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This text was featured in the Warcraft II: Beyond the Dark Portal.

Orc Campaign

Act I Draenor, The Red World

I. Slayer of the Shadowmoon

Though the Elder Shaman Ner'zhul holds the rank of Warchief of Draenor,
your position as Slayer to the Shadowmoon clan places the duty of
leading their armies into battle upon your head. Ner'zhul has
discovered how the rift was first formed and now covets the idea of
not only reopening the gateway into Azeroth, but of creating new
Portals and seeking out even more worlds to control. You must
subjugate an order of Death Knights who have secured the knowledge
needed to rebuild the Dark Portal.  The renegade Ogre-Mage Mogor, of
the Laughing Skull clan, has taken control of these dark soldiers and
is seeking to create a powerful spell with the aid of their
necromantic magic.  His life is also forfeit. Although we have no
Dragons to command, we have learned that Grom Hellscream, leader of
the Warsong clan, has been captured by the Laughing Skull and is being
held prisoner.  Free him and he will surely aid you in your battles.

II. The Skull of Gul'dan

See also: The Skull of Gul'dan
The skull of Gul'dan is a powerful artifact and essential for
resurrecting the Dark Portal.  A pathetic Orc Captain of the
Bonechewer clan wears the skull as a symbol of his station and does
not know of its true power. Ner'zhul has sent the Ogre hero, Dentarg,
to influence warriors from the Thunderlord clan to join in the battle
against the Bonechewers.  You will also be assisted by the warriors of
the Shattered Hand and their leader Korgath Bladefist. Move quickly to
the Thunderlord village and raise an army to crush the Bonechewer
Captain and win the Skull of Gul'dan.

III. Thunderlord and Bonechewer

Ner'zhul has met with opposition to his plans from the leaders of both
the Thunderlord and Bonechewer clans.  They desire to journey to
Azeroth and have their clans triumph where Doomhammer had failed.
This is a vision not shared by your Warchief... You are to lead the
forces of Shadowmoon against the strongholds of both Bonechewer and
Thunderlord.  Once these weak fools and their clans are removed, no
others will dare to interfere with the dark schemes of Ner'zhul.

Act II The Burning of Azeroth

IV. The Rift Awakened

From the ranks of the Death Knights comes Teron Gorefiend. The death of
Gul'dan has placed these dark horsemen under the authority of no clan,
but Gorefiend shares the desires of Ner'zhul to open numerous Portals.
 He offers his influence over the Death Knights of Draenor in exchange
for a world that the Death Knights can claim as their own. Using the
knowledge gained at the defeat of the Ogre-Mage Mogor and the
necromantic powers of the Death Knights, Ner'zhul successfully awakens
the arcane energies of the mystic rift. As you lead the forces of
Shadowmoon into Azeroth, a human battlement that has been constructed
to keep the Portal closed stands before you.  Destroy this Citadel and
claim the lands that surround the rift.

V. Dragons of Blackrock Spire

When the Horde was driven back into the Black Morass, we were able to
only take a small portion of our forces through the Dark Portal before
it was destroyed.  With the Dragon Queen Alexstrasza rescued and the
Dragonmaw clan captured by the Alliance, we were no longer able to
command these great winged beasts. While securing the rift and
beginning construction of a new portal, your encampment is approached
by a haggard Grunt.  His uniform marks him as a warrior of the
Bleeding Hollow.  He tells how those of his clan who did not return
through the Portal have eluded capture and imprisonment by the
Alliance armies.  You also learn that many of the Dragons that were
once enslaved have continued to feed upon Humans and are now roosting
at Blackrock Spire.  If you can break through the Human defenses and
gain the trust of these creatures, perhaps you can bring Ner'zhul
powerful allies.

VI. New Stormwind

See also: New Stormwind
Finding the survivors of the Bleeding Hollow clan and gaining the
Dragon Deathwing as an ally has strengthened your position in Azeroth.
 Your success has not gone unnoticed by Ner'zhul.  He rewards your
victories by assigning you a dangerous mission. Gorefiend has sensed a
focus of arcane energies within a Castle that has been raised upon the
foundations of Stormwind Keep.  Ner'zhul believes that this can only
be the fabled Book of Medivh.  Only a fool would leave such power
unguarded, so your assault upon this New Stormwind castle will be a
bloody one...

