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Codex of Standard Article I - Olympus | Article II - Senate | Article III - Legion Article IV - The Praetorians | Article V - State Article VI - Council of Honor Article VII - Religion, Tribute, and Virtue | Article VIII - Oaths | Article IX - Attire Article X - Awards | Article XI - Relations Preamble W here As, We are a large family of professionals who role-play within an Empire of HONOR that resides under the envelope of Britannia's current government. The Empire is economically based, quest driven and exists as a defender against oppression and serves as the protector of the mother city of Honor, Trinsic. The enhancement and well being of Trinsic as the capital city of PGoH will be facilitated through utilization of natural structures. Through our economic endeavors led by Senators; gold is procured for skill development of members, while gems and gold donations are given for Tribute to expand the teachings of the Virtues. Citizen worship to GODS of skills provides the means for discipline and enhancement of life within the Empire. Establishment of safe-havens and universities of study for members and in time all of Sosaria are currently under construction. The Legion of the Empire provides the muscle and arm of the Empire, while the Senate body produces supplies and/or gold to be donated to Olympus as Tribute. Provincial matters of real-estate, quests, guild relations and justice reside in area of State ; where a panel of 3 Citizens of residence then coordinate or settle matters of concern or attention. In Olympus are our leaders, led by Pater Imperium Borg, the Father of our Empire, who carefully plan and provide the guidance to develop Honor establishments, quests and challenges for members and realm to use and participate in Article I - Olympus top^ Section 1- Description In Olympus is where the Emperor and his Magistrates develop all visions for the future of PGoH. Through vast experience, ability and devotion to the Virtues and GODS they are able to prepare members for what is to be their future guild endeavors and expansion of the Empire. Within Olympus Castle, located to the North of Trinsic, is the home of Pater Imperium Borg, The Father of the Empire. Through his spiritual guidance and continued endeavors that are the basis of HONOR, he is PGoH and PGoH is him. Emperor/Empress Kodoz/Charlie Magistrate Area of Influence Character Magister Officiarum Communications Quaestor Palatii State & Legal Anfalas Praipositus Sacri Morale & Entertainment Section 2- Roles Paragraph i The Emperor is the leader of the vast Purple Guardian of HONOR Empire and is the embodiment of Imperial Law. The Emperor provides direction for the great PGoH Empire. He maintains his connections with the GODS of Skills and protectors of the Virtues. The Emperor is the final interpreter and keeper of The Codex of Standard. Any power not specifically delegated in the Codex of Standard is withheld by the Emperor. Powers that are specific to that, the Emperor can negotiate treaties, appoint leaders and conduct inter-guild business. The Emperor is the manifestation of the GODS themselves. He primarily focuses the Empire and Realm in growth of skills through worship of the GODS of skill and teachings of the Virtues. Secondarily to the skills and Virtues, he works to instill civility and strengthen the bond between people and friendships. Summoned by the GODS of Skill in times of need and in times of greatness the Emperor is the embodiment of PGoH as PGoH is the embodiment of the Pater Imperium. Paragraph ii Magistrates are appointed by the Emperor and act as chief advisors to the Emperor and serve in his stead during absence. Magistrates are experts within their area of expertise and hold a vast experience over Imperial matters. Magistrates coordinate with Senators on the procurement of acquisitions and interest within the Empire. Article II- Senate top^ Section 1- Description The Empire recognizes twelve areas of skill discipline. These twelve areas are combined to form a five house Senate which each of the twelve categorized skill disciplines act as an arm of the Council of Honor. The Senate is equal, and no specific hierarchy is followed. The Senate of PGoH is the civilian side of Empire with emphasis on resource management and creation of gold for Tribute as well as skill growth. The Senator is the highest position within this branch followed by Legate and other members whose titles/ranks will be determined by their roleplayed profession as well as accomplishments within their senate house. Titles may take more time to assign within non-legion houses, as all efforts must be made to remain true to the overall feel of the empire as well as to the character being titled. Section 2- Senate Houses Paragraph i The House of Genesis combines the skill disciplines of Hides, Beasts, and Spin. This house deals with all aspects of life within the realm. Plebeian consisting of tamers, tailors, and bards gather raw materials to be processed for either Imperial or Realm use. The Plebeians of Spin use their qualities of Music to provide entertainment and relaxation. Paragraph ii The House of Trades combines the skill disciplines of Metal, Wood and Flight. This house, which is the production arm of the Empire, produces products of armor, weapons, wood, et. al.. for Imperial and Realm use. The House of Trades also maintains a constant stockpile of raw materials for tribute to the GODS and for dire times. Paragraph iii The House of Arcane combines the skill disciplines of Arcane Arts and Death. Provisions of potions, scrolls, reagents, and magical items are products of this house. Through the arts of magic and the skills of the alchemical arts the House of Arcane provides mystical enchantment for both Realm and Empire. Paragraph iv The House of War maintains both skill disciplines of War and Health. The House of War is a unique House within the Senate, in which every family of the Empire has at least one family member as a Legion unit. The House of War supports the Legion, which supports military excursions by the Empire. Paragraph v The House of Espionage combines the skill disciplines of Intelligence and Mischief. The plebeians of this house work closely within the House of War to provide both reconnaissance and access to the spoils of War. Salvage is also an important part of the life of a plebian of the House of Espionage. Retrieving articles from both sea and land, providing funding for Imperial Endeavors. Section 3- Roles Paragraph i Senators are economic leaders within a House of the Senate. All aspects of the House they command is their responsibility. They hold responsibility to most importantly the plebeians followed by the Empire and the Emperor. Appointed by the Emperor for their expertise they make up the Council of HONOR and perform to the fullest extent of their ability. Senators are the leaders of all economic matters that revolve around their houses wares or results of events run by the house. Paragraph ii Legates are appointed by Senators and titled according to the area of skill discipline that they are expert in. Special Legates of areas other than Senate skill discipline may be appointed by the Emperor. Legates are responsible for aiding the plebs of their skill discipline, and aiding the Empire in its endeavors. Paragraph iii Title and Promotion within the Senate Houses is based directly upon skills, roleplayed persona, and accomplishments within a plebs area of skill discipline. All efforts will be made to remain true to both the overall feel of the empire and the roleplay and skills of the character. Article III- Legion top^ Section 1- Description The Legion is the strong arm and muscle of the Empire consisting of combat units of members. This is where all new members become Legionnaires and prove themselves worthy of the role of Squire. The Legion participates in Senator called missions for resources, or on combat missions, which will then raise needed gold or resources for tribute. The Legion has four Cohorts that are under the direct command that Cohort's Centurion, and under the total command of the Imperator who also is under command of the Senator of War. The Legion follows a disciplined chain of command structure. Section 2- Roles Paragraph i The Senator of War is in charge of everything that goes on within the Legion. Each and every member that fights in the name of Honor for PGoH is his responsibility and subject to the orders he gives. He is in charge of promotions, demotions, discipline, and any matter concerning a member of the Legion. He is also responsible for the upkeep of the PGoH Battle Tactics Manual. Paragraph ii Imperators are head of a line of Honor and act as Generals under the command of the Senator of War. The Imperator acts as default Theatre Commander in all combat based activities by Imperial Forces. Responsible for commanding all military activities as declared by the SoW and he works as counsel to Senator of War on matters of promotion or award recognition for Legion ranks. (Theater Commander is the one who is in control of all others during an event, holds the force of law on all Legion events) Paragraph iii The Centurion is charged with the task of heading his cohort. He is responsible for keeping the men and women he commands in prime condition and training them in manners the SoW declares. In the absence of the Imperator or Senator of War the Centurions present discuss who shall command during the battle. During training missions that include only the Centurion's cohort, the Centurion is in charge, but may if he likes appoint one of his Knights to lead as a test of Leadership skills. Masters of discipline and order within the Legion Structure Centurions are viewed as holy inside the ranks and are perceived as godlike by citizens of the Empire. 1 Centurion per Cohort. Paragraph iv The Decurion is the trainer of new recruits, Legionnaires, into the Legion. He is responsible for training and familiarizing the recruits with PGoH tactics outlined by the Senator of War. He must maintain a stern manner and teach the Legionnaires discipline and teamwork. Through processes of breaking down and building up the mental character of the Legionnaire he creates Legionnaires who will become a strong arm in the PGoH Legion. He is also responsible for submitting a detailed performance report on each Legionnaire at the end of their session of thirty days. All aspects of Legionnaire affairs are his domain. The Decurion is in effect the Centurion of all Legionnaires and Squires. Paragraph v Knights are the noble soldiers of the Legion who pledge to uphold and defend Honor at all costs. Viewed as heroes by the citizens; Knights try to live up to the expectations of all those above, around, and below them. Responsible for teaching their Squires the methods and procedures of Legion life and matters of Imperial Order. 7 Maximum Per Cohort Paragraph vi Squires are aspiring Knights of those who have been accepted by empire. With the help of their Knight they must learn to adapt and live within the Empire while learning Legion protocol. Paragraph vii The Legionnaire is an applicant to the Empire who has petitioned for entry and acceptance into the Legion. For thirty days he must learn to live in this new world, as all are reviewing his performance for acceptance to further his Legion training. Inactivity of a Legionnaire can result in dismissal due to the AWOL status. Paragraph viii Title and Promotion within the Legion is based on performance and battle competence, also title reflects the current rank and cohort of a member while in PGoH based on factors as seen fit by the Senator of War. Promotion is warranted when the Senator of War, with recommendations from the Imperator and the Cohort Centurion of the soldier in question, feel that soldier is ready to advance. The Senator of War may choose to award members of the Legion Stars (*) based on positive acts of Virtue in a time of War or heavy battle. All recommendations for the awarding of Stars by the Senator of War must be reviewed by the Emperor. Section 3- Lines Paragraph i As PGoH grows, so must the Legion. Once each cohort has the full number of warriors, eight (one Centurion and seven Knights)then that line is complete and a new line can be formed. These Lines are headed by Imperators. The Imperators act as generals of the Lines and dispatch them at the discretion of the SoW. Currently the first line is Felix, followed by Maxis. Each time a new line is formed the current Imperator receives one star. Section 4- Cohorts Paragraph i The Warlock Cohort consists of all pure mages of all race. Pure mages defined as those who use magic as a main defensive force, may have any secondary weapon skill. Under the direct command of the Warlock Centurion, these forces rain down Arcane power against enemy lines. Paragraph ii The Dragoon Cohort consists of very skilled in the arts of man vs. man and man vs. beast. Warriors of all race. The Calvary of the PGoH Legion. Used for both scouting and mounted attack with heavy armor. Under the command of the Dragoon Centurion, these forces are skilled in melee and parry, as well as mounted use of ranged weaponry. Paragraph iii The Gladiator Cohort consists of all units that kill their enemies using archery or a melee tactic and parry (unmounted). Under direct command of the Gladiator Centurion. Skilled highly in either hand to hand or ranged death of man vs. man and man vs. beast. This is the most glorious cohort of the Empire that stands its ground to the death. Paragraph iv The Heran Cohort consists of all units that have the skill to command fierce beasts and order them to do their bidding. Highly skilled in man vs. beast and man vs. man with the use of their creatures. Under the direct command of the Heran Centurion. Section 5- Hierarchy Paragraph i The Senator of War is in charge of all aspects of Military affairs. His orders are carried out by the Imperator, he may also direct the Imperator to take charge. In the event of death or inability to lead the Imperator takes charge, followed by, in order of Seniority with battle star consideration, Centurions, Knight, Squire, Legionnaire. Citizens that hold a leadership position outside the Legion hold an honorary position between of Centurion and Knight within the Legion, but do not hold command over Officers within the Legion. Section 6- Enrollment and Retirement Paragraph i Enrollment within the Empire of the Purple Guardians of HONOR begins within the Legion with one single family member of a given applicant. Once a recruit is stoned, and is interested in joining PGoH he is given the