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Warcraft

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The Warcraft universe is a fictional universe in which a series of games and books published by Blizzard Entertainment are set. Players were first introduced to this universe in the original Warcraft: Orcs & Humans in Eastern Kingdoms of the planet Azeroth. Known worlds in the Warcraft universe include Azeroth, Draenor the Red World (later called Outland), Argus, K'aresh, and Xoroth.

Concept and creation

The Warcraft universe's background, plot, and setting, like most Blizzard games, bear notable resemblance to tabletop role-playing games such as Warhammer Fantasy Battle by Games Workshop, and Dungeons & Dragons from TSR, Inc (later bought out by Wizards of the Coast in 1997). The fantasy works of J. R. R. Tolkien also serve as a foundation; many of the races, such as Orcs and Dwarves, are patterned after Tolkien's, and the Elvish languages used in the game, Thalassian and Darnassian, are similar to Sindarin and Quenya, the Elvish languages used in The Lord of the Rings. However, the series often counters stereotypes of the fantasy inspiration, with good Orcs, lanky Trolls, good Titans, and good 'Night Elves'. However, large portions of the setting are drawn from modern-day sources and references, ranging from Star Trek (Scotty, and Spock), to Star Wars (Toshley's Station), Cthulhu Mythos, and Thundercats.

Geography

The majority of media in the Warcraft universe takes place upon a planet called Azeroth. This planet has five continents, named Azeroth, Khaz Modan, Lordaeron, Northrend (The world polar cap) and Kalimdor, all of which are separated by a giant ocean called the Great Sea. In the center of the Great Sea is an enormous, everlasting vortex called the Maelstrom (created as a result of a cataclysm that split the previous supercontinent of Kalimdor into the three major landmasses: The Eastern Kingdoms, Northrend and Kalimdor).

The Eastern Kingdoms landmass is the setting of the majority of the Warcraft stories. In Warcraft: Orcs & Humans, the Humans of the story belong to the Kingdom of Azeroth, which lay south of Khaz Modan and was the largest human kingdom at the time. In Warcraft II, the human kingdom depicted was Azeroth's northern neighbour of Lordaeron, which successfully headed the old Alliance in fighting off the orcish invasion but later fell to the Scourge in Warcraft III: Reign of Chaos.

The continent of Kalimdor was introduced in Warcraft III: Reign of Chaos. Whereas Azeroth (the continent) can be described as the equivalent of medieval Europe, with kingdoms and empires, Kalimdor can be compared to the Americas at their time of discovery by Europeans. The geology of Kalimdor is similar to North America, with massive, ancient forests covering the Northern parts and vast deserts the South.

The third continent, Northrend, is the Northern Polar Cap of Azeroth and is the primary stronghold of the malevolent Undead Scourge. Northrend is featured in Warcraft III: Reign of Chaos and its expansion set, and will be featured in World of Warcraft: Wrath of the Lich King, the second expansion pack to World of Warcraft.

Second in importance to Azeroth is the planet of Draenor, now known as Outland, the original homeland of the Orcs and Ogres. The Eredar who refused to ally themselves with Sargeras and the Burning Legion fled to this planet and became known as the Draenei ("Exiled Ones" in their native tongue; Draenor being "home of the exiled"). Draenor was torn apart when an Orc warlock named Ner'zhul opened too many gateways to other worlds, when trying to escape the invading Alliance Armies coming from Azeroth, causing it to crumble and phase into the mysterious parallel dimension called the Twisting Nether, Home of the Demons. The remnants of the world are now known as Outland, and it features in Warcraft II: Beyond the Dark Portal, Warcraft III: The Frozen Throne, and most prominently in World of Warcraft's first expansion World of Warcraft: The Burning Crusade.

Other planets in the universe include Argus, the original home-world of the Eredar race; K'aresh, the original home-world of the Ethereal race and Xoroth, the home-world of the Nathrezim and Dreadsteeds. The planet of Azeroth has two moons, named White Lady (a physical manifestation of the mysterious Night Elf goddess Elune) and Blue Child. Draenor, after been shattered into many pieces, currently has no remaining moons.

Places beyond the planets include the Great Dark Beyond, Warcraft's equivalent of outer space; the Emerald Dream, a dream-scape resembling what Azeroth would look like if animals or sentient races had never in any way altered it; an Elemental Plane where the elemental lieutenants of the malevolent deities called the Old Gods are banished; and the Dark Below, a hellish, little-referenced underworld the canon of which is debatable.

