Warcraft: Orcs and Humans - Cheat Codes

The following are cheat codes for Warcraft: Orcs and Humans.  The cheat codes are only useable in Single Player mode.  In order to enter a cheat code, you must first press enter to open the chat prompter, then type the following text:  Corwin of Amber then press Enter button on your keyboard.  From now on you can type any of the cheat codes mentioned below and they will become active.  You will see a text message confirming that the cheat code is now active.  You will see the following text onscreen:  (Cheat Code Enabled You Wascally Wabbit)

Enable Cheats
corwin of amber

   
Full Map
sally shears

   
Gives you 10,000 gold and 5,000 Lumber
pot of gold

Build Faster
hurry up guys

All Casting Spells
eye of newt

Upgrade Technology
iron forge

   
God Mode
there can be only one

Skip and Load to an Orc Level (change the 1 to any number from 1-12)
orc1

Skip and Load to a Human Level (change the 1 to any number from 1-12)
human1

   
Victory Screen
yours truly

Lose Screen
crushing defeat

   
Final Campaign Sequence
ides of march


 

Warcraft Orcs and Humans - Human Campaigns

Human Campaigns  |  Orc Campaigns

Chapter 1: Rebuilding

As a test of your abilities, the King has appointed you as Regent over a small parcel of land. Since we must keep our armies in the field well supplied, you are to build the town into a farming center of no less than 6 farms. Construction of a barracks for defense is also adviced, as our scouts have reported Orcish patrols in the area.

Chapter 2: Grand Hamlet

The Orcs around Grand Hamlet are becoming increasingly brazen in their attracks, and our spies inform us that they are amassing a large army to march against the town. The King is sending you, along with a small detachment of troops, to rally the people and defend the town against all opposition.

Chapter 3: Swamps of Sorrow

With Blackhand’s raiding parties routed, now is the time for us to secure a lasting peace in the area around Grand Hamlet. You must seek out the Orcish outpost of Kyross that lies deep within the Swamps of Sorrow, and destroy it.

Chapter 4: Dead Mines

It has been some twenty months since Sir Lothar, one of the crown’s greatest heroes, led an expedition into the Dead Mines to search for the Lost Tome of Divinity. They were never heard from again. However, the great knight has recently appeared to the Abbot of Northshire in a vision—battered and pleading for assistance. King Llane has ordered you to lead a detachment of warriors and healers into the mines in an attempt to find Sir Lothar, heal him, and bring him and any other survivors back alive.

Chapter 5: Elwynn Forest

The Forest of Elwynn is a strategic key to securing the Borderlands. An outpost near the southeast edge of the forest will serve as your stronghold. The King has assigned one of his knights to aid you, so that your task of ridding the area of Blackhand’s dark minions may be more readily completed.

Chapter 6: Northshire Abbey

The monks of Northshire Abbey are under siege by a band of Human warriors that have been convinced by enemy agents to fight against the crown. You will be given a complement of knights to lead to the Abbey, which is already under attack. Ride hard and fast, as you must prevent its destruction. When you have secured the Abbey and beaten back these treacherous curs, you must then move to destroy the enemy at their source.

Chapter 7: Sunnyglade

A raiding party has completely overrun the village of Sunnyglade. Our scouts report that the survivors have been taken to a hidden Orcish compound to serve as slaves.. You must take a detachment of warriors and rescue the group of peasants that are imprisoned somewhere in the Orc camp. Our intelligence confirms that all of the prisoners are together, and that you must destroy the enclosure to open a path for their escape. The rebuilding of Sunnyglade is also of the utmost importance, as you will need their assistance in destroying the Orcish slayers.

Chapter 8: Kill Medivh

A new crisis has arisen that threatens to end the lives of all who would serve the King. The evil warlock Medivh has begun draining the soul of the land itself to increase his dark powers. You must take a party into his tower and destroy him before he summons enough energies to devastate all who would oppose him. Beware his mastery of the black arts, for legend speaks of his ability to command the daemons of Hell.

Chapter 9: Swamps of Sorrow

The time has come to take the battle into Blackhand’s own domain. King Llane has ordered a full assault upon the Orcs, demanding that this plague that spreads across the kingdom be eradicated. To the east of the Borderlands lies the Black Morass where the Orcish hordes make their encampments,. You are to lead an army into this foul region and destroy every trace of their dark presence.