title Legionnaire. As a Legionnaire he is to observe and learn the ways of an Imperial Citizen seeking entry into the empire as shown to him with his Legionnaire Class and the Decurion. A period of thirty days is taken to accumulate a squire class, following that thirty days there is a period of thirty days for voting by the General membership. After an eighty percent vote of Yea is recorded all his fellow squires of that class are brought to MARS to be chosen by a senior member of the PGoH Legion under the Cohort they are to enter. After he is chosen the new Squire (Or racial Equivalent) will be taught and instructed to facilitate a Role-play relationship like the days of olde. Once he is a Squire his training deals with more of a cohort to cohort basis. If the Imperators or the SoW feel the recruit is not ready to be drafted he continues to be a Legionnaire until he is ready to proceed as a Squire. The PGoH Empire is strongly family oriented and required in such role-playing. An existing full member must be a Knight for a Squire...thus creating the link of Squire to Knight as in days of olde. Family, as the term is used inside PGoH is Two folded.....the entire guild is one big family...while each applicant as well brings as many characters they can into the Empire to grow and teach.....the good of the many (Empire) principal that in turn then provides for the one (Applicant). If it comes to the knowledge of PGoH that you were once banned from the realm your residence in the PGoH Empire shall be removed immediately. Paragraph ii After a service period of two years a soldier is eligible to retire from Legion service, but is not obligated. After 2 FULL years of service a member is eligible for a retirement package to Veteran status in Senate House of his choosing. There they will become aid to Senator in raising of tribute and be given a personal ship to travel the world.....the slow and peaceful way. Section 7 - Rules of Engagement (As stated in the PGoH Legion Manual of Battle Tactics) I . Everyone role-plays differently. You may not like someone ' s method of interacting but if they are maintaining a character, respect that. Respect of others is tantamount to any form of interaction whether in game or out. Keep this in mind and you have already succeeded where many fail. II . Remain in character as best as possible. Of course you may slip from your intended path from time to time. Use your judgment in role-play, but here are some guidelines on what to refrain from: i . Use of Kewl-Dewd terminology. It is strictly prohibited. We aren ' t all going to speak in olde English but let ' s try not to include modern language or slang whenever possible. ii . Do not openly discuss stats and skills in their raw values. Use the titles granted such as Journeyman or Master within the game. If you must tell someone the exact value use one of the methods granted by the Gods (whisper and party talk) or your Pigeon, Dragon, Familiar (or whatever role-play name you call ICQ). III . Know the guilds we highlight. This means Enemies, Neutrals and Allies. Not all highlighted guilds/peoples are " hostiles " . This means as a Purple Guardian of Honor you are required to check the skypage for new declarations and PGoH intentions towards other guilds. There is also a link that clearly shows guilds currently interacting with PGoH and the type of relationship held with them. Failure to know this is no excuse for improper action by accident. It is your obligation to keep up to date with happenings. There will be groups that we engage upon sight, some that we are distant to, and some that we embrace. Treat them accordingly. IV . Interaction with " enemies " may often result in combat. Be mindful that not all encounters must go this route, and that certain guilds will often opt for something other than straight combat. There may be taunts, jests and the like. Highlighting is to enhance game play, not to provide an excuse for mindless battle. Make sure there is reason behind your actions either through what the guild leaders have stated or as a result of your true play of roles with your character. Some may wish to take hostages or have a tribute paid for safe passage. Just be mindful of alternatives to combat and that these actions can be just as rich and rewarding as battle. V . When engaging the enemy, many guilds will offer or warn in some manner that they are about to attack. Don ' t be blind to such warnings. As members of PGoH, you are expected to do this yourself, 'tis the honorable thing to do, but not all guilds will do so. It will take a small effort on your part to learn how certain guilds engage. Orcs are different than Pirates; Pirates are different from Undead; Undead are different from . . . well, you get it. If you are unsure of someone ' s intent, then use extreme caution. Some examples of what PGoH members might say in a challenge of battle include, but are not restricted to: i . " Prepare yourself for battle. " ii . " You are trespassing upon our territory. State your intention or face the sword. " iii . " I don ' t quite care for people like you. You had best remove yourself from my sight before I must take action. " VI . If you trespass upon another guild ' s lands and they are " enemies " , expect that you will be attacked on sight. While PGoH will issue challenges to anything other than what resembles a war party, other guilds, such as the Orc Clans, are very territorial. This means if you step on their lands expect aggression, though if you are quick and offer tribute you might be granted a moment to speak . . . or to flee. VII . Should you slay your opponent in combat you must adhere to the following: i . Do Not Loot!!! ii . When it is safe to do so, resurrect them. VIII . Death of yourself should be treated in the following manner. There are absolutely no exceptions to this. i . Should you die, wait for resurrection from a fellow guild member or should the situation dictate, your attackers. ii . Upon resurrection you are to remain in a death robe for 30 minutes. You are not to block or interfere with any events going on until that 30 minute period has passed. Do not hold any weapon or spell book (except to heal yourself or remove yourself from the scene, then remove it). Note, if you leave the scene you must still wear your death robe. You are still the " walking dead " for that 30 minute period. iii . Should you have reason to dispute the action taken against you, remove yourself. IX . Tamers are to use their best judgement as to whether a particular pet or combination of pets is fair and honorable for use in any given situation. Keep in mind that too much overkill could bring negative attention to the empire as a whole. X . We will end where we began. Respect others. We all play this for entertainment. Treat others with respect and you will get the same in return. (Remember, respect from some in role-play may not outwardly appear as such, but it is there nonetheless.) Should you feel you have been treated in a manner not fitting with standard RoE, please contact the Praetorian Prefect, the Senator of War, a Praetorian Officer, or the Emperor, in that order. If none are immediately available, then please relax and wait. There is never an extended amount of time without one of these people being available. Use of logs and screenshots are VERY helpful. XI. Guild title and abbreviation must be turned on at all times. XII. Legion members must be in uniform at all times unless instructed otherwise. Article IV- The Praetorians top^ Section 1- Description The Praetorians are the Emperor's Personal Bodyguard, and act as the "police" of the Empire. They heed the word of the Emperor and uphold the laws of the council at all costs. They are the hands of justice in all manners. Keeping a low profile they answer directly to the Praetorian Prefect and the Emperor. To see the Praetorians come is usually an ominous sign. When a Praetorian speaks it is for the laws set by the Emperor and his council and those words should be heeded and thought through with utmost importance. The Praetorians are masters of their skill and are disciplined to the extent of obsession. Section 2- Roles Paragraph i The Praetorian is the basic unit within the group that serves as body guard to the Emperor. This elite guard is highly trained in all areas of combat and is highly disciplined by the Praetorian Prefect. Swearing their lives to the Emperor they speak seldom but act quickly in times of despair. Paragraph ii The Praetorian Prefect attends Council meetings a confident advisor to the Emperor and gives his opinions in manners as the other members do. The Praetorian Prefect speaks in the name of the Emperor, and the council. His words should be heeded by all. The Praetorian Prefect holds power such as the Emperor but not in the form of politics. His power comes from what has already been decreed. He is the Watcher of the Empire, a true Guardian of HONOR...the enforcer of existing Imperial Law and Council Mandates.. Article V- State top^ Section 1 - Description The State portion of the PGoH Empire is used to facilitate a basis for interaction between both other organizations and peoples within the area of their jurisdiction under the guise of Law & Civility. There is currently one Province within the Empire that covers the region under our most direct protection. Here in the STATE section of the PGoH Empire a Governor, Prefecture and Emissary deal with a range of issues all revolving around the provincial affairs of the Empire. Put simply the Prefecture is the bridge between the Council of HONOR and Imperial Citizenry, while the Emissary is the bridge between the Council of HONOR and realm citizenry. These roles are deeply rooted in diplomacy and matters of non-combat relations but involve the judicial aspect of Imperial life. The laws of the Codex of Standard and Lord British himself are put into the fates of the ones who stray from them. In matters of judicial hearing a decision is made by the Head of State, sentence is issued by Quaestor Palatti, and carried out by the Praetorians. Section 2 - Roles Paragraph i The Head of State is charged with undertaking two different but equally important roles within the Empire. As an overseer, the Head of State is responsible for administration of the actions of all Governors, Emissaries, and Prefectures who speak in the name of Empire to other organizations within the realm. It is in this capacity that the Head of State serve the Council of Honor as the voice of the realm, both inside and outside of the Empire. As a Judge the Head of State is responsible for the administration of the Codex and it's interpretation in times of violation by any member found to be in suspect of such. Paragraph ii A Governor acts as the coordinator of provincial matters within their land of influence. It is the responsibility of the Governor to know each race and organization that reside within their province. Furthermore it is the responsibility of the Governor to work with Emissaries in matters of relation and with Prefectures in matters of law and civility. The Governor is the information gathering arm of the Head of State, who in turn, is the information gathering arm of the Empire. The Governor is also responsible for the development of Scenarios within the realm. Paragraph iii The Prefecture is charged with the responsibility to uphold the ideals and teachings of the Codex within their province of influence. The Prefecture is the first line of communication to the Head of State in matters of crime and civility of provincial citizens. If any citizen of the Empire is victim to such violations of law and civility the Prefecture serves as that citizens voice to the Head of State. In this capacity the Prefecture will work closely with the Head of State in the investigation of such violations in order to bring around a favorable outcome for all involved. The Prefecture is the sole contact for all citizens when violations of law and civility do indeed occur, communications made to other officers of the Empire will be ignored. Paragraph iv The Emissary is charged with the responsibility to uphold and explore inter-guild relations. By working closely with citizens of the land the Emissary acts as the voice of the PGoH Empire to the realm. Section 3 - Quest and Relation Development Paragraph i The State Arm of the PGoH infrastructure is responsible for providing a basis for quest and relation development both within the Empire, and with other organizations. Relations with other organizations are accomplished through the facilitation of communication channels among Emissaries, Governors, and the Head of State. Subsection 3.A - Internal NEWS Paragraph i Internal NEWS, or New Evolving World Scenarios, are the relations of non-player characters with the Empire through the development of fiction by Olympus and State members of the Relations Oversight Committee or internal guild quests run by provincial Governors of STATE. Paragraph ii Initiation of Internal NEWS comes from Provincial Governors in communication with the Head of State. The Provincial Governor will work closely with the Legatus Adeale to ensure the successful completion of the Quest or Event. For the duration of the I-NEWS the Provincial Governor is responsible for updating PGoH Catskill's News section of ethereal boards through the Imperial Crier, Colin Mor on any developments in said I-NEWS. Subsection 3.B - External News Paragraph i External NEWS are the interactions of player run organizations with the Empire through the development of relationships by the Legatus Adeale (A. VI Section 5 p. i). External NEWS are long, complex scenarios involving PGoH entering into a relationship with another organization for the basis of fun, fiction, and entertainment. Paragraph ii Initiation of External NEWS begins at the Provincial level with Emissaries and Governors. Provincial Governors work closely with Emissaries to explore possible guilds to begin E-NEWS with. Upon identification of a possible E-NEWS contact guild the Provincial Governor must communicate to the Head of State all information surrounding the contact guild. The Head of State must then bring the resolution to the Council of HONOR in order to seek approval to begin an E-NEWS with the contact guild. Upon a positive Council of HONOR vote the provincial Emissaries are authorized to set up a meeting between the contact guilds leadership and the PGoH Legatus Adeale (A. VI Section 5 p.i) to set forth all aspects of the E-NEWS. Section 4 - Provinces Paragraph i The Province of Illycium includes Trinsic and its surrounding lands.. Section 5 - Civility Paragraph i Any disruption