Act III The Great Sea

VII. The Seas of Azeroth

After taking the Castle of New Stormwind, you search in vain for the
Book of Medivh.  As you sift through the rubble of the fallen human
fortress, you discover the corpse of a Footman with a Human dagger in
his side. The spies of the Bleeding Hollow clan have confirmed that
this blade was crafted by the weaponsmiths of  Alterac.  These humans
are the same that were willing to betray their own brothers, and it
may be that they have stolen the Book of Medivh for their own
purposes.  They will regret their decision... To journey to Alterac,
you must first establish naval superiority over the warships of the
Alliance.  The base at Kul Tiras has always been the human's key to
the might of their armada.  You must establish a strong presence in
the Great Sea in order to destroy Kul Tiras and prepare your way into
Alterac.

VIII. Assault on Kul Tiras

Now that you have cleared a path to the island of Kul Tiras, you must
send your wave riders against the core of the Human fleet. With the
naval forces of the Humans defeated, the Horde will have free reign of
the Great Sea.  We have also learned that Admiral Proudmoore is no
longer a member of the Alliance and does not have the support of their
armies.  Remove his armada and Kul Tiras will fall.

IX. The Tomb of Sargeras

See also: The Tomb of Sargeras (disambiguation)
Now that the Great Sea is once again under the dominion of our wave
riders, Ner'zhul has come upon a plan to increase the powers of the
Dark Portal.  While he was the tutor of Gul'dan, the Shaman bound
their souls so that he could keep watch over his disciple.  Even
though Gul'dan knew that this link would serve to inform Ner'zhul of
the Warlock's studies with the spirits that dwelt in the Twisting Nether,
he was too arrogant to care. Ner'zhul has ordered you to lead
a small band to the tomb in order to find the 
Jeweled Scepter of Sargeras.  The remains of the Stormreaver and
Twilight's Hammer  encampment surround the entrance to the tomb and 
the howling of their tortured souls fill the air.  Although the inhabitants
of this place died long ago, their bodies have been torn from earthen
graves by the vile magiks of the Daemons and made to stalk this region 
for all eternity.

Act IV Prelude to New Worlds

X. Alterac

See also: Alterac
Your capture of the Jeweled Scepter has greatly pleased Ner'zhul.  Word
has come that you are to entrust it to the remaining warriors of the
Bleeding Hollow clan as they are to return it to Draenor at all haste.
Deathwing and his Dragons deliver you to the Keep at Alterac. While
you could easily bring these curs to their knees, they have hidden the
tome you seek.  They are also cunning enough to strike a bargain,
knowing it is their only salvation.  Should they tell you the location
of the Book, however, they fear the retribution of the Nations of
Lordaeron and Stromgarde.  They would be willing to exchange the Book
of Medivh for the destruction of these forces that sit along their
borders. You must eliminate the military outposts maintained by
Lordaeron and Stromgarde.  Then seal your pact by entering into
Alterac, contacting the Human Mage who guards the Book, and escorting
him to safety.

XI. The Eye of Dalaran

See also: Eye of Dalaran
With the Book of Medivh in your control and the Jeweled Scepter
delivered to Ner'zhul, only one artifact remains to be won.  The Mages
of Dalaran have created a device to focus their magiks in an effort to
reconstruct the Violet Citadel.  Ner'zhul desires this Eye of Dalaran
to focus the dark powers of the underworld for the creation of his
portals. Teron Gorefiend has traveled to the stronghold of the Human
Mages at Cross Island, where they now rebuild their towers amid heavy
fortifications.  You must break through their shoreline defenses,
establish a base, and capture the Eye of Dalaran.  No walls will
protect them from the vengeance of the Horde.

XII. The Dark Portal

See also: The Dark Portal (disambiguation)
As the burning remains of your victims fill the air with acrid smoke,
the sky fills with a figure as black as night.  Deathwing descends,
exhausted from his long journey from Grim Batol, bearing grave news
from his brothers at Blackrock Spire. The Alliance has sent a host of
warriors to the Black Morass and has engaged the forces of Warsong and
Shattered Hand at the Dark Portal.  You must rally the forces of
Shadowmoon to break through this siege and return the artifacts you
have secured to Draenor.  Only then can Ner'zhul's plan of opening
portals to new worlds be realized. Succeed and you will command vast
armies as they ravage untold worlds.  Fail and be slaughtered.

Ner'zhul's Victory

Ner'zhul holds the ancient scepter of Sargeras in the air and intones
the final words of the Spell of Conjuration.  The air about you begins
to swirl and presses down upon the assembled masses of the Horde.
Above you, the crimson skies break open and reveal the chaotic
pathways of the Twisting Nether. As Ner'zhul deploys his remaining
forces towards the new portals, you glimpse the Shattered Hand and
Warsong clans awaiting orders on the other side of the Dark Portal.
"Master," you ask. "Should we not recall all of our forces from
Azeroth?"  "No," the ancient Shaman replys coldly. "They have served
their purpose.  From this point on, all that we gain will be our's
alone."  Ner'zhul gives a wicked grin as you unquestioningly follow
him into the swirling madness of the Twisting Nether.


