Azeroth's Histories and People. zeroth is not a gentle land. Conflicts have beset of blood, the previous uniting of forces to destroy the this world for generations — a world that still Burning Legion was enough to cause the leaders to establish manages to survive through civil war, racial war, the truce. and battles over land, magic and Unfortunate timing caused blood to be spilled — again — misunderstandings. Demons plague the between the Alliance and Horde. Just when they proved to be continents, pursuing their own destructive able to fight alongside each other to prevent a greater harm Aagendas; though their army was defeated, they befalling the world, the peace was shattered. yet prove difficult to eliminate completely. For the first time in their history, the Alliance and Horde The undead are another factor, terrifying the citizens and were coexisting without slavery, internment camps or raids. befouling graveyards. Conflict is commonplace, and life spans Then, unknown to both sides, Alliance forces from are short for those who struggle to create a brighter future Lordaeron, led by Admiral Daelin Proudmoore, attacked the from a war-torn past. Horde. The reasoning was vague and ever-changing: The orcs needed to die once and for all; the Horde did not deserve the Present Day vast kingdom of Durotar while the Alliance was hemmed into a rocky, island home; and some even thought Admiral In the western lands of Kalimdor, the Alliance and Horde Proudmoore’s warriors were simply bitter about missing the were both ready to settle into their new homelands, respect final battles of the Third War and needed something on their truce and lick their wounds when unexpected attacks which to slake their aggression. came in the orcs’ new country of Durotar. So now the hackles are raised again. The Horde resents Alliance forces from shattered Lordaeron, led by Admiral the attacks on their homeland. The Alliance, although Daelin Proudmoore, were determined to defeat the orcs once regretting their allies’ actions, aren’t terribly pleased about and for all, against the wishes of the Theramore Alliance the damage done to Theramore when the Horde counter- officials. attacked to destroy Admiral Proudmoore and his forces. Jaina Proudmoore, the Admiral’s daughter and leader of Although Thrall and Jaina Proudmoore still maintain that a the Alliance, respects the orc who fought at her side in the truce holds, this understanding does not always reach the Third War, Warchief Thrall, and wished to keep the truce. lower ranks. Thrall chose to believe her, and when he attacked he The Horde does not travel to Theramore Island, and spared her and her supporters, killing her father and his Alliance caravans and adventurers are warned away from forces. Durotar and Mulgore. When Jaina and Thrall meet, they do In the eastern lands of Lordaeron, Khaz Modan and so in a neutral territory on the Kalimdor mainland, south of Azeroth, hope sputters and threatens to die as the undead Durotar. rampage across the northern lands and demons and orc When Horde and Alliance forces meet on the road, blood is warlocks converge in the south. It is no wonder both the often shed. Alliance and Horde fled west when hope was lost, but there are still a considerable number of stubborn fighters left on the continents, determined to keep their homes regardless of the threat. The Current Climate The truce between the Horde and Theramore Isle is holding, but there are grudges on both sides. Both Alliance and Horde races expand across Kalimdor, settling in whatever habitable locations they can find. Lordaeron remains controlled by the undead, although a civil war rages between Arthas’ Scourge and those undead who have broken his control, called the Forsaken. Demons roam freely across the world, terrorizing what few human forces remain. Although the world has suffered bloodshed and warfare for years, there is still no indication that the turmoil will end soon. Each of the mortal races begins to position itself for what could soon become the most crucial period of time in the world’s history Alliance and Horde A truce holds between the Alliance and the Horde. Even though the history between the two involves raiding, sacking, slavery, internment camps and a lot