Chapter 10: Temple of the Damned

Runners have arrived and informed you of grave news. King Llane lies dead this day, assassinated by the treacherous Garona, at Stormwind Keep. His last command was that you should assume the mantle of War Leader, and end this battle that has drained the land of its resources, and now its king. Scouts report that deep within the Black Morass lies one of Blackhand’s darkest seats of power—- the Temple of the Damned. No peasants dare approach the vile temple, and only the bravest of your soldiers have agreed to accompany you on this mission. You must strike boldly and without err, for there will be no reinforcements.

Chapter 11: Rockard and Stonard

Here beats the diseased and malevolent heart of Blackhand’s plagued lands. The sister towns of Rockard and Stonard are all that stand between the forces of the kingdom and Blackhand’s stronghold—Black Rock Spire. After conferring with your warchiefs, the path to victory lays clear. You must destroy Rockard and Stonard, thereby cutting off all lines of the support and supplies, so that the final offensive can be made upon Black Rock Spire.

Chapter 12: Black Rock Spire

Black Rock Spire stands before us! The skies above the reeking swamp fill with the gathering thunderheads that spell doom for the loser in their final confrontation. Tension hands like a heavy cloak on your shoulders as your troops prepare for the battle ahead. Above the din and chaos that swirls about the battlefield stands the Castle of Blackhand, its gaze sweeping down upon the battlefield where the destiny of the land will be decided. Destroy the stronghold and those who would seek to defend it, and Azeroth will be freed from Blackhand’s poisoned grip forever!

The fall of Black Rock Spire spelled final victory for the forces of Azeroth. With Blackhand slain and their stronghold destroyed, the few scattered Orcs that remained were quick to bow before your might. A celebration ensued that lasted for many days and nights, with music and joyous festivities resounding throughout the land. The people of the kingdom have come from miles around to gather at Stormwin Keep, and are delighted by a display of mystic sights and sounds provided by the Court Conjurers while being treated to a Feast of unequaled splendor. Amidst this celebration, your ascension to the throne is acknowledged by your new subjects, and you are given the honorarium Defender of the Crown. As the evening’s celebration continues into the early hours of the morning you retire to the sanctity of your throne room.
The duty of ruling Azeroth is an awesome responsibility, and should prove to be your greatest challenge yet. Learning the intricacies of court politics alone will be like sailing in uncarted waters. King Llane was renowned for ruling with a fair and just hand, and you resolve to be as proficient as he was. There is also the matter of discovering the exact location where the Orcish hordes entered into this world, and divining a way to end the threat of another invasion forever—but that is a story for another time.

Warcraft Orcs and Humans - Orc Campaigns

Human Campaigns  |  Orc Campaigns

Chapter 1: Swamps of Sorrow

Blackhand has assigned you to an outpost in the Swamps of Sorrow. Your task is simple enough that even the Warchief feels that you are capable of it. Construct at least 6 farms, so that we may keep our troops well fed and ready to do battle. Only a fool would leave his treasures unguarded, so you must also build a barracks for the defense of these farms.

Chapter 2: Borderlands of the Swamps of Sorrow

Like the stinging of a wasp, the attacks from the humans grow more and more bothersome. You have been assigned to a small outpost on the Borderlands of the Swamps of Sorrow. You are to defend our lands from the incursions of these ravenous dogs by crushing any opposition that you encounter.

Chapter 3: Grand Hamlet

The Humans are growing strong in Grand Hamlet. An outpost will be placed under your dictatorship, to use as you see fit. You must then prepare and lead a force to destroy Grand Hamlet and all that dwell there. Blackhand will brook no survivors, these Humans must be taught a hard lesson in the ways of humility.

Chapter 4: Dead Mines

You are wakened from your nights sleep by a runner from the Warchief. Blackhand’s daughter Griselda has run off with the outlaw Turok’s band of Ogres. Our Wolfriders have tracked them to the dungeons hidden beneath the Dead Mines. Find Turok’s band of rebellious pigs and kill them all—- including Griselda. She must not disobey the commands of her father ever again.

Chapter 5: Redridge Mountains

On your return from the dungeon, you receive word from advance scouts that the recently established outpost near the Red Ridge Mountains is under siege. A group of Raiders have been dispatched to assist you in in taking back the outpost and crushing the Human opposition. Your secondary objective is to seek out and completely destroy their encampment. Putting an end to this threat for good.