Playable races

Alliance

Humans

Humans were introduced in Warcraft: Orcs & Humans. Throughout the first two Warcraft games, the human race was depicted as the archetypal European kingdom. In Warcraft and Warcraft II they were also depicted as religious; the Humans fought for the side of Heaven against the Hellish Orcs, though this was abandoned in the third game.

In Warcraft III: Reign of Chaos and Warcraft III: The Frozen Throne we see the human nation of Lordaeron, the nation which is depicted throughout the second game as the main protagonists. The nation is exposed to a plague of undeath which turns those infected into undead monsters who serve the will of the Lich King (Ner'zhul). The prince of Lordaeron, Arthas Menethil, also succumbs to the will of the Lich King and is instrumental in bringing about the downfall of his kingdom and, eventually, the invasion of the Burning Legion. He is one of the main characters of the third game and its expansion.

In World of Warcraft human characters are of the kingdom of Stormwind, Lordaeron's southern counterpart. Skin coloration is varied, from black to white.

The humans are descended from an ancient tribe known as the Arathi, who conquered the other warring human tribes and founded the nation of Arathi and the great city of Stromgarde. The Arathi seem to be based on the Celtic cultures of ancient Europe, Stromgarde being in the Arathi Highlands, an area designed to resemble the archetypal fantasy lands, which are in turn generally designed to resemble the Gaelic lands.

The Arathi formed an alliance with the High Elves of the far north after they aided them in a war against the Amani Empire of trolls.

Gnomes

The gnomes are a short and ingenious race with magic and engineering proficiencies. They resided in Gnomeregan, a high-tech city, until they were driven out by a primitive race known as Troggs. Subsequent attempts by the Gnomish government to drive out the troggs included flooding the city with radiation which ultimately killed as many gnomes as troggs. In the end over eighty percent of the Gnomish race was laid low. Refugees were taken in by the Dwarven capital of Ironforge, where they have been plotting revenge on the Troggs ever since. Gnomes have a notorious rivalry with the goblins, each thinking that the other takes the wrong attitude towards engineering.

Night Elves

File:World of Warcraft - Night Elf.jpg
Night Elf Female

The night elves are one of the oldest races on Azeroth. More than ten thousand years ago a tribe of humanoids settled on the shores of the Well of Eternity. The Well's influence changed them fundamentally, but most importantly gave them the ability to use magic. After many years a schism occurred between the so-called Highborn, who were supported by the queen and were addicted to magic, and the rest of the population. An elf named Malfurion then discovered that the corrupted titan Sargeras and his Burning Legion were using the well to enter into the world, and probably destroy it. Malfurion, his lover Tyrande and the demigod Cenarius raced to the well to try and destroy it. After a battle with the Highborn forces, they succeeded. The cataclysm not only destroyed the Well, but also most of the rest of the continent, resulting in a vast ocean separating the continents today.

The remainder of the Highborn were exiled, and sailed over the sea to Lordaeron where they named themselves High Elves. Later it was discovered that Malfurion's brother Illidan managed to create a second Well of Eternity, so to stop another disaster a massive World Tree, Nordrassil, was planted over it. It gave the night elves several new abilities, for instance making them immortal. For the next ten thousand years, the survivors lived peacefully, until the second invasion of the Burning Legion. The races of Azeroth, both Horde and Alliance fought the Legion at the peak of Hyjal, until the elves managed to unleash the primal fury of Nordrassil killing the demon lord Archimonde and defeating the Burning Legion. Since then the night elves have lost many of their abilities, and have planted a new World Tree called Teldrassil to try and recover them.

Dwarves

Born from the Earthen, original creations of the Titans, Dwarves are a short and strong race. The playable clan of dwarves reside in the mountain of Ironforge in the Eastern Kingdoms continent. Originally a race of miners, they have recently changed their focus to archeology. Their skin color can be from a charcoal-Grey to a human tan. The stoic dwarves of Ironforge are an ancient race of robust humanoids who live beneath the snow-capped mountains of Khaz Modan. The Dwarves have always been fast allies with the Humans, and they revel in the prospects of battle and storytelling alike. In past ages, the Dwarves rarely left the safety of their mountain fortresses. However, whenever the call to battle sounded, they rose up to defend their friends and allies with unmatched courage and valor. Due to a recent discovery that uncovered fragments of their ancient origins, the Dwarves have undergone a remarkable transformation. The discovery convinced the Dwarves that the mighty Titans created them from stone when the world was young. They feel that their destiny is now to search the world over for more signs and proof of their enchanted heritage and to rediscover the Titans' hidden legacies. To this end, the Dwarves have sent out their Prospectors to all ends of the world in the hopes of discovering new insight into their shrouded past. These journeys led to Dwarven excavation sites all over the known world, some of which serve as outposts and some of which serve as potential hunting grounds for enemies of the Dwarven race.