PART 1 | Races 1 Humans umans are among the youngest races on Humans and orcs maintain a tentative peace along their Azeroth, but they make up for it by being the borders, but clashes are common. Since most of the mighty most populous. With life spans generally human warriors and mages lost their lives during the war shorter than the other races, humans strive against the Burning Legion, only a handful of veteran mages all the harder to achieve great heights in and paladins remain in Theramore. While Ironforge dwarves empire building, exploration and magical and some high elves also occupy the small island city, Hstudy. humans hold the seats of greatest power. Goblin vendors and This aggressive and inquisitive nature leads the human traders are a common sight in and around the rocky isle. nations to become active and influential in the world. Such In the east, Lordaeron still boasts several human was the case prior to the orcs’ original invasion through the settlements, but it is nowhere near the towering symbol of Dark Portal. Human kingdoms suffered greatly in the three humanity’s might that it once was. Hillsbrad and Kul Tiras wars against the orcs and demonic hordes. Many, many are still mostly under human control, and a few settlements humans fell in the Third War, leaving behind battered yet hold out in Silverpine Forest and the Alterac Mountains. unbowed survivors of the Alliance Expedition under the Stormwind, in the southern continent of Azeroth, suffered in command of the sorceress Jaina Proudmoore. This group the First and Second Wars but remained relatively untouched settled on the wild continent of Kalimdor. in the Third. Much of the land regrows from the ashes of the The humans on the eastern continents were not so past, and the city of Stormwind is rebuilt and stands grander fortunate. Lordaeron is decimated, a wasteland now little than before. more than a battlefield for forest trolls, the Scourge, Though the Scourge did not make itself felt in Stormwind, Forsaken, ogres and other creatures. The few humans who the small kingdom faces its own enemies, both from without remain in Lordaeron are ragged and weary, struggling and within. Nevertheless, Stormwind is humanity’s strongest constantly to keep their small settlements free of the villainy nation and a symbol of reclamation and renewal. that boils around them. Stormwind, the first to feel the orcs’ rage, fares better and is the most powerful human nation remaining. Still, Stormwind is far from safe, and enemies advance on all sides. Humans value virtue, honor and courage, though like all races they also pursue power and wealth. Humans have spent generations battling dark forces and have lost some of their greatest kingdoms to them. This loss embitters humans, and they have a warlike view of diplomancy, swing first ask questions later. Aided by belief in the Holy Light, humans have fought the hardest and endured the most during the wars against the Horde and the Burning Legion. Despite all their tragedies, humans remain hardy and brave, thoroughly committed to building strong societies, reinforcing their kingdoms and reclaiming their nations. Years of war have tempered human resolve, and they are more hardened and determined than ever before. Appearance Humans come from many backgrounds and show the greatest physical variety among all the races. Humans’ skin ranges from dark to light and may have tones of other colors. Their eyes are blue, brown, green, gray or hazel. Human hair is brown, black, blond or red. Men often grow short beards and women wear their hair long. Humans average 6 feet in height and weigh about 180 pounds, with men noticeably taller and heavier than women. Regions After the end of the Third War, Alliance forces under Jaina Proudmoore sailed to southern Kalimdor. They founded a stronghold called Theramore, a small, walled city on a rocky isle east of Dustwallow Marsh. Theramore Isle and the nearby mainland fall under human control and border Durotar, the orcs’ new homeland, to the north.