in civility between two citizens within the Empire of the Purple Guardians of HONOR is the sole responsibility of the Head of State. Cases of civil unrest must be brought to the attention of the citizen's Prefecture as soon as possible. If a Prefecture is not available the Head of State must be contacted directly. Upon a case of civil unrest being brought to the attention of the Head of State an investigation into the civil unrest will be conducted by the Head of State. The ultimate goal of this investigation is to bring out a favorable outcome to all parties involved. In the event the investigation reveals acts of a criminal nature by citizens involved, the crime will be prosecuted to the fullest extent of the PGoH Codex of Standard.. Subsection 5.A- Dueling Some instances of civil unrest are not serious enough to warrant an investigation into them and can sometimes be resolved by issue of a duel. The purpose of this duel is not to see who can kill who faster and then taunt them afterward, the purpose of a duel would be to bring about the close of a minor issue in accordance with role-play and civility. In the event that a case of civil unrest escalates to the point where a duel is issued any member of PGoH who must decide the rules of a duel must adhere to the following set of regulations. (Courtesy the Apocalypse) I - NO Magic equipment including armor, weapons, items, or clothing. II - NO Pets of any kind including summoned ones even if done during the fight. III - NO Reporting for murder counts. IV - You may use any means of healing, and you may carry any amount of reagents or potions. The simple fact is staying alive is as much a talent as killing, so the limits of supplies will be left to the capacity of the player. V - With the new balance on skills, mages may use any weapon and warriors may use magery. Again, simple fact is it all comes down to tactics. VI - Poisoning weapons prior or during is allowed, anyone may use pre-poisoned weapons. ***Victory*** Victory is simple: you win if your opponent dies. But there are some rules... I - If you violate any of the above rules, you will lose by forfeit. II - If you LC that constitutes a win for the other person (period). III - If you flee the fight by running out of the agreed area of the fight, recall or gate out, then you lose the fight. IV - If someone enters the fight, the fight must be redone. V - If you kill both yourself and your opponent with one area-effect such as EV or Chain Lightning spell, you lose. VI - There is NO LOOTING of the loser. VII - If you run out of equipment such as reagents, the fight continues until someone dies. VIII - You may yield to your opponent at anytime, however, if they wish to continue to kill you, then take your death or flee....if you can. Section 6- Criminal Acts Paragraph i If a member is found to be in personal violation of a crime, or found to behave in a manner unbecoming of a Purple Guardian of Honor, or is guilty of a crime listed below then that member is dealt with by the Senator of War if within the Legion, or the Head of State if outside of the legion. If the member in question is a legionnaire then the Emperor and Decurion shall deliberate on whether or not the Legionnaire is allowed to continue their stay within the Empire of the Purple Guardians of HONOR. If a member violates the Ultima Online Code of Conduct or Ultima Online Terms of Service Agreement their membership within the Empire shall be terminated. Paragraph ii Certain Crimes, known as Crimes against the State, will result in immediate banishment from the realm, upon a guilty finding. 1. Falsehood; Absence of Truth and Concern 2. Hatred; Absence of Love and Tolerance 3. Cowardice; Absence of Courage and Desire Paragraph iii Deceitful crimes attack at the fabric of the family and Empire itself which amplify the behavioral pattern of the citizen Outside realm [Real World] These cannot be rectified in game and thus are attacks far reaching than the realm itself. Punishable by death and/or banishment from the Empire. 1. Falsehood; To impersonate or deceive the Empire deliberately to evade responsibility of ones own actions 2. Treason; To undermine Imperial Programs for the benefit of external forces and/or to supply external forces with private information sensitive to the Empire 3. Embezzlement; To misuse Imperial resources or appropriations for personal wealth or gain 4. Heresy; To participate willingly in activities and/or Blasphemy to injure the reputation for the Empire or its citizens 5. Racketeering; To deliberately act as a participant in monetary or material transactions in which fair trade is not followed (Scams) Paragraph iv Covetous Crimesare behavioral crimes that can be rectified through discipline inside the realm and always are based on the illegal acquisition and the eventual return of assets. Possession is ones ownership in terms of on person or within area of domain. Domain is area of personal ownership in terms of property or relationship to. Punishable by fine or imprisonment, reoccurring incident could receive banishment. 1. Thievery; To take item of value without permission from a citizen ' s possession 2. Grand Larceny; To take items of more than 10,000 gold value in act of Thievery Paragraph v Despicable Crimes are behavioral and can be rectified through discipline inside the Empire and realm since they attack at the realm itself not the outside realm. Punishable by Imprisonment, could result in death and/or banishment. 1. Blasphemy; To proliferate false statements surrounding Imperial matters 2. Kidnapping; To forcibly deny a citizens right to freedom . .PC/NPC 3. Murder; To kill without warrant from State, Olympus or Lord British . NPC 4. Oppress; To kill without warrant from State, Olympus or Lord British . PC 5. Serial Murder; To perform multiple acts of Murder . . NPC 6. Massacre; To Oppress against a many victims . ...PC 7. Genocide; To kill with intent to eliminate completely a people or race without warrant from State, Olympus or Lord British .. NPC Article VI- Council of Honor top^ Section 1 - Description The Council of Honor consists of eleven members whom gather frequently to discuss matters that currently face the Empire with the Emperor. The Council of Honor acts as an advisory committee to the Emperor on matters surrounding Imperial Affairs. The Council of HONOR devises and institutes all amendments and additions to the PGoH Codex of Standard through a strict adherence to the parliamentary procedures of voting and discussion. Aside from being present to gain knowledge of Imperial Affairs with the Council of Honor, the Emperor holds court within the throne room of the Castle of Olympus every Saturday night at seven o'clock by the Eastern Skies. Section 2 - Seats Paragraph i The Council of HONOR is comprised of the Emperor, Magister Officarium, Magistrate Quaestor Palatii, Magistrate Praipositus Sacri, Senator of War, Senator of Arcane, Senator of Genesis, Senator of Trades, Senator of Espionage, Head of State, and Praetorian Prefect. Legates and Governors may be present to report on matters in areas of their expertise at the discretion of the Council. Paragraph ii Seats that hold voting privilege are the Senator of War, Senator of Genesis, Senator of Espionage, Senator of Trades, Senator of Arcane, and the Head of State. The Emperor holds tie-breaking vote. Section 3 - Roles Paragraph i The Chair holds and conducts meetings, and also sets the agenda for upcoming meetings, which could include conducting polls. Paragraph ii The Registrar keeps up on Imperial Citizenship and updates the Imperial board records for individual merits and membership. Paragraph iii The Herald records and writes the minutes of the meeting as well as assists in the reporting of material submitted by the Emperor, Senators, Governors or Legates as necessary to the Imperial boards. Paragraph iv The Treasurer holds all gold and possessions of indirect value such as deeds, gems, ship deeds, maps etc. all that the Empire currently possesses. Section 4 - Parliamentary Procedure Paragraph i Overview All business brought before the Council of HONOR must be presented in proper parliamentary fashion in order to insure that all points of view are heard in a fair and timely manner. Quorum for the Council of HONOR is 4 voting members and the Emperor present. Any issue a member of Council wishes to bring to the floor must be presented in the form of a resolution and mailed to the Chair at least 4 days before the Council meets for inclusion on the Agenda. The Chair will then post this resolution to the Leader's Board for discussion. The majority of all debate and discussion will happen during these 4 days, as each voting member of council will be given only 2 minutes to make any final comments or subsidiary motions. After all voting members have spoken their final peace voting will commence. A majority vote is required to pass all new resolutions into action, with the Emperor acting as a tie breaker as the case may be. All subsidiary motions and amendments to the Codex of Standard require a 2/3 vote to pass. Paragraph ii Resolutions and Subsidiary Motions In order to keep the intent of all business placed before the Council of HONOR clear and concise all new business must be presented in resolution format. Resolutions are to be mailed to the Chair no later than 4 days prior to the Council meeting. The resolution will then be posted to the Leader's Board for discussion and review. During the Council Meeting the Senator whom offered the resolution will read the motion, ask for a second, and be allotted two minutes for final comments. Each successive voting member will be allotted two minutes to offer final thoughts/arguments and be given the opportunity to offer subsidiary motions, or motions that will change part of the resolution. Five minutes will be given to the Senator whom offers the subsidiary motion for explanation/argument. Following this each successive voting member will be given two minutes to make a rebuttal. At the close of this time the Chair will call the subsidiary motion to a vote, a 2/3 aye vote is required to pass. At the close of all debate time a resolution will be called to a vote by the Chair. A majority aye vote is necessary for all resolutions except those that amend the Codex of Standard, which require a 2/3 aye vote. Section 5- Committees Paragraph i The Legatus Adeale is the NEWS developing committee of PGoH. Through representation of each of the four branches of PGoH infrastructure four are anointed with the task of making both internal and external NEWS work. Upon entering into a position that would seat a member on the Legatus Adeale they must first demonstrate the ability to keep secrets. In order to provide realism and drama to all NEWS plans of the Legatus Adeale are kept within the Legatus Adeale. Paragraph ii The Emperor and Magistrate Praepositus Sacri are the representation of Olympus on the Legatus Adeale. They are charged with providing the shardic lore behind all E-NEWS. Paragraph iii The Head of State is the representation of State on the Legatus Adeale. They are charged with matters of investigation in terms of civil unrest during E-NEWS and with the prosecution of all enemies of the State during both I/E-NEWS Paragraph iv The Senator of War is the representation of the Legion on the Legatus Adeale. They are charged with working with Provincial Governor's during I-NEWS in terms of Legion deployment and directing Legion skirmishes with opposing guild generals in E-NEWS. Paragraph v The Senator of Espionage is the representation of the Senate on the Legatus Adeale. They are charged with the coordination of all deceitful actions during all I-NEWS. During E-NEWS they are the arms of Olympus representatives and the leaders of other guilds to provide a means of implementing fictional aspects the scenario. Article VII- Religion, Tribute and Virtue top^ Section 1- Religion Paragraph i Zeus, King of GODS, heaven, earth and Justice is the patron deity of the Emperor. Paragraph ii Mars, GOD of War is the patron deity of the House of War, or Legion Paragraph iii Ceres, GODDESS of the Harvest is the patron deity of the skill discipline of Hides. Paragraph iv Poseidon, GOD of Sea and Earthquakes is the patron deity of the House of Arcane. Paragraph v Vulcan, GOD of Blacksmiths is the patron deity of the skill discipline of Metal. Paragraph vi Apollo, GOD of Music, Poetry, and the Sun is the patron deity of the skill discipline of Spin. Paragraph vii Vesta, GODDESS of the Hearth is the patron deity of the skill discipline of Wood. Paragraph viii Artimes, GODDESS of the Hunt is the patron deity of the skill discipline of Flight. Paragraph ix Mercury, GOD of Thieves and Messenger of Zeus is the patron deity of the skill discipline of Mischief. Paragraph x Hades, GOD of the Underworld is the patron deity of the skill discipline of Death. Paragraph xi Venus, GODDESS of Love is the patron deity of the skill discipline of Health. Paragraph xii Minerva, GODDESS of Intelligence is the patron deity of the skill discipline of Intelligence. Paragraph xiii Hera, Queen of GODS, Protector of Women and Beasts patron deity of the skill discipline of Beasts. Section 2- Virtue Paragraph i Honor, a Chivalric life of Courage and Truth is the virtue of the Pater Imperium and Emperor. Paragraph ii Valor, Courageous in ones endeavors always is the virtue of War Paragraph iii Honesty, Consistently Truthful at all times is the virtue of Trades. Paragraph iv Spirituality, Courageous Love in a Truthful search is the virtue of Arcane. Paragraph v Compassion, Love for life and all its worth is the virtue of Genesis. Paragraph vi Humility, Prideful state seeking principal is the virtue of Espionage Paragraph vii Justice, Love for seeking Truth and its law is the virtue of State Paragraph viii Sacrifice, Courageous devotion with Love is the virtue of the Praetorian Guard Section 3- Tribute Paragraph i As the case has always been the means to improve the universities of knowledge are funded by varied donations. The Senators of the Imperial houses are responsible for gathering the declared items if called upon by OLYMPUS. The only required TRIBUTE from every citizen is Gems that are found in wild during ALL members activities. If individual members wish to donate gold that is their choice and registered in their names. Paragraph ii The COUNCIL of HONOR semi-annually meets to discuss the condition of the Empire Treasury/Vault and determines if any TRIBUTE will be set for following 6 months. Expenditures of Tribute is then performed as determined by plans set by OLYMPUS. Article VIII- Oaths top^ Section 1- Oath of Service, Honor, and Protection Paragraph i Upon entering PGoH, a member must swear fealty to Pater Imperium Borg via the PGoH Guildstone, pledge allegiance to the Emperor, agree to act according to the Codex of PGoH, and protect the realm and all that are innocent. A member must also agree to follow the standard code of Conduct. Paragraph ii I - Do not attack thy foe before issuing a challenge. Ambush is ignorance of challenge. II - Do not fall to base name calling and vulgar oaths. Holds NO worth and NO HONOR. III - Take not the gold of others, or cheat them, for this would bring dishonor upon thee. IV - Search for Honor, strive to attain enlightenment in HONOR and uphold those ideals. V - If thou art honorable and just, it is good that thou be known so. If it be necessary to sacrifice thy reputation to maintain virtue, do not hesitate to do it. VI - If you meet a member in your travels, whether you know that member or not, greet them kindly. If they need assistance, aid them if you can. VII - Read the ethereal boards often and attend in-game meetings for dissemination of Imperial matters. Use Imperial sites and resources of trade for economic gains and growth. Communication : In game is for ROLED matters. ICQ and Party chat is for Out of Character. Forums board and Email is for Larger issues. mIRC is used for general chat. ICQ use and operation is CRITICAL to facilitate help and communication. VIII - Understand the structure of the Empire and its general principals (see Description) Ask questions if you are unsure. IX - Participate in resource gathering events for the promotion yourself and fellow craftsmen/women. 