Draenei

Draenei are an offshoot of Eredar, the race that eventually became corrupted by the Burning Legion. They greatly respect the Alliance's devout reverence for the Holy Light. Draenei have skin ranging from purple to pale blue, and both genders are relatively tall compared to humans, have cloven, goat-like hooves, and tails. Males usually have tentacle-like appendages extending from their chin, while females have two horns on their temples extending backwards. One month ago, a terrible explosion tore open the skies above northern Kalimdor. At that moment, the great ship Exodar plummeted from the heavens, and crashed upon the world of Azeroth. Having fled the ravaged world of Outland, the noble draenei used the dimension traveling Exodar to reach safe haven. Inspired by tales of the heroic alliance that stood against the might of the Burning Legion, the draenei have come to enlist aid in retaking their shattered homeland. Dedicated to preserving life and upholding the tenets of the Holy Light, the draenei hope to gather a new coalition of warriors to battle the Burning Legion and put a halt to its horrific Burning Crusade. Armed only with courage and their unshakeable faith in the Light, the draenei look forward to finding the alliance and ushering them towards the destiny that awaits beyond the skies of Azeroth.

Horde

Orcs

Orcs were introduced in Warcraft: Orcs & Humans as bloodthirsty monsters. They served demon overlords and invaded Azeroth through a portal from their homeworld, Draenor. The Orcs of Warcraft look like broad-chested, green skinned humans with small tusks and powerful muscles. However, in World of Warcraft, they were changed to have a more hunched over, less impressive appearance, the result of imprisonment in internment camps.

The Orcs are native to the world of Draenor. Before the events of the first game, they were a shamanistic, honorable, warlike race who had tremendous respect for the earth and the elements. However, when the refugee Eredar (Draenei) race came to their home world, the demons who pursued them corrupted the Orcs through their dark magics, inspiring in them a terrible bloodlust. The Orcs then slaughtered the Draenei and most of the sentient races of Dreanor. The demonic Burning Legion then directed them to invade Azeroth through the use of portals, which is where the first game picks up.

Throughout the first and second games, the orcs are the savage slaves of their demon overlords, slaughtering whoever defies the Burning Legion. However the third game, Warcraft III: Reign of Chaos sees the orcs freed from their blood pact and returned to their natural state. The Orc portion of the game follows the story of Thrall, who takes up the call of Warchief and leads his followers to the continent of Kalimdor to found a new Orcish nation.

Notable orc personalities include Thrall, current Warchief and the new horde leader; Orgrim Doomhammer (deceased), former Warchief and former second in commmand of the Blackrock clan; Durotan (deceased), former chieftain of the Frostwolf clan; Grom Hellscream (deceased), former chieftain of the Warsong Clan; Kargath Bladefist, chieftain of the Shattered Hand clan; Blackhand (deceased), former Warchief and former chieftain of the Blackrock clan; Zuluhed, chieftain of the Dragonmaw clan; Garona, a half-orc who killed King Llane; Ner'zhul, former chief shaman of the old Horde; Gul'dan (deceased), warlock and former apprentice of Ner'zhul.

Undead (Forsaken)

During the events of Warcraft III, the Burning Legion beset a magical plague upon the kingdom of Lordaeron that turned its victims into the Undead. Most of the Undead serve the Lich King Ner'Zhul, but a group who have broken his will known as The Forsaken are led by the former highborn elf (defeated by the Death Knight Arthas and risen by him as a banshee) Sylvanas Windrunner. After the events of Warcraft III The Forsaken formed a capital under the ruins of Lordaeron, called the Undercity. Types of Undead include skeletons, abominations (large heaps of limbs and flesh sewn together from different corpses), and banshees (malevolent spirits). The only variety playable in World of Warcraft is a relatively intact corpse, with flesh missing at and around the elbows and knees.

Tauren

The Tauren are a humanoid race possessing bovine features who reside in Mulgore, with their main city at Thunder Bluff. They are honorable, peaceful, powerful, and have a deep respect for nature, possibly more than the Night Elves. The Bloodhoof tribe, led by their chieftan Cairne Bloodhoof, was rescued from annihilation by Thrall and his Orcish horde. The Tauren have the ability to speak both Tauren and Orcish.