PART 1 | Races 2 Ability Score Increase. Your ability scores each increase Affiliation: The Alliance by 1. Humans began the Alliance and it could not exist without Human Spirit Once per short rest gain advantage to 1 them. Humans and orcs joined forces to face the Burning saving throw of your choice. Legion four years ago, but old habits returned once they Age. Humans reach adulthood in their late teens and live dispatched the demonic threat. less than a century. Although the Alliance and Horde leaders bear a healthy Alignment. Humans tend toward no particular alignment. respect for each another, old racial hatreds stir within the The best and the worst are found among them. hearts of their troops. Humans also look upon tauren with Size. Humans vary widely in height and build, from barely suspicion, due to the ties tauren have established with orcs. 5 feet to well over 6 feet tall. Regardless of your position in Humans and dwarves have long enjoyed a good that range. your size is Medium. relationship, a bond only strengthened since the dwarves' Speed. Your base walking speed is 30 feet. latest discoveries have energized their archaeological efforts. Languages. You can speak, read, and write Common and Elves are a source of mystery and frustration especially the one extra language of your choice. Humans typically learn the exotic night elves. Humans dislike and distrust jungle trolls languages of other peoples they deal with, including obscure and, to an even greater extent, The Forsaken. dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical Faith expressions, Dwarvish military phrases, and so on. Humans follow the Holy Light. This faith galvanizes them and gives them purpose and focus. Cathedrals and churches Variant Human Traits stand in their cities, and their priests preside over followers, heal the wounded, soothe the weary and smite the evil. Alternatively you may begin the game with the Humans have an order of holy warriors, paladins, who follow following traits. Ability Score Increase. Two different Ability scores the Holy Light and crush evil and chaotic beings in its name. of your choice increase by 1 Paladins are wholly committed to defending the human Skills. You gain Proficiency in one skill of your nations. choice. Feats. You may start the game with one feat of Human Names your choice that you meet the prerequisites for. Human parents grant a child its given name at birth, while its family name has a long history and usually speaks something of its bearer’s ancestry. Some humans change their family names to emphasize their own accomplishments. • Male Names: Merander, Gyram, Darrick, Hebry, Arthas, Khadgar, Varian, Bolvar, Anduin, Renault, Moroes. • Female Names: Lilla, Merian, Richelle, Ammi, Jaina, Sally, Evelyn, Taressa. • Family Names: Renn, Townguard, Silversmith, Runetouch.

Human Traits It's hard to make generalizations about humans, but your human character has these traits.

PART 1 | Races 3 The Dwarves of Ironforge he dwarves of Ironforge are a proud, stern and While the dwarves of Ironforge appreciate the fighting skill of determined people with streaks of kindness the Horde, it is with grim eyes that they look upon the orcs hidden under the gruff exteriors of their sturdy and their allies, the Trolls and the Forsaken. Although the frames. Their love for battle, invention and dwarves have held dealings of commerce and diplomacy with exploration impels them ever forward to the blood elves, they keep the people of Quel’Thalas at an discover and unearth the mysteries of their arm’s distance. Theritage, educating them further about those While the night elves may share the same allegiances, the who first created the dwarven race. dwarves look upon them with suspicion and some Only recently have the dwarves discovered the legacy of trepidation. Humans, however, are the staunch and constant their ancient progenitors, the Titans. As the dwarves begin to allies of the dwarven people and find welcome, favor and delve deeper into the mysteries of their past, they also begin kindness when in dwarven lands. to uncover deeper enigmas. Still, they keep to the forges and workshops, ever innovating and creating new and more Faith effective ways to destroy. Steam powered technology and Dwarven priests deliver the message of the Light to their firearms originate from dwarven inventiveness and creativity. people. They share this faith with humanity and uphold its The stout race is renowned for its skills at battle and also as precepts and teachings. cunning engineers and crafters. Some dwarves have recently taken to investigating the past The uncovered fragments of their distant past have led the and discovered that the Titans themselves were godlike dwarves on an unprecedented exodus of exploration. Seeking beings. No one has yet begun worshipping the Titans as gods, out their origins, the dwarves have dispatched prospectors for it would seem that the Light prevails over the reverence across all of Lordaeron in order to seek out signs of the for the dwarves’ own progenitors. Titans, the supposed creators of the dwarves. The dwarves have embraced the idea that it is their purpose to search the world for more signs of proof of their heritage. Dwarven Names outposts exist in