100 pairs of hands toiling 1 time is so much more efficient than 1 pair 100 times alone. X - Maintain patience and have FUN! Section 2- Oath of Service, Honor, and the Pursuit of Happiness Upon taking a Council position each member must swear the Oath of Service, Honor, and the Pursuit of Happiness. This states that they must act in an Honorable way, Must not leave the guild over petty disputes over petty squabbles, but other situations (RL, Extenuating Circumstances etc.) are means for retiring their post, and the Utmost priority of keeping the plebs in which he is assigned happy and serving PGoH to the best of his ability. Article IX- Attire top^ Section 1- Standard Uniform Paragraph i The Senator of War wears a red cape, a black kilt, purple half apron, and a blue sash. Paragraph ii The Imperator wears a black cape, a black kilt, a purple sash, and a purple half apron and wears the Empires Medallion. Paragraph iii The Centurion wears, a purple cape, a black kilt, a sash of the cohort color, and a purple half apron. Paragraph iv The Decurion wears black sash, black kilt, black cape and purple half apron Paragraph v The Knight wears a sash in the color of their cohort, a black kilt, and a purple half apron . .NO CAPE. Paragraph vi The Squire wears a black doublet, and a purple kilt and purple half apron . .NO CAPE. Paragraph vii The Legionnaire wears a black doublet and a purple half apron . .NO KILT and NO CAPE. Section 2- Non-Legion Ceremonial Uniform Paragraph i The Emperor wears Black Plate, Scepter of the Empire, Black Kilt, Black Sash, Purple Apron, Black Cloak Paragraph ii The Magistrate wears Black Plate/Robe, Rune Book, Black Kilt, Red Sash, Purple Apron, Purple Cloak Paragraph iii The Senator wears White plate, cloak of the house color, purple apron, black kilt, blue sash, black staff Paragraph iv A statesmen wears Green plate, purple cloak, black kilt, purple apron, green sash, spell book. Paragraph v A Legate wears a white shirt, black pants, black thigh boots, leather gloves, sash of the house color, kilt of the house color, purple cap, and a tool of trade. Paragraph vi A citizen wears a white shirt, black pants, black thigh boots, leather gloves, purple apron, purple sash, and a tool of the represented house. Section 3- Legion Ceremonial Uniform Paragraph i The Imperator wears black armor, a black cloak, a purple sash, a black kilt, and a halberd. Paragraph ii The Decurion wears blue armor, black sash, black kilt, black cape, purple half apron, and a halberd. Paragraph iii The Legionnaire silver chainmail chest, silver plate arms, silver plate gloves, silver, plate gorget, silver coif, black thigh boots, black doublet, purple apron Subsection 3.A - Warlock Paragraph i The Centurion wears a full golden studded leather suit, a rune book, an orange sash, a purple cape, a black kilt, a purple half apron, sandals, a black wizard's hat. Paragraph ii The Knight wears a full gray leather suit, a spell book, an orange sash, a black kilt, a purple half apron, sandals, a black wizard's hat. Paragraph iii The Squire wears a full gray leather suit, a spell book, an orange sash, a purple half apron, sandals, a black wizard's hat. Subsection 3.B- Dragoon Paragraph i The Centurion wears a golden chainmail chest, a golden platemail leggings, a golden platemail arms, a golden platemail gloves, a golden platemail gorget, a golden closed helm, a bardiche, a purple cape, a blood red sash, a black kilt, a purple half apron. Rides a white horse. Paragraph ii The Knight wears s silver chainmail chest, silver platemail leggings, silver bronze platemail arms, silver platemail gloves, silver platemail gorget, silver closed helm, short spear, blood red sash, black kilt, purple half apron. Rides a lighter brown horse Paragraph iii The Squire wears a silver chainmail chest, silver platemail leggings, silver bronze platemail arms, silver platemail gloves, silver platemail gorget, silver closed helm, war fork, blood red sash, purple half apron. Rides a darker light brown horse. Subsection 3.C- Gladiator Paragraph i The Centurion wears golden platemail, a blue sash, a purple cape, a black kilt, a purple half apron, a bronze shield, a Viking sword. Paragraph ii The Knight wears silver platemail, a blue sash, a black kilt, a purple half apron, a katana, a heater shield. Paragraph iii The Squire wears a platemail suit with the exception of the leggings. Black pants, black thigh boots, blue sash, purple half apron, broadsword, purple kite shield. Subsection 3.D- Heran Paragraph i The Centurion wears a full bronze leather suit, a shepherd's crook, a dark green sash, a purple cape, a black kilt, a purple half apron, purple fur boots, and a deer mask. Paragraph ii The Knight wears a full copper leather suit, a shepherd's crook, a dark green sash, a black kilt, a purple half apron, purple fur boots, and a bear mask. Paragraph iii The Squire wears a full copper leather suit, a shepherd's crook, a dark green sash, a purple half apron, purple fur boots, and a leather cap Subsection 3.E- Praetorians Paragraph i The Praetorian Prefect wears black pants, a black shirt, red sandals, a red sash, a red skull cap, katana, metal shield. Paragraph ii The Praetorian wears black pants, a black shirt, black sandals, a red sash, katana, metal shield. Subsection 3.E- Herans (To be developed by Centurion) Article X- Awards top^ Section 1- Description There are three levels of awards within the PGoH Empire; Medals, Badges, and Coins Medals represent individual high level awards for "lifestyle" (role-playing) within Empire and realm. Badges represent individual missions within the PGoH Empire. Coins represent an individual achievement or action. Section 2- Qualifications Medals are the pinnacle of achievement in a particular section of Imperial existence by a citizen of the Purple Guardians of HONOR. There are 2 different classifications of Medals .. Imperial and Deity. The Imperial medal is one covering a section of life within the PGoH Empire and Catskills realm. The Deity medal is one that recognizes achievements inside a house in Senate. All Medals are petitioned by Senators or Olympus to Council of Honor then on to Emperor for final approval. Section 3- Medals Paragraph i The Zeus Medallion is awarded for achievement and mastery of knowledge of ALL GODS of Senate worship including the mastery of techniques for "living" an Imperial subject with respect of GODS and their role relative to the skills to which the said GOD/GODDESS is worshipped . .all in conjunction with a consistent "lifestyle". Paragraph ii The Legion Arms is awarded for mastery of knowledge in LEGION hierarchy, roles and expectations. Consistent commitment to LEGION command structure and protocols in missions as well as follow through of orders charged . .all in conjunction with a consistent "lifestyle". Paragraph iii The Senate Citation is awarded for mastery of knowledge in SENATE hierarchy, roles and expectations. Consistent commitment to SENATE events and missions through participation and citizen training . all in conjunction with a consistent "lifestyle". Paragraph iv The State Recognition is awarded for mastery of knowledge in STATE hierarchy, roles and expectations, procedures and protocols. Consistent commitment to provincial programs, interaction and judicial declarations . all in conjunction with a consistent "lifestyle". Paragraph v The Medal of HONOR, the most prestigious of all awards, is awarded for consistent commitment to the ideal of HONOR as defined in "Virtues" by Richard Garriot as well as the foundation expanded by the PGoH Empire through the 4 sections of infrastructure. In most, not all, instances the medals of Zeus, Legion, Senate and State are prerequisites. Paragraph vi The Catskills Commendation is awarded for participation in a realm event sponsored by OSI which said participation is documented in official press or renderings accompanied by a recommendation of achievement from the COUNCIL of HONOR. Renderings are required and will be verified by OLYMPUS and the GODS Paragraph vii Deity Medals are awarded for consistent commitment to training, participation in house missions and "lifestyle" in worship of a particular GOD/GODDESS within the structure of the PGoH Empire. Senator of house must recommend to COUNCIL of HONOR recipients and Emperor approval. Section 4- Badges of Recognition Badges of Recognition are awarded for participation in a pre-scheduled guild wide event sponsored by a Senator or Olympus. Individuals of merit must be included in requisition sent in by Senator or Theater Commander (field leader of event) at conclusion and review of said guild wide event. Section 5- Coins of Achievement Coins of Achievement are awarded for individual specific event success or action, of which the most common are Challenges or Tournament awards. Individual actions that benefit the realm or Empire also will have coins made for recognition and appreciation. Imperial Tinkers will craft these Coins as requested by the Emperor. A Coin can be requested if petitioned by a Senator or Legate and accompanied with any design choices to the Imperial Acquisitions Officer Colin Mor. Article XI- Relations top^ Section 1- Allies The Empire of the Purple Guardians of HONOR recognizes the Valor Knights Section 2- Adversaries Paragraph i The Empire of the Purple Guardians of HONOR recognizes the forces led by Lord Blackthorn as enemies level 9. These enemies are declared as the Juka Forces, Lord Blackthorn ' s Mechanics and Chaos Lines. Paragraph ii The Empire of the Purple Guardians of HONOR recognizes the Terrathan Horde at level 9 threat Paragraph iii The Empire of the Purple Guardians of HONOR recognizes the Ophidian race is currently a level 5 threat.. Paragraph iv The Empire of the Purple Guardians of HONOR recognizes the Undead as enemies level 10. Paragraph v The Empire of the Purple Guardians of HONOR recognizes the Orcish hordes as a level 6 threat. Section 3- Subsidiaries The Empire of the Purple Guardians of HONOR reserves the Legionnaires of PGoH, Praetorian Guards of HONOR, Elven Guardians of Honor and the Skullcrusher Orcs guildstones as official subsidiaries. The following members of Council, Empress, Emperor, Pater Imperium, and their Magistrates have approved this Codex. Senator of Genesis, Head of State, (acting) Senator of War, Decurion Strider Senator of Trades, Doc Vale' Senator of Espionage, Senator of Arcane, Magistrate Quaestor Palatii, Anfalas Magistrate Praipositus Sacri Magistrate Officarium, Pater Imperium, Borg Emperor, Kodoz Empress, Charlie Updated Version From: 29 September 2005
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I've read that, it's a good guide. He will update it every few releases as well or post a new leveling guide topic. As far as themo is concerned he is usually one of the highest level avatars in game as has explored almost all skills to GM level or higher.
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I'll probably get on tonight and tomorrow morning for a bit if you want to adventure together. I doubt I'll be going on Sunday. I'll see how the day plays out, but that is typically family day.
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Refresh my memory (as it's been awhile since I've been in landmark). Previously, didn't we have all items on our person? Now you can pick them from a list (assuming you have them on your person)? That will save time. If EQN is still in development, and they bring house building to that game, that would be a win in my book.
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I think Kal Ort Port was the best spell in my repertoire.
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Sounds similar to reddit for EQN. Hopefully they are still working on EQN and haven't scratched it. It held a lot of promise.
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I have heard NOTHING since daybreak games purchased SOE. Has anyone heard if there is any movement at all on this? They are so closed lip about it compared to SoTA/Portalarium. I hate the old developer methodology of not talking about it.. @Martok@Borg@Rumblebore
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Added to calendar.
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untilSunday, February 21, 2016 at 1 PM Central US Time in Hometown, Novia, New Britannia. Hometown is located SE of Soltown in Novia. https://www.shroudoftheavatar.com/forum/index.php?threads/r26-all-player-towns-gathering-sun-feb-21-at-1-3-pm-cst-and-12-pm-party.45931/#post-508107
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Just a heads-up SoTA players! "All items in the Stretch Goal Store will expire at 10:30 am CST, February 29, 2016. After that date, these items will no longer be available and we will no longer be considering these stretch goals as part of Episode 1. So you better hurry and grab these rare items while they are still available!" Further clarification from Darkstarr today: If you wanted a stretch-goal item(s), now is the time to purchase them.