Chapter 6: Sunnyglade Tower

The Humans of Sunnyglade have become fat and lazy with their prosperity. The town is like a ripe plum waiting to be plucked. You will march upon their weak Human armies and smash them to pieces. Somewhere in the town is a tower that you must. keep intact so that we may study how their magiks are created. Fail me, and I will have your head on a pike at the gates of Black Rock Spire.

Chapter 7: Black Rock Spire

The time has come for you to seize control of the Orchish hordes for yourself. Blackhand has become foolish in the deployment of his personal troops, and has left an opening that you can now exploit. A key outpost in the Black Morass is the core of Blackhand’s supplies lines, not only to his foremost battle groups, but to his caste at Black Rock Spire, as well. The Complete destruction of this outpost will disrupt his power base long enough for you to secure his overthrow.

Chapter 8: Northshire Abbey

The destruction of Blackhand’s outpost has left him in a weak position. The Shadow Council, sensing your rise in power, orders the assassination of Blackhand and elevates you to the position of Warchief. A Wolfrider brings you news that our best spy, the half-orc Garona, has been discovered by the Humans of Northshire Abbey and imprisoned there. She has valuable information concerning new and powerful magiks that would aid you in the destruction of your counterpart, King Llane. Trusting no one to complete this vital mission in time, you must find her, and then completely destroy the Abbey to protect her secrets.

Chapter 9: Southern Elwynn Forest

With your new found magiks, the time is ripe to burn the Human occupation from our lands. There are two Human outposts to the south that pose the greatest threat to our security. Reports from scouts near these towns show that the key to your success in this confrontation is to hold back the Human forces at their bridges while we strengthen your attack force. The glories of combat will be yours as you personally lead the armies that will reclaim your homelands.

Chapter 10: Darkshire

You have tasted victory, and the craving for more is upon you. It is clear that one decisive blow to the Humans will make the total and complete domination of this race a simple matter. Your spies have gathered intelligence that points to an encampment near the center of the Human lands where their knights and soldiers are sent to train. Although they will not be expecting an attack, they should prove a good fight. The destruction of this site would greatly weaken their forces, and etch your position as Warchief in stone. None shall survive!

Chapter 11: Goldshire and Moonbrook

The final march to King Llane’s home, Stormwind Keep, is at hand. Only two pathetic settlements stand in the way of the awesome, juggernaut; your cruel leadership, has created. The humans have proved to be amusing opposition., but the hour of doom has come for them. The complete and utter demolition of the twin cities Goldshire and Moonbrook will sever the lifeline between the King and his people, making him a figurehead waiting to be lopped off.

Chapter 12: Stormwind Keep

Stormwind Keep is our to take! The Orcish hordes gather like buzzards to carrion, as the moment of destiny is close at hand. A low growl fills the air as your wolfriders whip their savage mounts into a frenzy. The earth shakes as catapults are loaded and moved into position. The fires of the burning rubble about you dance in your eyes as you gaze upon the pristine, white towers of Castle Stormwind. White that will soon be washed with the red of King Llane’s blood. With his fall, all of Azeroth will be yours!

Finale

With the decimation of the human forces, the sacking of their castle was a simple matter. They offered little resistance once you ran their weak leader through with your war blade and toppled his body into the moat. The taking of Stormwind has kept your warriors in good spirits, and the offerings of gold and jewels that they bring to you are amble tribute to your leadership. Wine flows like blood, and the smell of freshly cooked meat fills you with satisfaction as you begin your victory feast. The countryside is ablaze with bonfires as groups of battle hardened Orcs celebrate the domination of this land with songs of war and victory. You have finally assumed your rightful place as ruler of this realm, as Warchief of the Orcish Clans

What new conquests will await you in this place? The Shadow Council has begun to bring you information concerning the lands across the great sea that are as yet untouched by Orchish rule. The Warlocks also seek the permission to resume their experiments with the portal, their intent being the subjugation of other worlds. With the power you now possess your choices are limitless, but these are choices for another time …

Diablo I Lore: The Great Conflict

Librarius Ex Horadrim
BOOK ONE OF HEAVEN AND HELL THE GREAT CONFLICT

Since the Beginning, the forces of Light and Darkness have engaged in an eternal war: The Great Conflict, whose victor will rise from the apocalyptic ashes to hold sway over all creation. To this end, the Angels of the High Heavens adhere to strict militaristic disciplines. Seraphim warriors strike at the enemies of Light with swords imbued with righteous wrath and justice. The Angels believe that only absolute discipline can properly restore order to the myriad realms, while the demonic denizens of the Burning Hells hold that absolute chaos is the true nature of all things.