Blood elves

After the undead Scourge destroyed their capital and the source of their power, the Sunwell, the high elves began calling themselves Sin'dorei (blood elves) in homage to their loss. With the leadership of their prince, Kael'thas Sunstrider, the Blood elves continue to defend their homeland from the terror of the Scourge. Recently their beloved prince has returned from Outland, destined to summon the great demon Kil'Jaeden.

Trolls (Darkspear)

The trolls of the Warcraft Universe have a vast and very diverse background with many different tribes, of which only the Darkspear are playable. The four major troll ethnicities include Forest, Jungle, Ice, Sand. Other notable mentions include Dark trolls, which very little is known about, Zanzil the Outcast and his Followers, and the earliest of all trolls - the Zandalar tribe; from which all other trolls are said to have descended. Inside each of the four ethnicities, trolls are further divided into separate tribes with various allegiances.

The playable trolls, the Darkspear, are led by Vol'jin and fled the continent after splitting off from the Gurubashi (Jungle) Empire. It was Sen'jin who welcomed Thrall and his orc brethren to Kalimdor when Thrall fled the Eastern Kingdoms to try and establish a new Horde. Sen'jin, Thrall, and several other orcs and trolls were captured by murlocs soon after their arrival. Thrall managed to break from his cell and free many, but Sen'jin was sacrificed by a murloc sorcerer. It was in Sen'jin's honor that the Darkspear were allowed into the Horde.

Media set in the Warcraft universe

Computer games

Other

Other media

Tabletop games

Collectible card games

Books

Film adaptation

In May 2006, production company Legendary Pictures acquired film rights to adapt Warcraft for the big screen with the game's publisher, Blizzard Entertainment. Blizzard had originally considered hiring a scribe for the film adaptation before teaming up with Legendary Pictures.[2] The companies plan to create a film that would not follow one specific Warcraft games' storyline, but would still take place in the fantasy universe.[3] According to Blizzard's Chief Operating Officer Paul Sams, the film's budget would be over $100 million.[4]

In June 2007, Legendary Pictures chairman Thomas Tull said that the studio was working closely with Blizzard's designers and writers to adapt World of Warcraft. Tull explained the desire to have a good story for the film adaptation, "I think some of the stuff that makes a game translate well... if there's a lore, if there's a road and story and a world that's been created, and characters that are interesting in a way that's more than just point and shoot."[5] World of Warcraft's lead designer Rob Pardo expressed interest in being able to adapt the intellectual property of World of Warcraft to the appropriate medium of the film. He also added that the designers were collaborating with Legendary Pictures on story and script development.[6]

In August 2007, at BlizzCon, it was unveiled that the film will aim for a projected 2009 release. It was also revealed that the movie will take place from an Alliance perspective and will be geared towards a PG-13 audience, with a storyline set one year before the beginning of the World of Warcraft storyline. As of this time no director or cast are yet associated with its development. Thomas Tull stated that, "It’s not so much a quest movie. It’s more of a war movie."[7]

References

  1. ^ October 25 Release Date - World of Warcraft Trading Card Game Blog
  2. ^ Pamela McClintock (2006-05-08). "Brave new 'World'". Variety. Retrieved 2007-01-31. {{cite news}}: Check date values in: |date= (help); Unknown parameter |coauthors= ignored (|author= suggested) (help)
  3. ^ Borys Kit (2006-05-09). "Legendary enters world of 'Warcraft'". The Hollywood Reporter. Retrieved 2007-01-31. {{cite news}}: Check date values in: |date= (help)
  4. ^ Tal Blevins (2006-08-24). "GC 2006: Warcraft Movie Update". IGN. Retrieved 2007-01-31. {{cite news}}: Check date values in: |date= (help)
  5. ^ Brandon Sheffield (2007-06-29). "H&G: Tull Talks World of Warcraft Film". GamaSutra.com. Retrieved 2007-07-06. {{cite news}}: Check date values in: |date= (help); Unknown parameter |coauthors= ignored (|author= suggested) (help)
  6. ^ Brandon Sheffield (2007-06-28). "H&G: Blizzard's Pardo Talks WoW Film". GamaSutra.com. Retrieved 2007-07-06. {{cite news}}: Check date values in: |date= (help); Unknown parameter |coauthors= ignored (|author= suggested) (help)
  7. ^ Paul Hayes (2007-08-05). "Warcraft Movie Chronicles: 'WoW' Film at BlizzCon 2007". Movie Chronicles. Retrieved 2007-08-05. {{cite news}}: Check date values in: |date= (help)