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The following sections of Orc History are compiled by Blizzard Universe and Stratics. Orc History compiled by Blizzard Universe Destiny of the Orcish Hordes The Rise of the Shadow Council The Mastery of Forces The First War of Orcish Ascension The Aftermath of the Second War Gul'dan and the Betrayal Ner'zhul and the Shadow Clans Day of the Dragon Lethargy and Internment Thrall's Tale The Frozen Throne Summary Orc History compiled by Stratics Since the End of the Second War Orcs Destiny of the Orcish Hordes WarCraft I, Orcs and Humans, History The Destiny of the Orcish Hordes 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 to the Shadow Council, the duty of preserving the accounts of our conquering of this world and the 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 rolled 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 out 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 magics. 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 the 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 access 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 land's 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 trinkets 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 judgment 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. Garona of the Shadow Council Blizzard Universe The Rise of the Shadow Council WarCraft II: Tides of Darkness History The Rise of The Shadow Council Like an elemental force of havoc and destruction we thundered through the lands of Draenei devastating all that we beheld. Not one life was spared. No building was left standing. The only traces of their existence were blood-soaked fields they had worked for nearly five thousand years and the rank, acrid smell of the huge victory fires that consumed the bodies of their young. The Draenei were a weak people - hardly worth the effort of our raiding sweep. In the end, however, even these simple victories serve to keep the inferior in their place... It has always been so with my kind. The savage, brutal tendencies of the masses are easily manipulated by those who hold true power. Power is the true force that drives the great destructive machine that is the Horde. Those who imagine themselves in possession of this power rally around their clan banners of violence. Yet without a common foe, even the leaders of the Orc clans blindly turn upon each other. The appetite for destruction that prevails amongst these fool drives the Horde; might and might alone is honored above all things. I am Gul'dan - the greatest of all Warlocks and Initiate of the Seventh Circle of the Shadow Council. No one knows the dark, burning allure of ultimate power better than I. In what passed as my youth, I studied Orc magiks through the tribal Shaman of my clan. My natural talent for channeling the cold, negative-energies of the Twisting Nether brought me notable standing amongst the other Shaman, and I knew that even Ner'zhul, the greatest of my teachers, became jealous of me as my abilities grew even stronger. My aspirations rose higher than those of my peers and masters alike, for I knew that the scope of their vision was limited by their devotion to the advancement of the Horde. I cared nothing for the Horde or its petty politics. I cared nothing for this world over which we had complete dominion. I cared only for the chance to fathom the spiraling mysteries of the Great Dark Beyond. I had begun secret explorations of energies far beyond the scope of anything that my so-called tutors could possibly comprehend. It was at this time that I discovered a being of immense power - the Daemon Kil'jaeden. I was in awe of his heartless fury. To witness his awesome power was to be all but consumed. In the fleeting, fevered nightmares he brought me, I touched the essence of which lies Beyond. Within me an unfathomable lust was sewn - a desire to wield the fury of ethereal storms and to stand unscathed within the dying hearts of burning suns. Under the tutelage of Kil'jaeden, I realized how limited even my understanding had been. Untold histories of ancient Daemon races and primal magical dimensions were made known to me. I learned that there existed worlds without number, scattered throughout the darkness beyond the sky - worlds to which I might lead the Horde as only one of my abilities could. Though I remained with my people on the dark, red world of the Draenei, I soon learned to project myself into the depths of the Twisting Nether, being driven nearly mad by the whispering chaos contained therein. Although it seemed it would mean my death, I was irresistibly compelled to continue my sojourn until, finally unbound from my corporeal existence, I understood the whispers. It was then that I first spoke to the dead... Ancestral worship has long been at the heart of Orcish religion. While nearly all of the Orcish Hordes believed that our dead elders watched and guided us from the depths of some lost realm of chaos, I believed this notion to be a product of ritual and not reality. Within the Twisting Nether I discovered that the spirits of the dead do linger on, floating on the astral winds between the worlds. I learned that they kept their endless, silent vigil over the clans in hope of finding some means of escape from their lifeless torment. I knew then that these spirits of the dead would be a useful tool for anyone who could bind them to his will. Years passed. My apprenticeship nder Kil'jaeden had allowed me to become the most powerful Warlock the clans had seen in many generations. My place within the Horde was as a respected leader, but as ever, tensions ran high amongst the clans. The destruction of the Draenei left nothing upon which the great beast of war could feed. After centuries of violence and warfare, we had finally conquered the whole of our world. With no enemies left to crush and no new lands to conquer, the clans had fallen into a state of utter anarchy. Minor disputes between clans led to open battle and massive bloodshed. Those chieftains who attempted to assume the position of overlord soon found themselves slaughtered by ravenous legions of the disheartened Horde. I knew that the time had come to claim the mantle of power that I so long neglected. I quickly gathered together the few Warlocks who had shown some spark of passion and desire to rise above the petty quarrelling of the clans. To these Warlocks I bestowed the knowledge of the dead by leading them in secret rituals and communing with the spirits of the Twisting Nether. Those who were incapable of channeling this power were destroyed. After a time a pact was forged between the members of our circle and dark spirits whose energies we had learned to invoke. I would use my place among the Warlocks to shape the thoughts of others while, cloaked by a veil of secrecy, they would be immune to the caprices of the bloodthirsty masses. Thus did the Shadow Council come to be. Within a few short months the Shadow Council had its hand in all the important political matters within the Horde. Nothing occurred within the Horde that we did not know about, and many events took place by our design - so cleverly implemented that even the clan chieftains were oblivious to our manipulations. Before half a year had passes, we had assumed near total control of the inner workings of the Horde. Yet, behind all of our secret machinations, there loomed the silent and ominous shadow of the Daemon Kil'jaeden. In pursuit of furthering our magical resources, I opened a new school of magical discipline that became known as Necromancy. We began training young Warlocks in the arcane mysteries of life and death. Again, with tutelage from the Daemon Kil'jaeden, these Necrolytes delved into the dark arts, eventually gaining power enough to animate and control the bodies of the newly dead. Every victory - every success - left me with an emptiness I could not fill. I came to realize that the Shadow Council could serve my purposes only to an extent, and thus I would require even greater power should I wish to become the true harbinger of our destiny. Blizzard Universe The Mastery of Forces WarCraft II: Tides of Darkness History The Mastery of Forces - Medivh and Blackhand Things were well within the Horde. Though the Shadow Council kept the warring clans pacified by the promise of escape from the dying world, I knew that this new order - much like the war against the Draenei - would provide only a brief respite if I could not find new lands for the Orcs to conquer. My contemplation on this matter was disturbed late one night when I was surprised by the sounds of screams emanating from the Warlocks' Tower. I arrived to find many of the apprentices locked in deep trances, their faces twisted into masks of pain. The Warlocks, whom I questioned in detail, could tell me only that they had felt an unexplainable presence in their dreams. I returned to my Stronghold, deeply puzzled by the fact that whatever it was the had contacted the Warlocks, had made no attempt to reach me. I sought the counsel of Kil'jaeden about this presence. He also was touched by this power - a power that was beyond any he had ever experienced before. Whether it was the image of a force so awesome that it could cause this baneful Daemon to actually feel fear, or my own trepidation, I fled - moving aimlessly through the Twisting Nether for what seemed an eternity. It was during my fevered flight that the Presence finally made contact with me. It radiated untold power, but it lacked the emotionless control displayed by Kil'jaeden. My senses seemed to take control over the dread that had engulfed me, and my mind began to cipher and reason. I knew that if I could divine the desires of this force, no matter how powerful, I could use it to further my own ends. The presence identified itself as Medivh, a sorcerer from some far and distant world. We communicated not in words, but in a guarded joining of minds. His mind seemed boundless, but his thoughts moved so swiftly that it was difficult to learn anything from him. All the while, I knew that he was probing me - learning more and more about the Orcs and our magic. I could never learn as much from him as he would from me, and I soon broke contact with him. I sought the counsel of Kil'jaeden, but he refused to answer my summons. Somehow I knew that he had forsaken his students because he was afraid of this Medivh. I found myself again doubting my skills. Could I contend with a being who could intimidate my own master? I continued to venture into the Twisting Nether for several weeks, all but forgetting the disturbance that had caused me to question myself. Then one night, Medivh appeared to me in my dreams... "You fear me, for you do not understand me. See my world and understand your fear. Then fear no more" I was powerless to resist what came next ...barren wastes... ...dark swamps, teeming with life... ...endless fields of emerald grasses... ...forests of magnificent trees... ...farmlands filled with rich harvests... ...villages of proud, strong people... Images came, flashing much too quick to comprehend. And then...something. A fleeting picture that left a longing stirring inside of my soul... ...buried deep beneath the ocean; dark and ruined, but still breathing... ....still pulsing with the lifeblood of the earth itself... ...an ancient power... ...ancient and terrible... I awoke. I embraced consciousness knowing all along that the dream had been real. Medivh had shown me the wonders of his world, knowing that the Horde would not be content until his world was ours... I met with the members of the Shadow Council concerning the visions that we had seen. Although there was much debate as to the true intentions of this Medivh, I informed the Shadow Council that a way to escape from our world would soon be ours. I would seek the aid of Medivh in creating a way to get to his world, and then we would subjugate his race as we done to all others who stood before us. Although he had appeared to many Warlocks with these images of a new and fertile world, we agreed to keep the knowledge of this enigmatic message to ourselves. Those Warlocks outside of the Shadow Council who had shared in the visions were killed; for if the secret were revealed before preparations were made, the Horde would tear itself apart. Weeks passed with no word from Medivh. My attempts to contact him were fruitless. It was as if he had erased any trace of himself from the Twisting Nether. Some members of the Council gave up any hope of the wizard ever returning. ...Then the rift appeared... It took considerable time to expand the rift enough to send the massive frame of an Orc through. The first scouts to return from the other side seemed to be driven completely mad by what they had seen. These early failures did not deter us, and subsequent quests confirmed that the world beyond this rift appeared similar to what was depicted in our visions. With the combined powers of the Horde's Warlock clans and the Shadow Council, we were able to enlarge the mysterious rift so as to create a portal. This Portal was used to move a great number of Orcs into this unknown land. A small outpost was quickly built on the other side of the rift, and Orc scouts were sent to explore the surrounding areas. The agents of the Shadow Council reported that the denizens of this world were called Humans, and their lands were known as Azeroth. We found that these Humans were a weak race, farming their fields and living peacefully in the countryside. I feared they would prove no more of a challenge than the Draenei, and would not appease the hunger of the Orcish war machine for long. The clan chieftains, quickly swayed by their lust for blood and war, agreed that it was time to leave this dying world and lay claim to the domains of Azeroth. While the Shadow Council kept close watch over the workings of the Horde, the masses looked to the clan chiefs as their leaders. Two chieftains arose who were well respected and feared by various clans - Cho'gall the Ogre-Mage of the Twilight's Hammer Clan, and Kilrogg Deadeye of the Bleeding Hollow Clan. These powerful leaders were expected to direct the Horde to a swift and savage victory over the Humans. Thus the Horde gradually channeled through the rift into Azeroth. Cho'gall and Kilrogg began to plan their assault against the Human stronghold of Stormwind. The attack on Stornwind was catastrophic. Our armies, expecting to meet weak resistance, charged headlong into the enemy fortress. Surprisingly, the Human soldiers held our forces at bay. Then they unleashed warriors mounted upon beasts of muscle and sinew to devastate our troops. The Humans forced our troops to retreat back into the swamplands surrounding our outpost and the Portal where, only by invoking the shrouding mists of shadows, were we able to escape. This decisive and humiliating defeat threw the Horde into chaos. Cho'gall and Kilrogg blamed each other's incompetence for the failure, and the Orcs quickly polarized into factions that supported either chieftain. The Shadow Council desperately sought a remedy to the violence that was sure to follow, but the volatile nature of the Orcs made it difficult to appeal to reason or wisdom. I realized that the Horde needed a strong leader that could unify the clans under his control - and be kept in his place. Thus did I first learn of Blackhand the Destroyer... Blackhand, chieftain of the young Blackrock clan and a Raider in the Sythegore Arm, was well honored by most Orcs within the Horde. More importantly, he was extremely lustful, and this made him easily corruptible. With help from the Shadow Council, I set the eager Blackhand upon the horned throne of the WarChief. To his credit, Blackhand was a ruthless dictator who inspired awe and terror from his warriors. While the Horde rallied under Blackhand and the other chieftains acquiesced control to him, it was I who dictated policy by blackmailing and bribing Blackhand. With