The battles of the Great Conflict rage across both time and space, often infringing upon the very fabric of reality itself. From the Crystal Arch at the very heart of the High Heavens to the arcane Hellforge of the Underworld, the warriors of these eternal realms journey to wherever their timeless conflict carries them. The legendary deeds of the heroes of the realms beyond elicit both veneration and insight.

The greatest of these heroes was Izual, lieutenant to the Arch-Angel Tyrael and bearer of the Angelic Runeblade Azurewrath. He once led a fierce attack upon the Hellforge as the creation of the dark demonblade Shadowfang was nearing completion. His quest was to destroy both wielder and weapon – a charge that he was destined never to complete. Izual was overcome by the legions of chaos and, tragically, was lost to the Darkness. His fate stands as testament to the fact that Angels and Demons alike shall fearlessly enter into any domain – so long as their hated enemies dwell within.

Although the Great Conflict burned hotter and longer than any of the stars in the sky, neither side could gain dominion over the other for long. Both factions sought some way to turn the tides of the war to their favor. With the ascension of Man and his mortal realm, the Great Conflict ground to a mysterious halt. Both armies paused in a breathless stalemate, waiting to see to whose side Man would eventually turn.  Mortals had the unique ability to choose between Darkness and Light, and it was held that this would be the deciding factor in the outcome of the Great Conflict. Thus, the agents of the nether-realms descended to the mortal realm to vie for the favor of Man?

izual-diablo-1

Librarius Ex Horadrim:

BOOK ONE : OF HEAVEN AND HELL BOOK TWO : THE RETURN OF TERROR
The Great Conflict The Lands of Khanduras
The Sin War The Awakening
The Dark Exile The Darkening of Tristam
The Binding of the Three The Fall of the Black King
The Reign of Diablo
THE NATURE OF THE SOULSTONES
By Jered Cain of the Horadrim

Diablo I Lore: The Sin War

The coming of the Great Conflict to the mortal realm is known as the Sin War. Angels and Demons, disguising themselves while traveling amongst men, attempted to secretly lure mortals to their respective causes. Over time, the forces of Darkness discovered that mortals responded much more to brute force than to subtle coercion, and so began to terrorize Man into submission. The Angels fought to defend humanity against this demonic oppression, but all too often their austere methods and severe punishments succeeded only in alienating those whom they sought to protect.

The violent battles of the Sin War occurred often, but they were seldom witnessed by the prying eyes of Man. Only a few “enlightened” souls were aware of the supernatural beings that walked amongst the huddled masses of humanity. Powerful mortals arose and accepted the challenge of the Sin War, allying themselves with both sides in the Great Conflict. The legendary deeds of these great mortal warriors served to earn both the respect and hatred of the netherworlds. Although lesser demons kneeled before those possessing power and strength, they also cursed the very existence of mortal man. Many of these fiends believed that the deadlock brought about by the emergence of Man was a perverse offense to their “higher” role in the great scheme of things.

This jealousy of Man led to harsh, atrocious acts of violence by the demons against the mortal realm. Some men learned of this deep hatred and used it against the denizens of the Underworld. One such mortal, Horazon the Summoner, delighted in summoning demons and then breaking them to his will. Horazon, along with his brother Bartuc ,were members of the Eastern mage clan known as the Vizjerei. This mystic clan studied the ways of demons and had catalogued their lore for generations.

Empowered by this knowledge, Horazon was able to take the work of the Vizjerei and pervert it for his demented purposes. The denizens of Hell sought revenge against this bold mortal, but Horazon managed to keep himself well protected within his arcane sanctuary. Bartuc, the brother of Horazon, was eventually lured to the side of Darkness. He was granted exceptional strength and longevity, and fought alongside the legions of Hell against the cursed Vizjerei, and eventually his own brother during the Sin War. Although Bartuc was renowned amongst the warriors of many realms, his dominance in battle came with a terrible price. An insatiable lust for mortal blood pervaded his every thought and deed. Bartuc soon became as fond of bathing in the blood of his enemies as he did of shedding it, and in time he came to be known only as the Warlord of Blood.

horadrim2

Copyright 1996 by Blizzard Entertainment

Diablo and Battle.net are trademarks or registered
trademarks of Blizzard Entertainment, Inc.