the most desolate of places. Dwarves typically have names reflecting the sturdy nature of Here, the dwarves spend their time seeking out the secrets their past. Many also have surnames that were earned by a of ancient times, or simply use their outposts as staging member of the family in service during a quest or in a grounds for expeditions to clear out their enemies so that particular moment of notoriety or infamy that has now they may continue their quest. become part of a family legacy. • Male Names: Barab, Aradun, Thorin, Magni, Garrim, Appearance Wendel, Thurimar, Vandaar, Muradin, Bran, Hemet, Coraan, Baelgun. Ironforge dwarves are stout and powerful, with short Female Names: Chise, Helge, Ferya, Furga, Krona, Imli, muscular bodies. Male dwarves tend to have long hair, and • Moira, Freya. beards or facial hair often tied in ornate braids. Female Family Names: Thunderforge, Bronzebeard, dwarves also have sturdy muscular frames, but they are • Hammergrim, Thornsteel, Thunderstout, Anvilmaar. buxom and lack facial hair, despite the claims of some of the less educated sages of other races. The average dwarf stands between 4 feet and 5 feet in height and weighs between 140 to 160 pounds Region The Ironforge dwarves dwell in and around Ironforge Mountain. The city of Ironforge is a vast subterranean city carved into the depths of Ironforge Mountain. This vast complex has served as the dwarven homeland for thousands of years. The city of Ironforge is not only home to the dwarves, but also their gnomish cousins driven from their capital of Gnomeregan. Ironforge sits north of the Dun Morogh Peaks, located high above Loch Modan in central Khaz Modan. King Magni Bronzebeard presides over the social and cultural matters of the dwarves and rules with a temperament befitting a dwarven warrior, artisan and explorer. Affiliation: The Alliance

PART 1 | Races 4 Stonecunning. Whenever you make an Intelligence Ironforge Dwarf Racial Traits (History) check related to the origin of stonework, you are Your dwarf character has an assortment of inborn abilities, considered proficient in the History skill and add double your part and parcel of dwarven nature. proficiency bonus to the check, instead of your normal Ability Score Increase. Your Constitution score increases proficiency bonus. by 2. Languages. You can speak, read, and write Common and Your Strength Score increases by 2. Dwarvish. Dwarvish is full of hard consonants and guttural Age. Dwarves mature at the same rate as humans, but sounds, and those characteristics spill over into whatever they're considered young until they reach the age of 50, On other language a dwarf might speak. average, they live about 350 years. Alignment. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order. Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium. Speed. Your base walking speed is 25 feel. Your speed is not reduced by wearing heavy armor. Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Stoneform You can call upon your Titan heritage to turn your skin to stone. Once per long rest You gain 10 temporary HP and +1 to AC for one 1 minute. Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage. Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer. Dwarven Armor Training. You gain proficiency with light and medium armor. Tool Proficieney. You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools. The Gnomeregan Exiles nomes are a diminutive, wiry race of tinkers Gnome society is loosely organized. Most live in Khaz who live underground. In the Second War, they Modan and mix freely with the dwarves, sending built vehicles and gadgets for the Alliance — representatives to speak to the dwarven king on their behalf. submarines and flying machines — to combat Those few gnomes who traveled to Kalimdor live in a similar the Horde. They are great mechanics and fashion in Bael Modan. inventors, and are renowned for their Gnomes are gifted tinkers. They have a penchant for Gknowledge and eccentric natures. creating radical technology and innovative designs. They The gnomes had a city, Gnomeregan, built into Ironforge often work together with Ironforge dwarves, developing the Mountain; but invading troggs destroyed it and slaughtered blueprints and concepts from which the dwarf smiths draw its citizens. Many survivors moved into Khaz Modan and now their inspiration. live with the Ironforge dwarves, and a few traveled with their dwarven friends to Kalimdor. The gnomes are still reeling from the destruction of their Appearance home city and are loath to leave the safety of the dwarven Gnomes are small and slight. They somewhat resemble tunnels. Most gnomes on Kalimdor remain secluded in Bael dwarves, but are shorter and not as stocky. They have large Modan. noses and ruddy skin. Their hair ranges from white to blond Even after the decimation of their race and the destruction to brown to black. Their ears are large and rounded, and they of their city, gnomes are an amiable and kindhearted lot. They are often seen with goggles, tool belts and other items related make and keep friends easily; others find disliking a gnome to to their technological inclinations. be difficult. Gnomes are long-lived and take a fatherly approach to other races, particularly humans.