Blackhand's ascension to War Chief, order was restored to the Horde. I was visited again by the visage of Medivh, who appeared more in control of his powers, but less in control of his mind. Petitioning the Horde to destroy the kingdom of Azeroth, but to make him ruler of its people, Medivh offered all manners of treasures and baubles to me. I assured him that his world was ours for the taking, and that he held nothing that could persuade the Horde to do his bidding. His face broke into a wicked sneer as he proceeded to show me the image of an ancient tomb upon it was etched the name of the Daemonlord Sargeras. The Tomb of Sargeras! The Daemonlord who had instructed my own tutor Kil'jaeden was entombed upon this pathetic little world! Destiny had chosen to lay the hand upon my shoulders alone, for Kil'jaeden had told me that the lost Tomb contained power absolute - enough to make any who could control it into a living god. Medivh pledged that he would grant me the location of the Tomb if only I would use the Horde to destroy his enemies... Thus, the Orcish Hordes made war against the kingdom of Azeroth. Blizzard Universe The First War of Orcish Ascension WarCraft II: Tides of Darkness History The First War of Orcish Ascension We took the lands of Azeroth from the Humans and razed all that we surveyed. My personal assassin, Garona the Half-Orc, executed Azeroth's leader King Llane and returned his heart to me. Although the Horde dominated Azeroth and the pathetic worms who defended it, my own plans were badly hampered. A small band of Human warriors stormed Medivh's Tower and engaged the insane sorcerer in direct combat. As his body was slashed and torn by the swords of Azeroth, Medivh began to transmit telepathic waves of trauma across the astral plane which easily shattered even my formidable defenses. I attempted to reach into the sorcerer's mind and steal the location of the Tomb from him directly, but before I could divest the location, Medivh was killed by the Azerothiens. Having been inside his mind at the moment of his temporal death, I suffered a massive psychic backlash and fell into a catatonic state. For weeks I slept as if dead, closely guarded by my faithful Warlocks. When I finally arose, I learned of the shift in the balance of power within the Horde. Blackhand had been killed. Without my magiks and counseling to aid him, Blackhand fell prey to a surprise attack launched by one of his strongest and most trusted generals - Orgrim Doomhammer. Orgrim was quick to consolidate his power within the Horde, justifying the assassination of Blackhand by securing false testimony that supported his claims of the Destroyer's incompetence as War Chief. It seemed that the hand of fate had struck me a harsh blow. Orgrim set out to uncover the inner workings of the Horde, leaving no stone unturned. Eventually, his spies captured my servant Garona and under intensive, agonizing torture, forced her to reveal the existence and location of the Shadow Council. She was weaker than I had expected. Suspecting that the Shadow Council was a threat to his control of the Horde, Doomhammer led his Wolfriders in a surprise attack against my Citadel near the ruins of Stormwind Keep. The Warlocks, caught unprepared by Ogrim's assault, held off the Horde as long as their magiks would last. Having no time to rest or replenish their energies, the Warlocks fell before the wrath of Orgrim. In the end, the Doomhammer was victorious. Any surviving Warlocks were branded as traitors to the Horde. The public executions were effective in weakening my position and strengthening his... I was taken before Orgrim and questioned at length about my involvement with the Shadow Council. Being greatly weakened by the backlash of Medivh's death as well as the energies I had expended during the battle, I found that I was in no position to either threaten nor harm the War Chief. Orgrim made it clear to me that the Horde was under his control, and he was not as easily swayed as his predecessor. The gleam in his eye and steel at his side bespoke his intentions, but I would not be defeated so easily. While he may have held the upper hand, I reminded him that with the death of the Warlocks, I was the last true sorcerer within the Horde. Orgrim, made impudent by his victory, agreed that perhaps I could prove useful, and agreed to let me live - by his good graces. I silently vowed that he would one day take those words to his grave. Although his suspicions of me were never fully assuaged, I did succeed in convincing the War Chief that the Raiders were preparing to unite with the sons of Blackhand in a revolt against him. Although this claim was untrue, Orgrim was already suspicious of Rend and Maim and so disbanded the multitude of Wolfriders, sending them into the various arms of the Grunt forces. To demonstrate my 'loyalty' to Orgrim and the Horde, I promised to create a host of undead riders that would be completely loyal to him alone. Although the Doomhammer did not fully trust me, the idea was sufficiently appealing, and so I was allowed to enter seclusion to create this new legion. Even with the aid of my Necrolytes, I was unsuccessful in bringing forth this undead force. Failure and weakness were all that these minions could offer me, until I sensed that while their spirits were willing - it was the flesh that was weak. I summoned them to a great alter constructed of Ironwood and Blackroot where, at the height of a black incantation, I took the lives of every last one of them. In the bloody wake of their executions, the Necrolytes would then, at last, nourish my creation of the ultimate undead servant. Using what few resources I still controlled within the Horde, I acquired many of the long-dead corpses of the fallen Knights of Azeroth. Into these twisted and decayed forms I instilled the essences of the greater members of the Shadow Council who were quite willing to return to the mortal plane to wreak terror and havoc once again. I furnished each of the dark riders a jeweled truncheon through which they could better focus the unearthly powers they would brandish. Into these jewels were infused the raw, necromantic magiks of the freshly slain Necrolytes. Thus were the Death Knights born. Orgrim Doomhammer was pleased with these Knights of Death. Although the spirits of the Shadow Council remained loyal to me, they feigned allegiance to the War Chief. Orgrim was well satisfied with the realization of my promise, and allowed me to go about my own affairs. I will be patient and bide my time, pretending to be the faithful servant until the time comes to show this presumptuous, boisterous upstart who is greater between us. My designs to discover the Tomb of Sargeras still remain. I have assembled the Stormreaver clan to be my support when the season finally comes to strike back at Orgrim for his insolent crimes against me... That day draws near - and Doomhammer cannot know what terrors await him, for I am Gul'dan... I am darkness incarnate. I will not be denied. Blizzard Universe The Aftermath of the Second War WarCraft II: Beyond the Dark Portal History The Aftermath of the Second War For long months the forces of the Alliance worked to seek out the renegade Orcs that had gone into hiding after the fall of the Dark Portal. The Blackrock, Dragonmaw, and Black Tooth Grin clans were captured by the Alliance and herded into guarded reserves and prison camps. While the leaders of the Alliance argued over what was to be done with them, Ogrim Doomhammer, the WarChief of the Horde, was placed under arrest and kept as an honored prisoner under the car of King Terenas of Lordaeron. Some members of the Alliance pleaded that the Orcs should be exterminated like animals, while others opted for a sentence of life imprisonment. Having discussed the obvious benefits of a treaty with Doomhammer, King Terenas fevently hoped that the Orcs could be kept pacified long enough to eventually lose their lust for conquest. Thoras Trollbane of Stromgarde and Genn Greymane of Gilneas both disagreed vehemently with Terenas, resolving that the Orcs were to great a threat to leave alive. After months of debate and frustration, both leaders withdrew the support of their nations from the Alliance. Azeroth alone stood fast in its comitment to the Alliance. Even with the dynamic you Varien Wrynn seated upon Azeroth's throne, the distance between the kingdoms of Azeroth and Lordaeron made their union a hollow one. Amid the strife that was slowly dissolving the great Alliance, the fact remained that the once vast numbers of the Horder were no more. The Twilight's Hammer and Stormreaver clans were decimated by their own brethren in civil wars that erupted during the War. The Burning Blade clan was routed and ultimately destroyed by troops under the command of Uther Lightbringer during the Final Battle at the Portal. Only the Bleeding Hollow clan was left unaccounted for as the cunning Kilrogg Deadeye managed to evade the best efforts of the Alliance to capture his clan. Elven scouts were placed on continual patrol within the Black Morass searching for any sign of the renegade Bleeding Hollow. * * * * * * * * * * * * * * * * * * * * * * * * * * Suspended ominously above the Black Morass, a tear in the fabric of reality hung like a disembodied eye, keeping watch over the ruins of the Dark Portal. This rift was the remnants of the twisted wizard Medivh's original Portal into Draenor - the dark, red world from which the Orcs passed into Azeroth. The Kirin Tor of Dalaran traveled to the land overlooking the ruins on this site and constructed the Citadel of Nethergarde to serve as guardian should the rift ever open again... On the Eve of Summer in the year 606, a freak darkness swept across the Black Morass. All attempts by the mages at Nethergarde to probe into the darkness were futile, but they could sense the the rift was growing once more. Then, as if from a dream, the mages heard the sound of a marching army. Hundreds strong, the sounds of armor and sword charged through the ruined portal and quickly fell silent. The thunderous shrieks of Dragons crying to the skies passed overhead, and then as suddenly disappeared into the gloom. Venomous undead whispers, barely audible under the clash of metal plates seemed to echo and repeat one phrase - "We will return..." When the darkness lifted, the portal was visible once again. It illuminated the ruins as it always had, but the eerie light seemed to play tricks with the shadows. It was only upon closer inspection that the trampled mud that marked the passage of the Bleeding Hollow clan from Azeroth was found to be more than mere illusion. * * * * * * * * * * * * * * * * * * * * * * * * * * The Bleeding Hollow crossed over into Draenor and rejoined the 'old clans' that had never seen the fields of Azeroth. To many, the warriors of the Bleeding Hollow were considered mighty heroes as these Orcs had been living in the Human lands for over thirty years. Kilrogg met with the Elder Shaman Ner'zhul who now controlled the remaining clans in Draenor. The Shaman ordered that the newly arrived Death Knights, Trolls and Dragons were to be used by all the clans in conjuncture. Ner'zhul also informed Kilrogg of his plan to retrieve certain artifacts from Azeroth as to open rifts into other worlds and take the Orcish Hordes to great victories beyond the Dark Portal... Blizzard Universe Gul'dan and the Betrayal WarCraft III: Reign of Chaos History Gul'dan and the Betrayal 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. The nefarious warlock Gul'dan, master of the clandestine Shadow Council, led a number of renegade clans against the might of Orgrim Doomhammer, the Warchief of the Horde. 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 renegade clans 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 the Horde south, back into the shattered heartland of his homeland, Azeroth. There, the Alliance forces trapped the retreating Horde within their 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 pushed 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 dark, red homeworld of Draenor. Cut off from its reinforcements in Draenor and fractured by incessant infighting, the Horde finally buckled in upon itself and fell before the might of the Alliance forces. 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, the former apprentice of Medivh, 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. Blizzard Universe Ner'zhul and the Shadow Clans WarCraft III: Reign of Chaos History Ner'zhul and the Shadow Clans As the fires of the Second War died down, the Alliance took aggressive steps to contain the Orcish threat. A number of large internment camps, meant to house the captive Orcs, were constructed in southern Lordaeron. Guarded by both the Paladins and the veteran soldiers of the Alliance, the camps proved to be a great success. Though the captive Orcs were tense and anxious to do battle once more, the various camp wardens, based at the old prison-fortress of Durnholde, kept the peace and maintained a strong semblance of order. However, on the hellish world of Draenor, a new Orcish army prepared to strike at the unsuspecting Alliance. The elder shaman, Ner’zhul – the former mentor of Gul’dan – rallied the handful of clans still left on Draenor under his dark banner. Ner’zhul planned to open a number of portals on Draenor that would lead the Horde to new, unspoiled worlds. To power his new portals, Ner’zhul needed a number of enchanted artifacts from Azeroth. To procure them, Ner’zhul reopened the Dark Portal and sent his ravenous clans charging through it. The new Horde, led by veteran chieftains such as Grom Hellscream of the Warsong Clan and Kilrogg Deadeye of the Bleeding Hollow clan, surprised the Alliance defense forces and rampaged through the countryside. Under Ner’zhul’s surgical command, the Orcs quickly rounded up the artifacts that they needed and fled back to the safety of Draenor. King Terenas of Lordaeron, convinced that the Orcs were preparing a new invasion of Azeroth, assembled his most trusted lieutenants. He ordered General Turalyon and the mage, Khadgar, to lead an expedition through the Dark Portal to put an end to the Orcish threat once and for all. Turalyon and Khadgar’s forces marched into Draenor and repeatedly clashed with Ner’zhul’s clans upon the ravaged Hellfire Peninsula. Though neither side gained ground, it was clear that Ner’zhul would not be stopped from completing his nefarious plans. Ner’zhul succeeded in opening his portals to other worlds – but he did not foresee the terrible price he would pay. The portals’ tremendous energies began to tear the very fabric of Draenor apart. As Turalyon’s forces fought desperately to return home to Azeroth, the world of Draenor began to buckle in upon itself. Grom Hellscream and Kilrogg Deadeye, realizing that Ner’zhul’s mad plans would doom their entire race, rallied the remaining Orcs and escaped back to the relative safety of Azeroth. As Hellscream and Deadeye hacked their way through the Human ranks in a desperate bid for freedom, the Dark Portal suddenly exploded behind them. For them, and the remaining Orcs on Azeroth, there would be no going back... Ner’zhul and his Shadowmoon clan passed through their newly created portals as massive volcanic eruptions began to break Draenor’s continents apart. The burning seas rose up and roiled the shattered landscape as the tortured world was finally consumed in an apocalyptic explosion. Blizzard Universe Day of the Dragon WarCraft III: Reign of Chaos History Day of the Dragon Though Grom Hellscream and his Warsong Clan managed to evade capture, Deadeye and his Bleeding Hollow Clan were rounded up and placed in the internment camps in Lordaeron. Yet, despite the costly uprising, the camps’ wardens soon re-established control over their brutish charges. However, unknown to the Alliance’s agents, a large force of Orcs still roamed free in the northern wastes of Khaz Modan. The Dragonmaw Clan, led by