Librarius Ex Horadrim:

BOOK ONE : OF HEAVEN AND HELL BOOK TWO : THE RETURN OF TERROR
The Great Conflict The Lands of Khanduras
The Sin War The Awakening
The Dark Exile The Darkening of Tristam
The Binding of the Three The Fall of the Black King
The Reign of Diablo
THE NATURE OF THE SOULSTONES
By Jered Cain of the Horadrim

Diablo I Lore: The Dark Exile

Seven is the number of the powers of Hell, and Seven is the number of the Great Evils.

Duriel, the Lord of Pain

Andariel, the Maiden of Anguish

Belial, the Lord of Lies

Azmodan, the Lord of Sin

These are the true names of the lesser of the Great Evils. For ages uncounted each have ruled over their own domains within the Burning Hells,seeking absolute dominion over their infernal brethren. As the Lesser Four continuously vied for the control of those forces that dwelled within their realms,the Greater Three held absolute power over the whole of Hell. The Lesser Four used dark and evil measures in their quest for power, and herein begins the legend of the Dark Exile.

Mephisto, the Lord of Hatred

Baal, the Lord of Destruction

Diablo, the Lord of Terror

These are the Prime Evils of Hell that wielded their power as a dark, sovereign triumvirate. The Three Brothers ruled over the Lesser Four by brutal force and malicious cunning. Being the eldest and strongest of the Evils, the Three Brothers were responsible for countless victories against the armies of the Light. Although they never held sway over the High Heavens for long, the Three were justly feared by enemies and subjects alike.

With the ascension of Man and the subsequent standstill of the Great Conflict, the Three Brothers began to devote their energies to the perversion of mortal souls. The Three realized that Man was the key to victory in the war against Heaven, and thus altered their rigid agendum that they had propagated since the Beginning. This change caused many of the Lesser Evils to question the authority of the Three, and so brought about a great rift between the Prime Evils and their servitors.

In their ignorance, the Lesser Evils began to believe that the Three were afraid to continue the war with Heaven. Frustrated by the cessation of the war, Azmodan and Belial saw the situation as their chance to overthrow the Prime Evils and take control of Hell for themselves. The two demon lords made a pact with their minor brethren, assuring them that the wretched plague of humanity would not deter the ultimate victory of the sons of Hell. Azmodan and Belial devised a plan to end the stalemate, achieve victory in the Sin War and ultimately ride the bloody crest of the Great Conflict straight into the very arms of Armageddon. Thus, a great revolution was set into motion as all of Hell went to war against the Three Brothers?

The Brothers fought with all of the savagery of the Underworld, and to their credit, annihilated a third of Hell?s treacherous legions. In the end, however, they were overcome by the Horned Death led by the traitors Azmodan and Belial. The Prime Evils, weakened and bodiless, were banished to the mortal realm where Azmodan hoped that they would remain trapped forever. Azmodan believed that with the Three set loose upon humanity, the Angels would be forced to turn their focus upon on the mortal plane – thus leaving the Gates of Heaven abandoned and defenseless. Those few demons who still pledged allegiance to the Three Brothers fled the wrath of Azmodan and Belial, escaping to the realm of Man to seek out their lost Masters.

As the war fires died out upon the battlefields of Hell, Azmodan and Belial began to argue over which of them held the higher authority. The pact that they had made quickly fell to ashes as the two demon lords took up arms against each other. The legions of Hell that remained were polarized behind either warlord, launching themselves into a bloody civil war that has lasted to this day . . .

Librarius Ex Horadrim:

BOOK ONE : OF HEAVEN AND HELL BOOK TWO : THE RETURN OF TERROR
The Great Conflict The Lands of Khanduras
The Sin War The Awakening
The Dark Exile The Darkening of Tristam
The Binding of the Three The Fall of the Black King
The Reign of Diablo
THE NATURE OF THE SOULSTONES
By Jered Cain of the Horadrim

Diablo I Lore: The Binding of the Three

In the ancient days, before the rise of the Western Empires, the dark and terrible entities known as the Three Evils were exiled to the world of Man. These eternal entities wandered throughout the waking world and fed upon the lusts of men, leaving chaos and attrition in their wake. The Evils turned father against son and prompted many great nations into brutal and petty wars. Their Exile from Hell left them with an insatiable hunger to bring suffering and pain to all who would not kneel before them, and so the Three Brothers ravaged the lands of the Far East for countless centuries.