PART 1 | Races 5 Region Dun Morogh. Most gnomes still live in Khaz Modan in the dwarven kingdom, safe from the Scourge. Those who traveled to Kalimdor live in Bael Modan, and a few live in Theramore. Affiliation Alliance. Gnomes are great friends of the Ironforge dwarves and have fought and died alongside human soldiers. They are wary of the blood elves, but so is everyone else, so they don’t feel too bad about that. They battled the Horde in the Second War and have a bit of a grudge against orcs, but gnomes are a kindly and forgiving lot and are willing to give the orcs a second chance. Gnomes and goblins have always been rivals — though whether this rivalry is friendly or brutal depends on the individuals involved. Gnomes have not been on Kalimdor long enough to form proper opinions about its denizens. Tauren and night elves both seem rather rustic for gnome sensibilities — but they can make friends with anyone. Faith Gnomes place their loyalty in themselves, in their friends and in their inventions. A few follow a loftier path and pay their respects to the Holy Light. Since the Ironforge dwarves’ recent discovery of their Titanic origins, the gnomes think that they too may be products of the Titans. This fact is very uncertain, however; if it is true, the gnomes as yet remain estranged from their Gnome Racial Traits ancestral powers. Ability Score Increase. Your Intelligence score increases by 2. Your Dexterity score increases by 1. Names Age. Gnomes mature at the same rate humans do, and Gnome parents name their children at birth. Gnomes have most are expected to settle down into an adult life by around family names that represent an honored ancestor’s age 40. They can live 350 to almost 500 years. achievements, but they only keep these names until some Alignment. Gnomes are most often good. Those who tend time in their 30s. At this point, gnome society expects them to toward law are sages, engineers, researchers, scholars, have made their own achievements, and thus the gnome investigators, or inventors. Those who tend toward chaos are invents a new name that represents his own minstrels, ticksters, wanderers, and fanciful jewelers. accomplishments. This name then takes the place of his Gnomes are good-hearted, and even the tricksters among family name. them are more playful than vicious. • Male Names: Alston, Alvyn, Boddynock, Brocc, Burgell, Size. Gnomes are between 3 and 4 feet tall and average Dimble, Eldon, Erky, Fonkin, Frug, Gerbo, Gimble, about 40 pounds. Your size is Small. Glim,Jebeddo, Kellen, Namfoodle, Orryn, Roondar, Seebo, Speed. Your base walking speed is 25 feel. Sindri, Warryn, Wrenn, Zook, Zorak, Grobnick, Kazbo, Darkvision. Accustomed to life underground, you have Hagin, Snoonose. superior vision in dark and dim conditions. You can see in • Female Names: Beggra, Nefti, Sorassa, Gamash, dim light within 60 feet of you as if it were bright light, and in Bimpnollin, Breena, Caramip, Carlin, Donella, Duvamil, ElIa, darkness as if it were dim light. You can't discern color in ElIyjobell, ElIywick, Lilli, Loopmottin, Lorilla, Mardnab, darkness, only shades of gray. Nissa, Nyx, Oda, Orla, Roywyn, Shamil, Tana, Waywocket, Magical Savant. You have advantage on all Intelligence, Zanna. Wisdom, and Charisma saving throws against magic. • Family Names: Spinpistol, Airslicer, Bombtosser, Escape Artist. Due to your small size you are hard to pin Greatgear, Beren, Daergel, Folkor, Garrick, Nackle, Murnig, down, once per long rest you may automatically free yourself Ningel, Raulnor, Scheppen, Timbers, Turen, Sprigsprocket, from being restrained or immobilized. Mekkatorque. Languages. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.