Human Campaign

Act I A [10-30] A Time for Heroes

I. Alleria's Journey

Lord Khadgar, Keeper of the Eternal Watch and master of the mystic
Citadel of Nethergarde, has sensed a dark power gathering around the
remnants of the rift that lies within the Black Morass.  He believes
that a new Orcish invasion is imminent, and has urged the Alliance to
act.  The Elven Ranger Alleria, and a small band of her elite guard,
have been sent as escort so that you may gather reinforcements to
counter this threat. Your travels to the Castle of New Stormwind will
lead you across the paths of both the Paladin called Turalyon and a
mercenary captain known as Danath.  Engage their aid during your
journey, as their leadership may be needed by the Alliance in the dark
days ahead.

II. The Battle for Nethergarde

A great host of Orcs have reconstructed the Dark Portal and now lay
siege to the Citadel of Nethergarde.  The Horde still maintain their
hold over the great winged dragons of Azeroth. A faction of these
creatures, seeming to have grown to crave the taste of battle, have
become willing allies with the Orcs under the leadership of a great
Black Dragon known only as Deathwing. Danath has been asked to raise
an army from New Stormwind to relieve the beleaguered forces at
Nethergarde and drive the Horde back towards the Portal.  You must
lead the forces of Azeroth in an attempt to break the vanguard of the
invading Horde, for unless their assault is stopped, they will gain
dominion over the Black Morass.

III. Once More Unto the Breach

Having broken the momentum of the Horde offensive at Nethergarde, the
time is ripe for a decisive counter attack.  The High Command agrees
that a strong assault upon the fortress that the Orcs have raised near
the Dark Portal may well end the conflict before it has rightly begun.
The Arch-Wizard Khadgar, however, believes that the Orcish Hordes may
not be here for the sake of mere conquest.  He believes that if the
Portal can be captured, and not destroyed, he can uncover the purpose
for the Horde's present invasion into Azeroth.

Act II Draenor, The Red World

IV. Beyond the Dark Portal

See also: Beyond the Dark Portal (disambiguation)
Elven scouts bring chilling news from Azeroth.  A tearing of shadows
heralded the arrival of the mighty Orc Shaman Ner'zhul and his guard
of Death Knights within the Royal Library of New Stormwind.
Unleashing their black magiks, they slaughtered all who opposed them
and then fled into the night with their prize - the Book of Medivh.
This serves to confirm what Khadgar has gleaned from the Battle of
Nethergarde.  He is convinced that the Horde is attempting to learn
how the great sorcerer opened the rift between our world and that of
the Horde, known in the Book of Medivh only as Draenor. With countless
domains to plunder, the Horde would become an unstoppable power.  The
High Command believes that our only recourse is to venture through the
Portal - both to reclaim the Book of Medivh and to ensure that the
Horde can never again threaten Azeroth.

V. Upon the Shadowed Seas

See also: Shadowed Seas
Having fortified your position on the Hellfire Peninsula where the
Portal is located, the time has come to establish a fleet to attack
the surrounding clans. The Orcish shipyards of Zeth'kur lie nearby,
and for our plans to progress you must destroy them and the ships of
war that are stationed there. While the Horde has been stunned by the
ferocity of your attack, our presence here has driven the clans to new
heights of fury.  You will be unable to maintain this foothold for
long against their numbers, so your victories must be daring and
swift.

VI. The Fall of Auchindoun

Kurdran- Gryphon Rider of Northeron - has returned from his patrol
with vital news.  He has located the hidden Fortress of Auchindoun and
the battlements that serve as stronghold to the Bleeding Hollow clan.
Alleria's Rangers also report that they have seen a massive force
moving towards the North, and suspect that these troops are staging
for another attack upon Azeroth. Although the Orcish army is too large
for your forces to battle alone, you may be able to launch a raid
against Auchindoun.  Should your strike succeed, you would force their
army to retreat - or be cut off and destroyed. Raze the Fortress of
Auchindoun and retreat before their forces can rally against you.

Act III War in the Shadows

VII. Deathwing

See also: Deathwing
The arcane powers that surround the blazing ruins of Auchindoun have
made urgent the summoning of Khadgar to the dark lands of the Orcs.
The destruction of the Bleeding Hollow clan was not without great
price, however, for both Kurdran and his mount Sky'ree were captured
by the Horde. While examining the remains of the great fortress, the
Arch-Wizard has learned not only the location of the Book of Medivh,
but also that another artifact is needed for Ner'zhul's plans to reach
fruition - the Skull of Gul'dan.  Khadgar believes it will be possible
to destroy the Portal and permanently seal the rift created by Medivh
if he can acquire these artifacts. A great mountain isle lies to the
northeast, atop which the Black Dragon Deathwing dwells.  The Skull of
Gul'dan lies within his lair.  Alleria and Khadgar have agreed to aid
you in stealing away the Skull and - if possible - destroy the great
Dragon. It is rumored that Orcish tribes live on this island and offer
captives from the Great War as sacrifices to Deathwing.  If you can
rescue them, they may know of some weakness in the creature...