Eventually, a secretive order of mortal magi was gathered together by the enigmatic Arch-Angel Tyrael. These sorcerers were to hunt the Three Evils and put an end to their vicious rampage. The order, known as the Horadrim, consisted of wizards from the diverse and numerous mage-clans of the East. Employing disparate magical practices and disciplines, this unlikely Brotherhood succeeded in capturing two of the Brothers within powerful artifacts called Soulstones.

Mephisto and Baal, trapped within the swirling, spiritual constraints of the Soulstones, were then buried beneath the dunes of the desolate Eastern Sands. The powers of Hatred and wanton Destruction seemed to diminish in the East as a nervous peace began to settle over the land. Yet, for many decades the Horadrim continued their grim search for the third Brother, Diablo. They knew that if the Lord of Terror was left untamed there could never be any lasting peace within the realm of humanity.

The Horadrim followed in the wake of terror and anarchy that spread throughout the Western lands. After a great battle which claimed the lives of many brave souls, the Lord of Terror was captured and imprisoned within the last of the Soulstones by a group of Horadrim monks led by the Initiate Jered Cain. These monks carried the cursed stone to the land of Khanduras and buried it within a secluded cave near the river Talsande. Above this cave the Horadrim constructed a great Monastery from which they could continue to safeguard the Soulstone. As ages passed, the Horadrim constructed a network of catacombs beneath the Monastery to house the earthly remains of the martyrs of their Order.

Generations passed in Khanduras, and the numbers of the Horadrim slowly dwindled. With no quests left to undertake, and too few sons to sustain their guardianship, the once powerful Order faded into obscurity. Eventually, the great Monastery that they had built fell to ruins as well. Although villages grew and thrived around the shell of the old Monastery, no one knew of the dark, secret passageways that stretched into the cold earth beneath it. None could have dreamed of the burning red gem that pulsed within the labyrinth’s heart?

symbol-horadrim

blizzard-logo-huge

Copyright 1996 by Blizzard Entertainment

Diablo and Battle.net are trademarks or registered trademarks of Blizzard Entertainment, Inc.

Librarius Ex Horadrim:

BOOK ONE : OF HEAVEN AND HELL BOOK TWO : THE RETURN OF TERROR
The Great Conflict The Lands of Khanduras
The Sin War The Awakening
The Dark Exile The Darkening of Tristam
The Binding of the Three The Fall of the Black King
The Reign of Diablo
THE NATURE OF THE SOULSTONES
By Jered Cain of the Horadrim

Diablo I Lore: The Lands of Khanduras

BOOK TWO: THE RETURN OF TERROR

THE LANDS OF KHANDURAS

Years after the last of the Horadrim had died, a great and prosperous society grew in the lands of the West. As time wore on, many Eastern pilgrims settled in the lands surrounding Khanduras and soon established small, self contained kingdoms. A few of these kingdoms bickered with Khanduras over holdings of property or routes of trade. These squabbles did little to upset the lasting peace of the West, and the great Northern kingdom of Westmarch proved to be a strong ally of Khanduras as the two lands steadily engaged in ventures of barter and commerce.

During this time, a bold, new religion of the Light known as Zakarum began to spread throughout the kingdom of Westmarch and into many of its northern principalities. Zakarum, founded in the Far East, implored followers to enter into the Light and forsake the darkness that lurked within their souls. The people of Westmarch adopted the statutes of Zakarum as their sacred mission in the world. Westmarch began to turn towards its neighbors, expecting them to embrace this ?New Beginning? as well. Tensions rose between the kingdoms of Westmarch and Khanduras as the priests of Zakarum began to preach their foreign dogma whether they were welcomed or not.