the infamous Warlock, Nekros, had maintained its control over the Dragonqueen, Alexstrasza, and her Dragonflight by using an ancient artifact known as the Demon Soul. With the Dragonqueen as his hostage, Nekros built up a secret army within the abandoned dwarf stronghold of Grim Batol. Planning to unleash his forces and the mighty red dragons on the Alliance, Nekros hoped to reunite the Horde and continue its conquest of Azeroth. Yet, a small group of resistance fighters, led by the human mage, Rhonin, managed to destroy the Demon Soul and free the Dragonqueen from Nekros’ command. In their fury, Alexstrasza’s dragons tore apart Grim Batol and incinerated the greater bulk of the Dragonmaw Clan. Nekros’ grand schemes of reunification came crashing down as the Alliance troops rounded up the remaining Orc survivors and threw them into the waiting internment camps. The Dragonmaw Clan’s defeat signaled the end of the Horde – and the end of the Orcs’ furious bloodlust. Blizzard Universe Lethargy and Internment WarCraft III: Reign of Chaos History Lethargy and Internment As the months passed, more Orc prisoners were rounded up and placed within the internment camps. As the camps began to overflow, the Alliance was forced to construct new camps in the plains to the south of the Alterac Mountains. To properly maintain and supply the growing number of camps, King Terenas levied a new tax on the Alliance nations. This tax, as well as increased political tensions over border disputes, created widespread dissention amongst the leaders of the Alliance. It seemed that the fragile pact that had forged the Human nations together in their darkest hour would break at any given moment. Amidst the political turmoil, many of the camp wardens began to notice an unsettling change come over their Orc captives. The Orcs’ efforts to escape from the camps or even fight amongst themselves had greatly decreased in frequency over time. The Orcs were becoming increasingly aloof and lethargic. Though it was difficult to believe, the Orcs – once held as the most aggressive race ever seen on Azeroth – had completely lost their will to fight. The strange lethargy confounded the Alliance leaders and continued to take its toll on the rapidly weakening Orcs. Some speculated that some strange disease, contractible only by Orcs, brought about the baffling lethargy. But the Archmage, Antonidas of Dalaran, posed a different hypothesis. Researching what little he could find of Orcish history, Antonidas learned that the Orcs had been under the crippling influence of demonic power (or warlock magics) for generations. He speculated that the Orcs had been corrupted by demonic powers even before their first invasion of Azeroth. Clearly, demons had spiked the Orcs’ blood, which in turn granted the brutes unnaturally heightened strength, endurance and aggression. Antonidas theorized that the Orcs’ communal lethargy was not actually a disease, but a long-term racial withdrawal from the volatile Warlock magics that had made them fearsome, bloodlusted warriors. Though the symptoms were clear, Antonidas was unable to find a cure for the Orcs’ present condition. Many of his fellow mages, as well as a few notable Alliance leaders, argued that finding a cure for the Orcs would be an imprudent venture. Left to ponder the Orcs’ mysterious condition, Antonidas’ conclusion was that the Orcs’ only cure would have to be a spiritual one... Blizzard Universe Thrall's Tale WarCraft III: Reign of Chaos History Thrall's Tale During the dark days of the First War, a cunning Human officer named Aedelas Blackmoore found an infant Orc abandoned in the wilds. The infant Orc, whom Blackmoore aptly named Thrall, was taken to the prison-fortress of Durnholde. There, Blackmoore raised the young Orc as a favored slave and gladiator. Intending to train the young Orc to be not only a peerless warrior, but also an educated leader, Blackmoore hoped to use Thrall to take over the Horde, and thereby achieve dominion over his fellow men. Nineteen years passed and Thrall grew into a strong, quick-witted Orc. Yet his young heart knew that a slave’s life was not for him. Many things had transpired in the world outside the fortress as he grew to maturity. He learned that his people, the Orcs – whom he had never met – had been defeated and placed into internment camps in the Human lands. Doomhammer, the leader of his people, had escaped from Lordaeron and gone into hiding. He knew that only one rogue clan still operated in secret, trying to evade the watchful eyes of the Alliance. The resourceful yet inexperienced Thrall decided to escape from Blackmoore’s fortress and set off to find others of his kind. During his journeys Thrall visited the internment camps and found his once mighty race to be strangely cowed and lethargic. Having not found the proud warriors he hoped to discover, Thrall set out to find the last undefeated Orc chieftain, Grom Hellscream. Despite being constantly hunted by the Humans, Hellscream still held onto the Horde’s unquenchable will to fight. Aided only by his own devoted Warsong Clan, Hellscream continued to fight an underground war against the oppression of his beleaguered people. Unfortunately, Hellscream could never find a way to rouse the captured Orcs from their stupor. The impressionable Thrall, inspired by Hellscream’s idealism, developed a strong empathy for the horde and its warrior traditions. Seeking the truth of his own origins, Thrall traveled north to find the legendary Frostwolf Clan. Thrall learned that Gul’dan had exiled the Frostwolves during the early days of the First War. He also discovered that he was the son and heir of the Orc hero, Durotan – the true chieftain of the Frostwolves who had been murdered in the wilds nearly twenty years before… Under the tutelage of the venerable shaman, Drek’Thar, Thrall studied the ancient shamanistic culture of his people that had been forgotten under Gul’dan’s’ evil rule. Over time, Thrall became a powerful shaman and took his rightful place as chieftain of the exiled Frostwolves. Empowered by the elements themselves and driven to find his destiny, Thrall set off to free the captive clans and heal his race of demonic corruption. During his travels, Thrall found the aged warchief, Orgrim Doomhammer, who had been living as a hermit for many years. Doomhammer, who had been a close friend of Thrall's father, decided to follow the young, visionary Orc and help free the captive clans. Supported by many of the veteran chieftains, Thrall ultimately succeeded in revitalizing the Horde and giving his people a new spiritual identity. To symbolize his people's rebirth, Thrall returned to Blackmoore's fortress of Durnholde and put a decisive end to his former master's plans by laying siege to the internment camps. Yet, during the liberation of one camp, Doomhammer fell in battle. Thrall took up Doomhammer's legendary warhammer and donned his black plate-armor to become the new Warchief of the Horde. During the following months, Thrall's small but volatile Horde laid waste to the internment camps and stymied the Alliance's best efforts to counter its clever strategies. Encouraged by his best friend and mentor, Grom Hellscream, Thrall worked to ensure that no Orc would be cast into slavery - either by Humans or demons - ever again. Blizzard Universe The Frozen Throne Summary WarCraft III: The Frozen Throne History Summary In the wilds of Durotar, near the Orc city of Orgrimmar, the Mok'Nathal known as Rexxar laments the petty wars of the "civilized" races in Azeroth. Hearing the sounds of a battle, Rexxar quickly moves to find the source. An Orc scout named Mogrin has fallen under attack by a pack of Quillboar. As Rexxar joins the fight, one of the Quillboar strikes a mortal blow to Mogrin. Rexxar succeeds in driving away the rest of the Quillboar, but it is too late. Mogrin's dying wish is for Rexxar to complete the scout's mission by delivering his report to the Warchief Thrall in Orgrimmar. Rexxar agrees to uphold Mogrin's quest, and departs for the city. Upon delivering the report to Thrall, the Warchief offers Rexxar the hospitality of Orgrimmar. Rexxar wishes to earn his keep, however, and therefore agrees to assist the Orcs in the building of their nation. To assist Rexxar, Thrall assigns him Rokhan, a Shadow Hunter and one of the leaders of the Darkspear Troll tribe. Rexxar's first task is given by the ancient shaman Drek'Thar, who was responsible for teaching Thrall in the ways of natural magic back before the Third War. Drek'Thar is attempting to concoct a potion that will aid the Horde's warriors in battle, but he requires several samples of shimmerweed to complete the recipe. Unfortunately, the shimmerweed is only found in Thunder Ridge, a region known to be inhabited by dangerous Thunder Lizards. Thunder Ridge is an ecological wonder, full of rare species of both animal and plant. However, the Thunder Lizards' recent aggression has made the region treacherous to traverse, let alone study. Carefully picking their way through the Ridge and engaging the Lizards where they must, Rexxar and Rokhan successfully collect enough specimens for Drek'Thar and quickly depart the valley, after noting that something appears to be riling the Lizards to violence. Drek'Thar rewards Rexxar with a vial of his special potion. Nazgrel, Thrall's head of security, asks Rexxar and Rokhan to put an end to the bands of Harpies that are ransacking the Horde's supply caravans. He recommends eliminating the Harpies' leader, a particularly dangerous creature known as Bloodfeather. After combing the wilds and hunting down Harpies, Rexxar and Rokhan locate Bloodfeather and strike her down. Returing to Nazgrel, Rexxar receives a unique item of his choice from the Horde's armory. Gazlowe, the chief Goblin engineer of Orgrimmar, has been attempting to locate a fresh water source for the city. Unfortunately, his engineers instead tunneled into a kobold nest, and the beasts are running amok throughout the subterranean tunnels. Gazlowe requests that the heroes seal the kobolds back into their lair so that the excavation can proceed. Fighting their way through the kobolds and using goblin sappers to destroy the tunnels, Rexxar and Rokhan succeed in their quest. Reporting back to Gazlowe, the heroes are rewarded with several valuable items to assist them on other tasks. Upon completing these initial tasks, Rexxar returns to Thrall. Nazgrel is already meeting with the Warchief, and he requests that Rexxar and Rokhan head to an eastern border outpost to meet with Nazgrel's lieutenant, an Orc named Gar'thok. The Horde leaders are concerned about reports filtering in that Humans are encroaching on Durotar's easter borders, and Nazgrel wants a report from the front. Rexxar agrees to this task, and sets off with Rokhan. Arriving at the border outpost, Gar'thok informs Rexxar that here has been no unusual Human activity, but that the Horde's access to a nearby Observatory has been imperiled by the rise of a group of Quillboar. If Rexxar and Rokhan can eliminate the beasts, it will allow unrestricted travel to and from the Observatory to resume. After a raging battle throughout the depths of the Quillboar lair, all 50 beasts are slain and Rexxar continues onto the Observatory. Reaching the Observatory, Rexxar confirms the worst: a Human invasion party has landed on the eastern coast of Kalimdor and is marching toward the border with Durotar. Rexxar leaves immediately to report the news to Thrall. Before Rexxar delivers his report, Thrall mentions that Drek'Thar has left for Thunder Ridge to investigate the cause of the Thunder Lizards' distress. Heading to the Ridge, Rexxar meets up with the old Shaman. While collecting Lizard eggs for Drek'Thar's research, Rexxar and Rokhan stumble across a Human lumber mill, which seems to be the cause of the Lizards' increased aggressiveness. Rexxar wants to destroy the Mill, but Drek'Thar overrules him, citing that an attack would constitute an act of war against the Humans, and orders the band of heroes back to Orgrimmar. Thrall notes that the Humans have begun deforesting Thunder Ridge, and wonders what Jaina Proudmoore could be thinking to gain by such an act. Coupled with Rexxar's news of an impending Human invasion, Thrall orders the group back to the border to continue monitoring the situation. Rexxar's group arrives at the outpost to find that the Humans have already razed it and retreated to their base on the coast. Giving pursuit, Rexxar intends to find out what this is about before he slaughters the invaders in retaliation for their attack on Durotar's border. Upon finding the Human's encampment, Rexxar and his comrades are suprised to find that the invaders carry a strange anchor sigil on their armor (unbeknownst to the heroes, this symbol is that of Kul Tiras, one of the former Alliance nations in Lordaeron.) Regardless of their origin, Rexxar orders the attack. Returning to Thrall after the slaughter, Rokhan asks that Thrall send himself and Rexxar to the Echo Isles and warn the rest of the Darkspear Tribe. Located just off the eastern coast of Kalimdor, the Echo Isles were claimed by the Trolls in the aftermath of the Battle of Mount Hyjal. Taking a pair of waiting goblin zeppelins, Rexxar and Rokhan depart for the isles. Arriving on the Echo Isles, Rokhan and Rexxar meet up with Vol'jin, chieftain of the Darkspear tribe. Vol'jin remarks that their timing is perfect, as the Darkspear villages are already under attack from the humans! He gives Rexxar and Rokhan a group of Troll Batriders and also shifts the heroes into wyvern form, in the hopes that their aerial assault will be able to smash the Kul Tiras fleet and allow the Darkspear trolls to begin their evacuation to the mainland. After a vicious battle in the waters surrounding the Isles, the Human fleet is sunk. Rexxar and Rokhan return to Vol'jin, who transforms them back into their original forms. However, in order to start the evacuation, five signal braziers across the Isles must be lit. Fighting their way through the jungles, Rexxar and Rokhan accomplish this task and, as the Darkspear tribe begins sailing back to Durotar, the heroes fly home to meet with Thrall. Once again, Thrall is appalled at the Humans' audacity at attacking the Echo Isles. Apparently, he has also received word that the Humans are sending an envoy to meet with the Warchief in the hills surrounding Orgrimmar that evening. Suspicious of the Humans' motives, Rexxar asks if he can go to the summit in Thrall's place in the event that it is a trap. Reluctantly, Thrall agrees. Upon arriving at Razor Hill, Rexxar and Rokhan are ambushed by Human assassins. It seems the summit was a trap after all! After defeating the assassins, Rexxar reports back to Thrall about the news of the treachery. Thrall, not comprehending how Jaina could be responsible for the recent events, writes her a letter demanding an explanation for the behavior of the Human forces. He asks Rexxar to infiltrate Jaina's citadel on Theramore Isle and personally deliver the letter. In order to acquire extra help, Rexxar and Rokhan head for the new Darkspear tribe village down the coast of the Barrens. As they prepare to depart, Thrall wishes Rexxar luck, as the future of Durotar may very well rest in this hands. The zeppelin departs, and Act I of the campaign draws to a close... Blizzard Universe Since the End of the Second War Orcish Horde - History Since the End of the Second War Gul'dan and the Betrayal 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. The nefarious warlock, Gul'dan, master of the clandestine Shadow Council, led a number of renegade clans against the might of Ogrim Doomhammer, the war chief of the horde. 