VIII. Coast of Bones

Seeking out the artifacts needed to seal the rift has given the Horde
time to mount a strike against us.  A great Orcish armada threatens
the coasts that you have captured, and the armies of the Alliance have
been hard pressed on many fronts. Our only chance for victory now lies
in obtaining the Book of Medivh. All knowledge of the Portal rests in
the keeping of Ner'zhul and his Order of Death Knights at the Fortress
of Shadowmoon.  You must storm and raze the strongholds that guard the
coastline of his lands so that our forces may be brought to bear in an
effort to isolate and destroy his cursed sanctuary.

IX. The Heart of Evil

The towering spires of Shadowmoon reach upwards as obsidian blades to
cleave the hostile amber skies above.  The corrupt heart of the mighty
Shaman's power is within reach.  Press your attack and the bane of
Ner'zhul and his Order of Death Knights will be wiped from the face of
Draenor, forever. By destroying this dark fortress and claiming the
Book of Medivh, Khadgar will be able to close the rift and Azeroth
will be rid of the Orcish Hordes once and for all!

Act IV The Measure of Valor

X. Siege of the Vanguard

Although the Fortress of Ner'zhul has been destroyed and the Death
Knights scattered, neither the Shaman nor the Book of Medivh has been
found.  As Khadgar and Turalyon use their magiks to search the ruins
for some clue as to the location of the mystic tome, a Gnomish flying
machine descends, bringing news from the Hellfire Peninsula and the
Portal. A multitude of Orcs have laid siege to the fortifications at
Hellfire.  Although the attacking warriors are not well equipped,
their sheer numbers may spell the downfall of our forces there. You
must take command of the Alliance armies at Hellfire and break the
siege before our troops are pushed back through the Dark Portal.  We
must withstand their charge long enough for the Book of Medivh to be
recovered and the rift forever sealed.

XI. Dance of the Laughing Skull

You have proven your strength in battle, but none can stand against the
combined might of the Horde.  We of the Laughing Skull clan, however,
seek advantage from the turmoil of this war.  With the aid of your
strongest warriors, our clan can gain dominance over the northern
clans of Draenor. Do not show surprise, Human - only the strongest
survive within the Horde. You must secure the passes across the
Blade's Edge Mountains and destroy the stronghold of the [[Thunderlord
clan]] that dwell there.  We will supply you with warriors and supplies
culled from our villages.  In return, we will give you the Book of
Medivh, which we seized from Ner'zhul's stronghold before your armies
could destroy it.

XII. The Bitter Taste of Victory

Khadgar has discovered that although the Book of Medivh was stolen from
Ner'zhul, the ancient Shaman has learned enough of its secrets to
conjure his darkest spell. Over the blood red skies of Draenor, huge
dimensional rifts appear, crackling with the cosmic energy of the
Twisting Nether. Alleria's scouts report that Ner'zhul and his
followers escaped through the largest of the new rifts as Draenor felt
the first of its death throes.  The tremendous energies emitted from
the converging rifts have succeeded in breaking down the fabric of
reality in Draenor; unleashing massive earth quakes and tidal waves
upon its shores. Unless the Dark Portal is closed on both worlds,
Azeroth will be subject to an enormous backlash of energy resulting
from Draenor's catastrophic discorporation. Using the combined powers
of the Book of Medivh and the Skull of Gul'dan, you must return
Khadgar to the Dark Portal and seal the rift between Azeroth and the
doomed world of Draenor, forever.

Khadgar's Sacrifice

As the flames die to embers and the arcane energies that once bound two
worlds slowly fade, the Dark Portal crumbles into dust as its powers
subside and dissolve. The finality of what has been done here becomes
manifest.  The moment is shattered as volcanoes erupt in fiery fury as
the earth begins to shake beneath your feet.  The world of Draenor is
dying... Khadgar motions toward the remaining rifts created by
Ner'zhul and beckons you to follow him.  The warriors of Azeroth under
your command gaze upon the rifts with uncertainty - but to remain
would be suicide.  Knowing that their beloved Azeroth is safe from
harm, they gather up weapons and wounded companions alike as you lead
them into the swirling, unknown reaches of the Twisting Nether.
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