Warcraft

Warcraft is a series of video game of strategy in real-time, or MMORPG of Blizzard Entertainment in a fantastic universe Médiéval. Of course, there exists a conflict between two factions which provides matter to the war and thus to the strategy games. This conflict between the human ones and the orcs will degenerate into conflict between Alliance and the Horde.

The world of Warcraft

Alliance

Alliance is a complex union several races divided into various nations and clans. Thus, in a simplified way, Alliance gathers the Human ones, the Elves of the Night, the Dwarves and the Gnomes. Draenei were added after, which was the first Shamans of alliance. However, it is advisable to specify certain characteristics:

The Human ones were formerly gathered in only one and vast kingdom, the Empire of Arathor which finds its origins some: 2320  years before the first great conflict enters the Human ones and Orcs. Because of internal political disturbances, the Empire of Arathor exploded in seven distinct nations: Azeroth, Lordaeron, Stromgarde, Kul Drew, Gilneas, Dalaran, and Altérac.

The Elves belonging to Alliance are actually the Top-Elves. The Elves of the Night, alive in a remote region, in the north of Kalimdor, not far from the Tree World, will make known themselves only when the Burning Legion, ordered by Archimonde, re-appears to destroy the world of Azeroth. The majority of the Top-Elves perished at the time of the war against the Legion and the destruction of their capital, Moon-of money (Silvermoon). Some left with the remainder Alliance on the ground Kalimdor, and others left the Alliance which they regarded as traitors, and were made call the Elves of Blood because of the massacre of their native soil by Arthas, old a paladin become a knight of death. The majority of between-them turned to the Horde.

The Dwarves were gathered in three large clans: Bronzebeard, Wildhammer and Dark Iron. Following a conflict to know which clan was going to take the succession of king Anvilmar, Dark Iron were banished of Ironforge it capital of the Dwarves, while Wildhammer left for the Peak Aerie. Dark Iron are regarded as enemies of Alliance, Wildhammer do not form part of Alliance but regard the Horde as their enemy and Bronzebeard forms integral part of Alliance.

The Gnomes form part of Alliance completely. However since the fall of their Gnomeregan capital by an invasion of humanoïdes named Troggs. To counter this invasion, the chiefs of Gnomeregan diffused a mortal gas with an aim of eliminating the invader, but this gas was also turned over against the alive gnomes in the city. Since this time they are constrained to live in the dwarf capital.

Recently, of the Draeneï, former slaves of Orcs failed themselves broad of Kalimdor, probably because of a sabotage of their vessel interdimensionnel by the elves of blood. They very quickly bound with Alliance.

Today, alliance is made up:

  1. Of the human
  2. Of the elves of the night
  3. Of the dwarf S of the clan Bronzbeard and Wildhammer
  4. Of the gnome S survivors of Gnomeregan
  5. Of the Draeneï
  6. Of some surviving Top-Elves which did not become elves of blood

The Horde

The Horde was created during the first war to gather all the clans orcs under only one banner and only one chief, Blackhand. The Horde was then made up of the clans orcs having left on Azeroth. Then ogres coming from the same world that the orcs were added to the Horde. During the second war, the Trolls of the forests united with the Horde after this one delivered their chief, Zul' Jin. Lastly, of the goblins not-neutrals offered their zeppelins and their explosives to the Horde. Alterac, a human kingdom, even tried to be combined with the Horde by fear. After the defeat of the Horde, number of combined orcs fled.

When Thrall, the new chief of the orcs delivered his brothers locked up in reserves, it left towards the west while taking along with him all the allies available. On the way, the orcs saved a tribe of Trolls of the jungles of the human attacks and creatures of the seas. These Trolls thanked the orcs while entering the Horde. Arrived on the western continent, Kalimdor, the Horde helped Tauren to fight the Centaurs. They also united them with the new Horde. After the third war, thealive ones disavowed King Liche who controlled them. They were made call Réprouvés and grouped with the Horde, because it only could forgive with thealive ones, like protecting itself from Alliance while remaining neutral with the other races of Hordes, except the elves of blood who were combined with the Horde and especially friends in Réprouvés, to be able to use the Démoniaque Gate making it possible to join their chief Kael' Thas and to eliminate the wave from Death-alive which invade their grounds and part of their capital.

Today, the Horde is made up:

  1. Of the Orcs
  2. Of Death-alive called the Rejected
  3. Of the Tauren of the clan Bloodhoof
  4. Of the Trolls of the jungles of the tribe Darkspear
  5. Of some Goblin S (guards of the Zeppelins)
  6. Of the clan Ogre Stonemaul
  7. Of a minority of Trolls of the forests (they have several bases)
  8. some Elfes of Blood

The bestiary

The world of Warcraft abounds in fantastic species autochtones, monsters and creatures.