It was then that the great northern lord Leoric came unto the lands of Khanduras and, in the name of Zakarum, declared himself King. Leoric was a deeply religious man and had brought many Knights and Priests with him that comprised his Order of the Light. Leoric and his trusted advisor, the Arch Bishop Lazarus, made their way to the city of Tristram. Leoric appropriated the ancient, decrepit Monastery on the outskirts of the town for his seat of power and renovated it to match its time-lost glory. Although the free people of Khanduras were not pleased with being placed under the sudden rule of a foreign King, Leoric served them with justice and might. Eventually, the people of Khanduras grew to respect the kind Leoric, sensing that he sought only to guide and protect them against the oppression of Darkness.

blizzard-logo-huge

Copyright 1996 by Blizzard Entertainment
Diablo and Battle.net are trademarks or registered trademarks of Blizzard Entertainment, Inc.

Librarius Ex Horadrim:

BOOK ONE : OF HEAVEN AND HELL BOOK TWO : THE RETURN OF TERROR
The Great Conflict The Lands of Khanduras
The Sin War The Awakening
The Dark Exile The Darkening of Tristam
The Binding of the Three The Fall of the Black King
The Reign of Diablo
THE NATURE OF THE SOULSTONES
By Jered Cain of the Horadrim

Diablo I Lore: The Awakening

Not long after Leoric took possession of Khanduras, a power long asleep awakened within the dark recesses beneath the Monastery. Sensing that freedom was within his grasp, Diablo entered the nightmares of the Arch Bishop and lured him into the dark, subterranean labyrinth. In his terror, Lazarus raced throughout the abandoned hallways until he at last came to the chamber of the burning Soulstone. No longer in command of his body or spirit, he raised the stone above his head and uttered words long forgotten in the realm of mortals.

His will destroyed, Lazarus shattered the Soulstone upon the ground. Diablo once again came into the world of Man. Although he was released from his imprisonment within the Soulstone, the Lord of Terror was still greatly weakened from his long sleep and required an anchor to the world. Once he had found a mortal form to wear, he could begin to reclaim his vastly depleted power. The great demon weighed the souls residing in the town above, and chose to take the strongest of them – that of King Leoric.

For many months King Leoric secretly fought the evil presence that twisted his thoughts and emotions. Sensing that he had been possessed by some unknown evil, Leoric hid his dark secret from his Priests, hoping that somehow his own devout righteousness would be enough to exorcise the corruption growing inside him – he was sorely mistaken. Diablo stripped away the core of Leoric?s being, burning away all honor and virtue from his soul. Lazarus too, had fallen under the sway of the Demon, keeping close to Leoric at all times. Lazarus worked to conceal the plans of his new Master from the Order of Light, hoping that the demon?s power would grow, well concealed amongst the servants of Zakarum.

The priests of Zakarum and the citizenry of Khanduras recognized the disturbing change within their liege. His once proud and rugged form became distorted and deformed. King Leoric became increasingly deranged and ordered immediate executions of any who dared to question his methods or authority. Leoric began to send his Knights to other villages to bully their townspeople into submission. The people of Khanduras who had once grown to see great honor in their ruler began to call Leoric the Black King.

Driven to the brink of madness by the Lord of Terror, King Leoric slowly alienated his closest friends and advisors. Lachdanan, Captain of the Knights of the Order of Light and honored Champion of Zakarum, tried to discern the nature of his King?s deteriorating spirit. Yet at every turn the Arch-Bishop Lazarus would waylay Lachdanan and admonish him for questioning the actions of the King. As tensions grew between the two, Lazarus charged Lachdanan with treason against the Kingdom. To the Priests and Knights of Leoric?s court, the prospect of Lachdanan committing treason was ridiculous. Lachdanan?s motives were honorable and just, and soon many began question the reason of their once beloved King. Leoric?s madness was growing more obvious with each passing day. Sensing that the advisors of the court were becoming increasingly suspicious of foul treachery, Lazarus desperately sought to contain the eroding situation. The Arch-Bishop masterfully convinced the delusional Leoric that the kingdom of Westmarch was plotting against him, secretly planning to dethrone him and annex Khanduras into its own lands. Leoric flew into a rage and summoned his advisors to his side. Manipulated by the Arch-Bishop, the paranoid King declared a state of war between the kingdoms of Khanduras and Westmarch.

Leoric ignored the warnings and admonishments of his advisors and the royal army of Khanduras was ordered to the North to engage in a war that they did not believe in. Lachdanan was appointed by Lazarus to lead the armies of Khanduras into Westmarch. Although Lachdanan argued the against the necessity of the coming conflict, he was honor-bound to uphold the will of his King. Many of the high-priests and officials were forced to travel to the North as emissaries on errands of diplomatic urgency, as well. The desperate ploy of Lazarus had succeeded in sending many of the King?s more ?troublesome? advisors to their certain deaths . . .

blizzard-logo-huge

Copyright 1996 by Blizzard Entertainment
Diablo and Battle.net are trademarks or registered
trademarks of Blizzard Entertainment, Inc.

