entertainment has been hiring tons of new personnel for their Diablo Department.  Few months back, Blizzard North offices in San Francisco were shut down for good. What few seem to know is that most of the personnel was relocated to their Irvine Headquarter and have kept work on the unannounced project.

On June 31, 2003, the eve of Warcraft III: Frozen Throne release, executives Erich Schaefer, Max Schaefer, David Brevik and Bill Roper resigned Blizzard North due to lack of communication between Blizzard North and conglomerate Vivendi Universal during the shadowy days of VUGames’s fate and buy out offers.

Shortly, on July 11, 2003, lead programmer Rick Seis took over the role of development team lead for Blizzard North?.  On August 2003, the ex-executives that had resigned founded Flagship Studios. That same month there was a massive exodus and round of 30 resignations.  Some joined Flagship Studios, Castaway Entertainment and other studios. Immediately two projects were leaked out to have been in production. A game was canned due to the lack of personnel.  The remnants were moved to the second project. Read more on our previous speculation article.

With the Diablo Team still working on the unannounced project and Blizzard hiring new personnel since early 2005, fans are pondering what’s Blizzard cooking. The same year of mass resignations there was a patented project titled Diablo II: Salvation – which never came to see the light.  The patent expired. Some fans think Blizzard could be developing Diablo III or World of Diablo, but no evidence or announcements have been revealed to support the rumors. However, recent Job Openings are explicitly tagged to be for the team behind Diablo I and Diablo II has been flooding the Blizzard Jobs Listing.  This one just came out on April 28, 2006:

Art Director

The team behind Diablo I and II is looking for a talented, motivated, and experienced Art Director to help lead our art team in developing beautiful, cohesive game worlds for an unannounced PC Project and future projects.

Starcraft Ghost: Nova – Surge Magazine: Super Nova

Surge Magazine visited Blizzard Entertainment at Irvine to interview Game Producer John Lagrave and Director of Game Design Rob Pardo.  The article gets a rundown of the history behind Starcraft: Ghost.  Blizzard did never plan to abandon the Console market, but their success in the PC market sorta slowed them down.  Nihilistic then came to Blizzard with a plan to create a FPS game.  Blizzard saw Nihilistic as the opportunity to return to Consoles while they focus their efforts on World of Warcraft.  Currently all Blizzard teams are busy.  Blizzard North is working on an unannounced project.  A second project of Blizzard North was canceled back in August due to the resignation of 30 Blizzard Employees.  The remaining staff of the cancelled project was merged with the second team to keep working on one game.

The other Blizzard Team was working on Warcraft III and Frozen Throne, and the third team is focused on World of Warcraft.  Nihilistic was sorta like a blessing for Blizzard who wished to return to the console market, but had no personnel to spare into a massive project like a console game.  When Nihilistic visited Blizzard and proposed a Console game as a third-party team for Blizzard, they didn’t blink.  They gave the go ahead and immediately John Lagrave and Rob Pardo offered support to keep the game as highly Blizzard quality as possible with a daily supervision on the work done by Nihilistic.

While Nihilistic works on 3D modeling, interface, weapons, and other areas … Blizzard supervises and offers collaborative effort with Rob Pardo and John Lagrave, creates the in-house Cinematics and most of the narrative sequences and voice actors.

Everything Nihilistic creates in the game has to be approved by Blizzard in a daily basis.  Nihilistic currently consists of 20 employees, located in San Francisco.  Blizzard also assist with artists developing models and environments to give it that feeling and look of a Starcraft Universe.  Details like the burned soil of Mar Sara are testament to this.  Mar Sara was one of the planets that the Protoss burned down from orbit to purify it of Zerg infection; which are details needed in the game to give a feeling of continuity and realism with the environments set in the Starcraft RTS universe.

Blizzard reveals that Starcraft: Ghost offers players navigation of 5 planets full of missions throwing you into desert, jungle, asteroid and molten environments.  Lagrave warns that fighting against Protoss Purifiers isn’t piece of cake.  Few seconds under the psionic raygun energy field and you are toast!  This unit resembles what Firebats do with a flamethrower, although they shoot pure psionic energy blasts instead.

Psi powers are useful when you are discovered and need to make a safe retreat to make a kill before the guards alert others of our presence.  Nova uses 4 types of Psi-powers:

  • Speed Power:  Slows down enemies to a quarter of their speed, while Nova moves at a normal pace.  Allowing her to run past the enemy’s fire reach and safely make a blow kill.
  • Cloak power:  Cloaking renders Nova invisible, which comes handy when you need to walk past a bunch of guards or units.  Of course, trying to kill all of the bunch might be too risky as few may run away out of your reach and trigger the alarm.  Cloaking allows you to go past them without raising any alarms.
  • Sight power:  It is a Predator-visor-like effect low-light vision enhancer that lets Nova perceive footprints, interactive control panels, enemies behind walls and weak points in enemy armor. Once her psi charge runs out Nova should hide into the shadows away from being discovered.

    Blizzard revealed that there are 3 types of mines which are insect-like drones(robots):  the Mantis Mine is a reconnaisance mine that crawls around undetected bypassing guards on the ground level.  The Firefly Mine focuses on distracting your enemies.  You can use Fireflies to lead the enemy to a ambush or to lead them away from your destination. The Spider Mine is a walking explosive device that can sneak up on the enemy and can burrow to remain undetected.  Once the enemy is on top it kills the target.

    Blizzard reveals that players have to navigate 23 levels through the game which may offer a minimum of 15 hours of gameplay.  Check out Surge Magazine issue# 2(May Edition).

  • Warcraft II: Tides of Darkness History & Lore

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

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

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

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

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

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

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

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

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

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

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


    Alliance Flags | Horde Flags


    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.

    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.

    © 2018 Blizzplanet - Read our Privacy Policy; and Terms and Conditions

    ©2004-2018 Blizzard Entertainment, Inc. All rights reserved. World of Warcraft, Warcraft and Blizzard Entertainment are trademarks or registered trademarks of Blizzard Entertainment, Inc. in the U.S. and/or other countries.

    DMCA.com