  • Arachnatid : Animals resembling scorpions, living in Northrend.

  • Spider-giantess: Gigantic spider of size.
  • Centaur: Semi-man semi-horse, they are since always in war against the Tauren
  • Chimère: Dragon with two heads which can spit of the flashes or the acid.
  • Dragon: There are five races, each one is directed by a “aspect”, which are the guards of the world
  • Élémentaire: Four types of elemental: water, fire, ground and air. The majority remains in the elemental plan divided into four kingdoms, each one directed by Elemental major. Certain arcanists get busy to call upon them and use them for the war. ex: Jaïna Proudmore calls upon the elementary ones of water regularly.
  • Eredar: Old draeneï having succumbed to the corruption of the Burning Legion. They have a great control of the demonology and sorcery. Large leaders of the Legion was érédars (Archimonde, Kil' jaeden…)
  • Furbolg: Race ursine living in the past in Gangrebois.
  • Gnoll: Are connected with an hyena on two legs.
  • Golem: Stones, from ground, flesh, etc Généralement they protect a place or are with the service of a arcanist.
  • Griffon: Body of lion and head of eagle, cuts lower than the dragon, scratches and enormous nozzle. They are sometimes drawn up to be overlapped.
  • Harpie: Semi-woman, semi-raptor, of hostile and alive nature in Kalimdor, they were always posed in obstacle in Taurens.
  • Hydre: Dragon Amphibian having 3 heads. Inspired of Greek mythology.
  • Kobold: Small creature humanoïde with the airs of pig. Lives in the undergrounds
  • Kodo: Left rhinoceros reptilien living primarily in Barrens (Tarides). They can be drawn up to be overlapped.
  • Lizard-Thunder: Large creature resembling a lizard, can spit of the flashes.
  • Magnataur: Left centaur semi-man semi-mammoth, met in Northrend.
  • Makrura: Humanoïde with the crab airs.
  • Murloc: Creature amphibian resembling of frogs.
  • Naga: Semi-man semi-snake. Former elf of the night transformed by the magic of the well of eternity at the time of the destruction of first Kalimdor. They are amphibious and certain swore allegiance with Illidan Stormrage.
  • Nérubien: Race of Arachnida semi-human intelligent having controlled the depths of Northrend a long time. They were demolished at the time of the Guerre of the Spider against the Plague, and for much converted into powerful demons of the crypts.
  • Ogre: Powerful and gigantic creature but not very fast, it can make much damage. The majority are not very intelligent but some, with two heads, are it much more and can control the magic.
  • Quillboar: Left man-wild boar, alive in Kalimdor.
  • Sasquatch: Cousin with maroon peeling of Wendigo, alive in equatorial latitudes.
  • Satyr: Corrupted version of elf of the night. They can have several different changes and of vast capacities, they all are démoniaques. They generally have horns of goat, shoes, a thick fur, claws and ears of elves.
  • Giant Tortoise: Tortoise of very big size, in particular used by the orcs as submarines. Some are also overcome by Nagas.
  • Tréant: alive tree, generally animated by the will of a druid. (reduced version of the Ent S of Tolkien)
  • Troll: they exists at least five races about it, that is to say troll of the forests, troll of the jungle, troll of the ices, troll of sands, trolls dark.
  • Tuskarr: Indigenous humanoïde of Northrend. Have defenses evoking the Morses.
  • Wendigo: Large creature with peeling white, biped, having horns and evoking the bear and the yéti. Screw in Northrend.
  • Worg: Wolf of an impressive size. Sometimes used as mounting by the orcs.
  • Worgen: Giant wolf moving on two legs.

History of Warcraft

Chronology of Warcraft

See also: Chronology of Warcraft

Although the three wars described below are of an major importance in the history of Warcraft, it is one, older, which is the source of all misfortunes of this world. It is held approximately ten thousand years before the First War. It is about " The War of Anciens" , adverse Sargeras and its Burning Legion with the Elves of the night. Some semi-divinities, such Cenarius, as well as the dragons were present at the time of this war.

The dragons are not only animals sanginaires, deprived of intelligence and with the sum of the orcs. In fact beings of an extreme power, as well magic as physics were there, at the beginning. Five Aspects (dragons representatives of each of the five families: Alexstrasza, mistress of the life (red); Nozdormu, Master of time (bronzes); Ysera, guardian of the Dream Emerald (Green); Malygos, guard of the magic (blue) and the traitor, Neltharion, guard of the ground (Black)) were indicated by the Titans to protect the world.

Neltharion, seeing its beloved world, about to fall into chaos because of the madness of certain Elves of the night, created the Heart of the Dragon. It is this object, combining the power of all the dragons of the five families, which divided Kalimdor in two, such as we know it today.