Librarius Ex Horadrim:

BOOK ONE : OF HEAVEN AND HELL BOOK TWO : THE RETURN OF TERROR
The Great Conflict The Lands of Khanduras
The Sin War The Awakening
The Dark Exile The Darkening of Tristam
The Binding of the Three The Fall of the Black King
The Reign of Diablo
THE NATURE OF THE SOULSTONES
By Jered Cain of the Horadrim

Diablo I Lore: The Darkening of Tristam

The absence of prying advisors and inquisitive Priests left Diablo free to assume total control over the King?s battered soul. As the Lord of Terror attempted to strengthen his hold upon the maddened King, he found that the lingering spirit of Leoric fought with him still. Although the control over Leoric that Diablo held was formidable, the Demon knew that in his weakened state he could never take complete possession of his soul as long as a glimmer of his will remained. The demonlord sought a fresh and innocent host upon which to build his Terror.

The demon relinquished his control over Leoric, but the King?s soul was left corrupted and his mind crazed. Diablo began to search throughout Khanduras for the perfect vessel to act as his focus, and found such a soul easily within his reach. Enjoined by his dark master, Lazarus kidnapped Albrecht – the only son of Leoric – and dragged the terrified youth down into the blackness of the labyrinth. Flooding the boy?s defenseless mind with the essence of pure Terror, Diablo easily took possession of the young Albrecht.

Pain and fire raced through the child?s soul. Hideous laughter filled his head and clouded his thoughts. Paralyzed with fear, Albrecht felt the presence of Diablo within his mind as it seemed to push him down, deeper and deeper into darkness and oblivion. Diablo gazed upon his surroundings through the eyes of the young prince. A lustful hunger still tortured the demon after his frustrating bout for control over Leoric, but the nightmares of the boy provided ample substance to sate him. Reaching deep into Albrecht?s subconscious, Diablo ripped the greatest fears of the child from their hiding places and gave them breath.

Albrecht watched, as if out of a dream, twisted and disfigured forms appeared all around him. Unholy, writhing visages of terror danced about him chanting choruses of obscenities. All of the ?monsters? that he had ever imagined or believed that he had seen in his life became flesh and were given life before him. Large bodies comprised of living rock erupted from the walls and bowed to their dark master. The ancient, skeletal corpses of the Horadrim arose from archaic crypts and lumbered off into the red washed corridors beyond. As the cacophony of madness and nightmares hammered its final blow against Albrecht?s shattered spirit, the bloodlusted ghouls and demons of his mind scattered and scrambled maniacally into the lengthening passageways of his waking Nightmare.

The ancient catacombs of the Horadrim had become a twisted labyrinth of raw, focused Terror. Empowered by Diablo?s possession of young Albrecht, the creatures of the boy?s own imagination had gained corporeal form. So strong was the terror that grew inside of Albrecht, that the borders of the Mortal realm began to warp and tear. The Burning Hell began to seep into the world of Man and take root within the labyrinth. Beings and occurrences displaced by time and space, and long lost to the history of Man were pulled screaming into the ever-expanding domain.

The body of Albrecht, fully possessed by Diablo, began to distort and change. The small boy grew and his eyes blazed as tendril-like spines ripped through his flesh. Great, arched horns erupted from Albrecht?s skull as Diablo altered the form of the child to match that of his demonic body. Deep within the recesses of the labyrinth, a growing power was being harnessed. When the moment was right, Diablo would venture once more into the mortal world and free his captive Brothers Mephisto and Baal. The Prime Evils would be reunited, and together they would reclaim their rightful place in Hell.

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trademarks of Blizzard Entertainment, Inc.

Librarius Ex Horadrim:

BOOK ONE : OF HEAVEN AND HELL BOOK TWO : THE RETURN OF TERROR
The Great Conflict The Lands of Khanduras
The Sin War The Awakening
The Dark Exile The Darkening of Tristam
The Binding of the Three The Fall of the Black King
The Reign of Diablo
THE NATURE OF THE SOULSTONES
By Jered Cain of the Horadrim