PART 1 | Races 6 Artificer's Lore. Whenever you make an Intelligence Clockwork Toy. This toy is a clockwork animal, monster, ar (History) check related to magic items, alchemical objects, or person, such as a frog, mouse, bird, dragon, or soldier. When technological devices, you can add twice your proficiency placed on the ground, the toy moves 5 feet across the ground bonus, instead of any proficiency bonus you normally apply. on each of your turns in a random direction. lt makes noises Tinker. You have proficiency with artisan's toois (tinker's as appropriate to the creature it represents. tools). Using those tools, you can spend 1 hour and 10 gp Fire Starter. The device produces a miniature flame, worth of materiaIs to construct a Tiny c1ockwork device (AC which you can use to light a candle, torch, or campfire. Using 5, 1 hp). The device ceases to function after 24 hours (unless the device requires your action. you spend 1 hour repairing it to keep the device functioning), Music Box. When opened, this music box plays a single or when you use your action to dismantle it; at that time, you song at a moderate volume. The box stops playing when it can reclaim the materiaIs used to create it. You can have up reaches the song's end ar when it is closed. to three such devices active at a time. When you create a device, choose one of the following options: Night Elves he Kaldorei are an ancient and reclusive race The “Crown of the Earth” is not without its own problems, born during the waking of the world. Their however. Furbolg driven by some maddening force, ancient heritage has shaped them into a bloodthirsty harpy tribes and diabolical satyrs seek to devoted warrior race, with a reverence for corrupt, kill or harass the Kaldorei. Most inexperienced nature and animistic mystical forces. The Kaldorei adventurers cut their teeth opposing such threats. Kaldorei are practical but superstitious, and Although the night elves’ allies within the Alliance are Toften a paradox. valued and trusted, few humans or dwarves have ever laid They are a people possessed with a deep spiritual passion their eyes upon Teldrassil. Few of the Alliance races have ever and a desire to find solace. In the time before, the Kaldorei seen the most sacred moonwells. Blood elves are not trusted were immortal, their powerful magic recklessly unleashed by at all and never allowed within night elf lands. Should a high the Quel’dorei. This careless use of magical might allowed elf trespass into the lands of the Kaldorei, the arrogant the Burning Legion to invade the world, and finally led to a Highborne would meet a swift and vicious end. catastrophic battle known as the Sundering. This battle changed the face of Azeroth for all time, and resulted in the creation of the continents of the world, tearing the land apart and forming the vast nexus of energy at the center of the ocean known as the Maelstrom. The night elves are honorable to a fault, and they are a just and sometimes compassionate people. Still, they do not trust many of the lesser races of the world, whom they see as foolish and too short-lived to recall the mistakes they made in the past. Many of the night elves consider it their duty to ensure the safety and balance of the world. Because of this perceived air of superiority, many of the younger races mistrust the night elves, if not for their shadowy magic then for their aloof and judging demeanor. Appearance Night elves are imposing in stature, males being on average 7 feet tall. Male Kaldorei are very muscular, with broad chests and shoulders, indicative of the strength that lies within both their minds and bodies. Female night elves are lithe and curvaceous, yet still muscular and strong. The race’s prominent eyebrows, long pointed ears and natural aspects imply a feral grace. Skin tones range from pale white to blue or even ruddy red, and their hair ranges in color from bright white to woodland green to lustrous black. Region Night elves dwell within the island continent of Teldrassil, where the night elf capital of Darnassus houses massive temples and a well-provisioned trade district. The massive column of Teldrassil is one of the last refuges of the night elf race and is home to dryads and keepers of the grove.