The insanity of Neltharion was also nourished by the Three . They are here three gods who were locked up in the prison of nothing by the Titans. They were it because they wished only the capacity, chaos, death… The War of Old is thus only one attempt, worked in the lie and deception, of the Three to escape from their prison.

The Elves of the night, for their part, were taken in this war by their thirst for knowledge of the Well of Eternity. Because, at the beginning, the magic were joined together in a single place, in the center of Kalimdor: The Well of Eternity. Most powerful the Elves of the night, felt, with the borders of this well, of the gigantic forces. It is true that the Well held mystical forces but it was once again about a trick. But, this time, it was not of the Three but about Sargeras.

Sargeras is one of the Titans which fought the Three. But its thirst for being able made him lose its row of divinity. It is nothing any more but one demon travelling from one world to another, through Distorted Nothing, to absorb their magic and to control their people. It thus needed the Elves to open a passage between its world and that of Kalimdor. He promised power and beauty but brought only destruction and slavery.

As for human and the orcs, they are not yet there. The human ones are born later, after the fracture of Kalimdor, in Azeroth. The orcs, for their part, will arrive in this world at the time of the first war. However, there are well human, Rhonin, the orc Broxigar and Krasus, a dragon in its form humanoïde, which are present at the time of the War of Old. They were transported in time, by the Aspects of time, Nozdormu.

There are many of other important details, in this war, which will have repercussions in the future. More, please refer to the trilogy of " The War of Anciens" of Richard A. Knaak.

First War

The war finds its origin in the madness of a man and the thirst for being able of a orc, Gul' daN. Medivh, young person claiming with the succession of Conjureur of the Kingdom of Azeroth, under Wrynn III, undergoes a serious traumatism lasting its youths. After this incident, Medivh opened a door between the Kingdom of Azeroth and the world of the orcs, making it possible these two universes to communicate. The wizard had to rest several years, but it never recovered from this experiment which brought it little by little on banks of the madness. A thirst for domination grows in him, and he was discovered soon hidden gifts which would allow him, believed he then, to appease his thirst. During this time, the orcs, violent and avid creatures of conquests, were engulfed more each day in the breach thus opened and had the project to control Azeroth and its inhabitants. One discovered little before the end of the First War which it was corrupted by the Master Sargeras demon who had encrusted himself in him before his birth. One made it assassinate, but it was already too late, because the orcs had already shaved the fortress of Stormwind.

To see the article detailed on the First War

Second War

There no really was rupture between the First and the Second War. At the conclusion of the first conflict, Anduin Lothar, then regent of the Kingdom of Azeroth, undertake to gather its compatriots on the coast of the Major Ocean. The Kingdom is then in full confusion, the clans orcs clashing to know which will take the control of the Horde. The exile of Wire of Azeroth begins then; it will last all the time of the Second War. Lothar guides the survivors through the Major Ocean actually a bay of big size separating the Northern half of the continent from the Kingdoms of the East of its Southern half - to the coasts of Lordaeron. There, he manages to rejoin various nations to form Alliance, a federation armed with an aim of overcoming the Horde. This federation gathers various Kingdoms and various races; dwarves, Elves, and other Gnomes enter the conflict then.

To see the article detailed on the Second War

Third War

After the Second War, the démoniaque power which lives Orcs starts to weaken placing Orcs in a kind of lethargy. Alliance thus benefits from it to place the majority of the orcs in prison camps. The clans remaining fight at the same time not to fall into this state from lethargy and not to be captured. The two principal clans, is the clan Frostwolf and the Warsong clan, binds under the banner of Thrall, a young person orc having been raised by the human ones, is the first Shaman opening the way towards a return to the sources for his people.

At the time or the Horde reforms themselves, Ner' zhul, the powerful King-liche, corrupts the archimage Kel' Thuzad and orders to him to start to spread a plague on Lordaeron.

Orcs decide to leave Azeroth to move towards Kalimdor in order to flee this plague, and are followed by part of Alliance which, too having waited, loses most of their forces just as king Terenas killed by his/her own Arthas son, corrupted by the capacity of the Frostmourne sword placed on its way by Ner' zhul. As from this moment, the human ones having fled their native continent were directed by Jaïna Proudmoore and are it still to date.

Whereas the Horde and Alliance were to face the hostile nature of Kalimdor, the plague of death-alive (the Scourge) created by the King-liche, opens gates allowing the arrival of the burning Legion (Burning Legion) directed by the Lords Demons Archimonde and Mannoroth and continues Alliance and the Horde on Kalimdor. After a series of skirmishes between them and against the inhabitants of this new continent, the two enemy factions and their new allies are linked in order to defend the Tree World of the démoniaques armies of Archimonde.

To see the article detailed on the Third War

Main characters

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Video games

The series of the Video games Warcraft enriched with each one of these new titles the imaginary Monde which it created.