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 renegade clans 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 force 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 the horde south, back into the shattered heartland of his homeland, Azeroth. There, the Alliance forces trapped the retreating horde within their 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 pushed 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 dark, red home world of Draenor. Cut off from its reinforcements in Draenor and fractured by incessant infighting, the horde finally buckles in upon itself and fell before the might of the Alliance forces. 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, the former apprentice of Medivh, convinced the Alliance high command to build the fortress of Nethergarde that would watch over the ruins of the dark portal and ensure there would be no further invasions from Draenor. Ner'zhul and the Shadow Clans As the fires of the Second War died down, the Alliance took aggressive steps to contain the orcish threat. A number of large internment camps, meant to house the captive orcs, were constructed in southern Lordaeron. Guarded by both the paladins and the veteran soldiers of the Alliance, the camps proved to be a great success. Though the captive orcs were tense and anxious to do battle once more, the various camp wardens, based at the old prison-fortress of Durnholde, kept the peace and maintained a strong semblance of order. However, on the hellish world of Draenor, a new orcish army prepared to strike at the unsuspecting Alliance. The elder shaman, Ner'zhul - the former mentor of Gul'dan - rallied the handful of clans still left on Draenor under his dark banner. Ner'zhul planned to open a number of portals on Draenor that would lead the horde to new, unspoiled worlds. To power his new portals, Ner'zhul needed a number of enchanted artifacts from Azeroth. To procure them, Ner'zhul reopened the dark portal and sent his ravenous clans charging through. The new horde, led by veteran chieftain such as Gromm Hellscream of the Warsong clan, and Kilrogg Deadeye of the Bleeding Hollow clan, surprised the Alliance defense forces and rampaged through the countryside. Under Ner'zhul's surgical command, the orcs quickly rounded up the artifacts they needed and fled back to the safety of Draenor. King Terenas of Lordaeron, convinced that the orcs were preparing a new invasion of Azeroth, assembled his most trusted lieutenants. He ordered General Turalyon and the mage, Khadgar, to lead an expedition through the dark portal to put an end to the orcish threat once and for all. Turalyon and Khadgar's forces marched into Draenor and repeatedly clashed with Ner'zhul's clans upon the ravaged Hellfire Peninsula. Though neither side gained ground, it was clear that Ner'zhul would not be stopped from completing his nefarious plans. Ner'zhul succeeded in opening his portals to other worlds - but he did not foresee the terrible price he would pay. The portals' tremendous energies began to tear the very fabric of Draenor apart. As Turalyon's forces fought desperately to return home to Azeroth, the world of Draenor began to buckle in upon itself. Gromm Hellscream and Kilrogg Deadeye, realizing that Ner'zhul's mad plans would doom their entire race, rallied the remaining orcs and escaped back to the relative safety of Azeroth. As Hellscream and Deadeye hacked their way through the human ranks in a desperate bid for freedom, the dark portal suddenly exploded behind them. For them, and the remaining orcs on Azeroth, there would be no going back… Ner'zhul and his Shadowmoon clan passed through their newly created portals, as massive volcanic eruptions began to break Draenor's continents apart. The burning seas rose up and roiled the shattered landscape as the tortured world was finally consumed in an apocalyptic explosion. Day of the Dragon Though Gromm Hellscream and his Warsong clan managed to evade capture, Deadeye and his Bleeding Hollow clan were rounded up and placed in the internment camps in Lordaeron. Yet, despite the costly uprising, the camps' wardens soon re-established control over their brutish charges. However, unknown to the Alliance's agents, a large force of orcs still roamed free in the northern wastes of Khaz Modan. The Dragonmaw clan, led by the infamous Warlock, Nekros, had maintained its control over the Dragonqueen, Alexstrasza, and her Dragon flight by using an ancient artifact known as the Demon Soul. With the Dragonqueen as his hostage, Nekros built up a secret army within the abandoned dwarf stronghold of Grim Batol. Planning to unleash his forces and the mighty red dragons on the Alliance, Nekros hoped to reunite the horde and continue its conquest of Azeroth. Yet, a small group of resistance fighters, led by the human mage, Rhonin, managed to destroy the Demon Soul and free the Dragonqueen from Nekros' command. In their fury, Alexstrasza's dragons tore apart Grim Batol and incinerated the greater bulk of the Dragonmaw clan. Nekros' grand schemes of reunification came crashing down as the Alliance troops rounded up the remaining orc survivors and threw them into the waiting internment camps. The Dragonmaw clan's defeat signaled the end of the horde - and the end of the orcs' furious bloodlust. Lethargy and Internment As the months passed, more orc prisoners were rounded up and placed within the internment camps. As the camps began to overflow, the Alliance was forced to construct new camps in the plains of south of the Alterac Mountains. To properly maintain and supply the growing number of camps, King Terenas levied a new tax on the Alliance nations. This tax, as well as increased political tensions over border disputes, created widespread dissention amongst the leaders of the Alliance. It seemed that the fragile pact that had forged human nations together in their darkest hour would break at any given moment. Amidst the political turmoil, many of the camp wardens began to notice an unsettling change come over their orc captives. The orcs' efforts to escape from the camps or even fight amongst themselves had greatly decreased in frequency over time. The orcs were becoming increasingly aloof and lethargic. Though it was difficult to believe, the orcs - once held as the most aggressive race ever seen on Azeroth - had completely lost their will to fight. The strange lethargy confounded the Alliance leaders and continued to take its toll on the rapidly weakening orcs. Some speculated that some strange disease, contractible only by orcs, brought about the baffling lethargy. But the Archmage, Antonidas of Dalaran, posed a different hypothesis. Researching what little he could find on orcish history, Antonidas learned that the orcs had been under the crippling influence of demonic power (or warlock magics) for generations. He speculated that the orcs had been corrupted by demonic powers even before their first invasion of Azeroth. Clearly, demons had spiked the orcs' blood, which in turn granted the brutes unnaturally heightened strength, endurance and aggression. Antonidas theorized that the orcs' communal lethargy was not actually a disease, but a long-term racial withdrawal from the volatile Warlock magics that had made them fearsome, blood-lusted warriors. Thought the symptoms were clear, Antonidas was unable to find a cure for the orcs' present condition. Many of his fellow mages, as well as a few notable Alliance leaders, argued that finding a cure for the orcs would be an imprudent venture. Left to ponder the orcs' mysterious condition, Antonidas' conclusion was that the orcs' only cure would have to be a spiritual one… Thrall's Tale During the dark days of the First War, a cunning human officer named Aedelas Blackmoore found an infant orc abandoned in the wilds. The infant orc, whom Blackmoore aptly named Thrall, was taken to the prison-fortress of Durnholde. There, Blackmoore raised the young orc as a favored slave and gladiator. Intending to train the young orc to be not only a peerless warrior, but also an educated leader, Blackmoore hoped to use Thrall to take over the horde, and thereby achieve dominion over his fellow men. Nineteen years passed and Thrall grew into a strong, quick-witted orc. Yet his young heart knew that a slave's life was not for him. Many things had transpired in the world outside the fortress as he grew to maturity. He learned that his people, the orcs - whom he had never met - had been defeated and placed into internment camps in the human lands. Doomhammer, the leader of his people, had escaped from Lordaeron and gone into hiding. He knew that only one rogue clan still operated in secret, trying to evade the watchful eyes of the Alliance. The resourceful yet inexperienced Thrall decided to escape from Blackmoore's fortress and set off to find others of his kind. During his journeys Thrall visited the internment camps and found his once mighty race to be strangely cowed and lethargic. Having not found the proud warriors he hoped to discover, Thrall set out to find the last undefeated orc chieftain, Gromm Hellscream. Despite being constantly hunted by humans, Hellscream still held onto the horde's unquenchable will to fight. Aided only by his own devoted Warsong clan, Hellscream continued to fight an underground war against the oppression of his beleaguered people. Unfortunately, Hellscream could never find a way to rouse the captured orcs from their stupor. The impressionable Thrall, inspired by Hellscream's idealism, developed a strong empathy for the horde and its warrior traditions. Seeking the truth of his own origins, Thrall traveled north to find the legendary Frostwolf clan. Thrall learned that Gul'dan had exiled the Frostwolves during the early days of the First War. He also discovered that he was the son and heir of the orc hero, Durotan - the true chieftain of the Frostwolves who had been murdered in the wilds nearly twenty years before… Under the tutelage of venerable shaman, Drek'Thar, Thrall studied the ancient shamanistic culture of his people that had been forgotten under Gul'dan's evil rule. Over time, Thrall became a powerful shaman and took his rightful place as chieftain of the exiled Frostwolves. Empowered by the elements themselves and driven to find his destiny, Thrall set off to free the captive clans and heal his race of demonic corruption. During his travels, Thrall found the aged war chief, Ogrim Doomhammer, who had been living as a hermit for many years. Doomhammer, who had been a close friend of Thrall's father, decided to follow the young, visionary orc and help him free the captive clans. Supported by many of the veteran chieftains, Thrall ultimately succeeded in revitalizing the horde and giving his people a new spiritual identity. To symbolize his people's rebirth, Thrall returned to Blackmoore's fortress of Durnholde, and put a decisive end to his former master's plans by laying siege to the internment camps. Yet, during the liberation of one camp, Doomhammer fell in battle. Thrall took up Doomhammer's legendary war hammer and donned his black plate armor to become the new war chief of the horde. During the following months, Thrall's small but volatile horde laid waste to the internment camps and stymied the Alliance's best efforts to counter its clever strategies. Encouraged by his best friend and mentor, Gromm Hellscream, Thrall worked to ensure that no orc would be cast into slavery - either by humans or demons - ever again. Orcs History- Long ago the Orcish race was a peaceful shamanistic culture, comprised of proud and courageous hunters, all of which merely struggled to survive in their cruel world of Draenor. That is, until the demons known as the Burning Legion corrupted them, turning them into a bloodthirsty, vicious race of conquerors. Gul'dan, the mightiest of the Orc warlocks struck a deal with Medivh, a powerful human wizard, using strange magical trances in which they could speak, though they were worlds apart. Promising the Orcs an entire world to conquer, as well as the location of an ancient tomb where the Demonlord Sargeras was buried, Medivh opened the Dark Portal to Gul'dan and his chieftain, Blackhand. For five long years, the Orcs ransacked the lands of Azeroth, driving the humans across the Great Sea. Seeking further conflict, they built ships of war and sailed to Lordaeron where they met their downfall. Defeated, the remaining Orcs on Azeroth fled to the Dark Portal or went into hiding. Despite the Alliances attempt to destroy the portal, the rift between the two worlds remained. Meanwhile, Ner'zhul, a powerful Orcish Shaman, rallied the remaining Orcish clans in Draenor under his banner. Opening a smaller portal, Ner'zhul sent forth his legions to acquire powerful arcane artifacts needed to power the opening of more of the smaller portals to not only Azeroth, but other worlds as well. Despite heavy opposition from the Alliance, Ner'zhul succeeds in opening gateways to several other worlds. However, he discovers that the energy of the smaller portals is beginning to rip Draenor apart. Knowing that no one could control the power threatening their world, Ner'zhul escapes through one of his portals. Alliance forces in Draenor realize that if they do not seal the rift to Azeroth, that it too, could be destroyed. At the last moment, the rift was sealed and it's speculated that they escaped through a portal to an unknown destination, never to be seen again. Many years later an Orcish child named Thrall was captured and raised by corrupt humans. Escaping from his adoptive parents, Thrall sought his lost past. Seeking out his brethren, he found them in crude camps, forced to eek out a living passively, as they were always watched by Alliance members. Rallying the remaining Orcs under his leadership, Thrall promised to lead his shattered people back to their old ways. Reuniting them with the shamanistic powers, Thrall led them in a revolt against their captors. As times change, and war comes once again to Azeroth in the form of demons called the Burning Legion, can the Orcs relive their past and ally themselves with the Alliance to defeat this new threat? What shall become of this proud race? Only time shall tell. Unfortunately, the announcement of World of WarCraft comes at an awkward time for us. Its story line is set four years after WarCraft III, so you can see the predicament that we're in! How does one finish the history of a race when one cannot predict the result of what is to come? I suppose we'll have to wait a little while longer to see what happens in WarCraft III. Characteristics- Orcs are known to the humans as a brutish race of green-skinned, muscular, and dull-witted warriors. However, before their corruption by the Burning Legion, they were a noble, shamanistic race with intelligence to match their strength. Lifestyle- Originally, Orcs are from the red world of Draenor and prefer the somewhat muggy climate there. However, when Medivh opened the Dark Portal and lured them through to Azeroth, they were forced to adapt. Orcs will live just about anywhere they can establish a camp. The Orcish race seems to be reverting back to its shamanistic ways through the leadership of Thrall, their new Chieftain. Their peaceful and ancient lifestyle is returning as they are at last wearing off the effects of the Burning Legions corruption. Technology- The Orcs have the ability to craft crude or advanced weapons, depending on the skill of the blacksmith behind the hammer. A common Orcish building is made with stone, wood, or straw and mud. Their allies, the Goblins, create and operate flying zeppelins, which the Orcs have used in the past for scouting missions. The Art of War- Unlike humans, Orcs prefer an offensive stance in battle. They'll often build up massive amounts of forces and attack their intended target, concentrating very little on defending their own base camps. Like most races, the Orcs are fierce fighters.
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Shroud of the Avatar 2016-02-07 10-37-25-467.jpg
Balandar posted a gallery image in Pre-Launch Gallery
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Shroud of the Avatar 2016-02-07 10-59-40-481.jpg
Balandar posted a gallery image in Pre-Launch Gallery