PART 1 | Races 6 Age. Although elves reach physical maturity at about the Affiliation: The Alliance same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly The night elves are members of the Alliance, but they are not experience. the most trusted or highly regarded members of this group of Most night elves are, by the standards of other races, races. Although honorable and just, the night elves’ natural ancient. Because of their previous immortality, some night distrust has tainted their relations somewhat. Combined with elves are more than ten thousand years old, which is older their mystical appearances and mysterious natures, than the entirety of human and dwarven civilization put interactions with other races become uncomfortable at times. together. Though the immortality of the night elves has ended, There is a strong streak of isolationism in the Kaldorei, for much of its cultural impact remains, and many amongst the they are uncomfortable leaving the verdant mists of night elves seek for a way of regaining it Teldrassil. Alignment. The folly's of the Quel'dorei still burn bright in Still, the night elves’ leaders see wisdom in an alliance with the Night Elves memory, because of the mistakes of their past the younger races. The younger races show potential, and they have grown into a society that sees fit to be the sentinels because of this the night elves see themselves as observers, of Azeroth despite the protests of the other lesser races they waiting to step in to correct any dangerous mistakes. In lean strongly towards the harsher aspects of Law and addition, the other races possess one quality the night elves Neutrality. have been missing for some time: excitement. Size. Elves range from under 5 to over 7 feet tall and have Adventure and exotic locales now have appeal to novice slender builds. Your size is Medium. night elves. The Kaldorei have more than a few among them Speed. Your base walking speed is 35 feet. who have braved leaving the forest to seek out fortune and Nature Resistance. intrigue in far-off lands. You have advantage on saving throws involving lightning Their hatred of orcs has also fueled their participation in damage. the Alliance. After the death of Cenarius during the Third Darkvision. Accustomed to twilight forests and the night War, many sentinels, druids and warrior night elves began a sky, you have superior vision in dark and dim conditions. You great hunt. Some night elves happily hunt orcs as a can see in dim light without 60 feet of you as if it were bright repayment for Cenarius’ murder. light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Faith Night Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow. The night elves worship the Ancients, who are nature deities Shadowmeld. You can attempt to hide even when you are attuned to the forest and the hunt. Elune the moon goddess only lightly obscured by foliage, heavy rain, falling snow, mist, and Malorne the Waywatcher are the most prominent figures and other natural phenomena. of worship. While Cenarius has died, and the night elves will Keen Senses. You have proficiency in the Perception skill. never forgive the orcs for this, his children live on and gain Trance. Elves don't need to sleep. Instead, they meditate power each passing year. deeply, remaining semiconscious, for 4 hours a day. (The The night elves venerate the children of Cenarius as he Commonword for such meditation is "trance.") While was venerated, and perhaps one day these children of the meditating, you can dream after a fashion; such dreams are slain demigod will aid the night elves in repaying the orcs for actually mental exercises that have become reflexive through the transgressions of the past. years of practice. After resting in this way, you gain the same Names: Night elf names always have a special meaning. benefit that a human does from 8 hours of sleep. First names derive from an elven word or the name of a Languages. You can speak, read, and write Common and famous hero having a totemic or ancestral connection. Darnassan. Darnassan is fluid, with subtle intonations and Surnames are indicative of the family line and often date intricate grammar. back millennia. • Male Names: Ilthilior, Mellitharn, Khardona, Andissiel, Mardant, Tanavar Caynrus, Oso, Caelyb, Bretander, Darnall, Mardrack, Hammon, Heralath, Fyldren, Jarod. • Female Names: Keina, Deliantha, Meridia, Freja, Alannaria, Nevarial, Haidene, Elerethe, Saynna, Elyssa, Naisha, Faeyrin, Keldara, Sarinei, Raene, Ferlynn, Ysiel, Tyranade, Maiev. • Family Names: Moonblade, Glaivestorm, Proudstrider, Oakwalker, Nightwing, Staghorn, Stormwind, Staghelm, Whisperwind, Winterdew, Blackforest, Skyshadow, Raincaller, Trueshot, Featherbow, Lightmane, Bluewater, Darkheart, Rapidstrike, Shadowsong. Night Elf Racial Traits Ability Score Increase. Your Dexterity score increases by 2. Your Wisdom score increses by 1