  • Warcraft: Orcs & Humans , left in 1995, is the Strategy game in real-time founder of the imaginary world. It left little time after Dune II of which it takes again the rules and the principle to transplant them in a Medieval-fantastic world . The history is developed than in Dune and is amongst other things based on passages where the player directs an small group of characters and must cut through his path in castles or undergrounds. The play tells the confrontation between the men of Azeroth and the orcs which arrive by a magic gate. The player can choose his camp and lead it to the victory, whereas the following plays make it possible chronologically to take in hand the destiny of each species of the play.

  • Warcraft II , left in 1996, is a strategy game in real-time which is the direct continuation of the preceding play. The success of the series comes especially from this episode, which impressed by its graphics in SVGA, and which allows the network game, which at the time precisely coincided with the emergence of room specialized for the play multijouor. He will give place to a extension, Beyond the Dark Portal, for which the concept of hero will make his appearance, as well as a Battle.net version allowing the players to clash on line.

  • Warcraft III: Reign off Chaos , left in 2002 and its extension The Frozen Throne left in 2003, are strategy games in real-time, direct continuation of the preceding play. They mark a turning in the mythical universe of this play. First of all the arrival of new races is noted: death-alive , the Elfe S of the night and the Naga S (even if this last race is playable only at the time of the countryside of " the Frozen Throne"). In addition, the arrival of the 3D in this Strategy game in real-time as well as dimension roleplay made of this play an immense success. the Countryside Mode is played initially with Orcs for the introduction, then with the Human ones, with theAlive ones, again with Orcs (the progression of the hero in the first countryside is not used), then finally with the Elves

  • World off Warcraft , left in 2004, is a MMORPG, direct continuation of the preceding strategy games, although on the level of the style of play not having any bond with a RTS. Its continuation World off Warcraft: The Burning Crusade left to Europe and North America on January 16th, 2007 concerned video. In July 2007 concerned video, it counted throughout the world more than 9 million subscribers, which constitutes a record for this type of plays. August 3rd, 2007 concerned video, Blizzard Entertainment announced the title of the next expansion: World off Warcraft: Wrath off the Lich King which will leave in 2008.

Adaptation of the universe of fiction

Romance

Board game

Roleplay

  • Warcraft (2003): The first edition is a supplement with Donjons and Dragons version 3 (one needs the book of the player to use it).
  • World off Warcraft: The role playing range : It is about the 2nd edition of the play referred to above, the complements of the first edition are always usable but this time the play is more complete and can be played without the books of Keep and Dragons. It integrates all the facets which one can find on the online game and even new portions or to come.

Webcomic S

  • Heroes off World off Warcraft
on wow.jeuxonline.info
  • Looking for Group
lfgcomic.com

Warcraft: The Film

May 10th, 2006, Blizzard and Legendary Pictures (a subsidiary company of Warner Bros) announce a fascinating film places in the universe of Warcraft. For the moment no final title was still given, but it is already certain that the film will be made with truths actors, and that it will thus not be about a film in synthesized images.

The writing of the scenario is still in hand, and the exit will probably take place about 2008. Blizzard reserves the right to refuse the scenario of film if it is not appropriate to them.

In addition, they recently announced that Peter Jackson, realizer of the Seigneur of the Rings and King Kong, would be the realizer.

See the article on the film Warcraft for more details.

Inspirations

In Warcraft, one finds creatures such as the human ones, elves, dwarves, ogres… They belong to two great powers which clash and are hated, Alliance and the Horde. This world is largely inspired by the work of J.R.R. Tolkien. The universe of Warcraft is also inspired by civilizations and real religions like the Vaudou for the trolls, and to a lesser extent, of the universe Lovecraft IEN.

Business Warcraft 3
Warcraft 3 was a MOD for StarCraft which gave you improved Warcraft 2.

Its author was put in authority to stop the diffusion and the development of his MOD per Blizzard.

Business Freecraft
Freecraft is a Moteur of play in Open source of Strategy game in real-time which does not have any line of code of Blizzard.

On the fact that this engine had a principal play which began again of too near the idea (one recalls that the field of the ideas, without any technical application, is patentable only in North America and in Japan). And on the fact that the name pointed out too Warcraft and StarCraft.

Chronology

  • Warcraft I: Orcs and Humans (?)

  • Warcraft II: Tides off Darkness (1995)
  • Warcraft II: Beyond The Dark Portal (1997)
  • Warcraft III: Reign off Chaos (July 2002)
  • Warcraft III: The Frozen Throne (July 2003)
  • World off Warcraft (November 2004 in the USA, February 2005 in Europe)
  • World off Warcraft: The Burning Crusade (January 2007)
  • World off Warcraft: The Wrath off the Lich King (2008?)

External bonds

  • Official site of Warcraft III
  • Warcraft on dmoz.org

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