PART 1 | Races 7 Orcs o their enemies, they are brutal and fearsome Orcs tend to have bristly hair and beards, often black or opponents, without parallel in their ferocity brown in color. Their skin ranges from a light green to a dark and cunning. To their allies, they are noble and drab olive. Eyes range in color from a fierce red to a pale honorable, following the traditions of a blue. rediscovered past. The orcs of Orgrimaar are Orcs have broad, flat noses, tusk-like teeth jutting from part of a race that has once again found its true their lower and sometimes upper jaws, and large, pointed Tspirit, shunning the cruel practices of arcane ears. They favor clothes of hide, and armor and arm and demonic magic for the paths of wisdom and power. Some themselves with a variety of gear. orcs still hang on to the arcane practices of the past, but their time is fading. Though brutal in combat, orcs fight with a feral grace and a Region brutal passion that equals the finest fencing of an elven noble. Durotar, in Kalimdor, is the seat of the orc nation. Named by For an orc, skill in battle brings great honor. It is the concept Thrall in honor of his father, Durotan, the land of Durotar of personal honor that pervades orcish society, a concept that occupies the east coast of Kalimdor. has made the race more cohesive and more of a threat to Here, young orcs find many places to prove their honor by their adversaries in the Alliance. fighting the remnants of the quilboar tribes and meeting The concept of honor pervades all echelons of orcish various threats to the orcs that rise from the Barrens. The society. Even the naming of an orc is temporary until he has more civilized jungle troll tribes co-exist with the orcs in performed a rite of passage. Once an orc has brought honor Durotar, facing a minimum of inter-clan rivalry. to his name and the name of his clan, the elders give him a The city of Orgrimmar serves as the center of civilization in second name based upon his deed. For an orc, honor is as this arid and hostile land. Orgrimmar stands as one of the important as his clan, and most will die defending either clan mightiest warrior cities in the world. Shamans council the or personal reputation. This is a new development for the young and train the spiritual leaders of the future while orcs; before, when led by the forces tainted by the Burning warriors hone themselves in gladiator pits and fierce contests Legion, the orcs were a bestial force barely controlled by of skill and battle. demonic magic. While the orcs might seem quick to anger, they are tempered by the wisdom of their leaders and their shamans. There are few of the demon-worshipping clans now, for the Alliance or the Horde itself has hunted down most of the remnants of such clans. Now, most of the orcs have embraced a life led by wisdom, honor and the values embodied in the leadership of Thrall as taught by his mentor, Orgrim Doomhammer. The orcs are one of the most populous races on the world of Azeroth. While many of the Alliance races perceive them to be brutish and savage, the orcs have undeniably spawned a complex society that embraces many occupations and many different races. No doubt the leadership of Thrall and the support of the tauren and jungle troll elders has aided in this solidarity, but it is quite apparent that humanity has underestimated the ability of the orcs to unify and create their own distinct and powerful culture. Perhaps in time, the two factions might come to an understanding, but with the current division of Alliance and Horde, no one can say how that peace might come about or when. Appearance Orc males are massive and brutish looking creatures. Weighing in at 250 to 300 pounds and standing from 6 to 7 feet in height, they are not a small race. Even orc women tend to be only a half-foot or so shorter than most males (and some of them are equal in stature to their male counterparts), having broad shoulders and muscular, powerful bodies.

PART 1 | Races 8 Alignment. Orcs inherently gravitate towards chaos Affiliation: Horde respecting strength and see battle as the best solution to all problems, though that is not to say they are pulled towards Thrall formed the Horde with determination and sheer will, evil, they value tradition, and honor above all else. and created an alliance of races that has shaken the Size. Orcs are larger and bulkier than humans. Your size is foundations of the world to its core. Having destroyed the Medium. legacy of Grom Hellscream by bringing the orcs out of the Speed. Your base walking speed is 30 feet. depths of demon worship and servitude to unseen powers, Darkvision. Thanks to your orc blood. you have superior Thrall rules the Horde in Kalimdor with wisdom and vision in dark and dim conditions. You can see in dim light temperance. The orcs are as much a part of the Horde as the within 60 feet of you as if it were bright light and in darkness Horde is part of what the orcs have become. as if it were dim light. You can't discern color in darkness, only shades of gray. Faith Hardiness You gain advantage on saving throws to avoid being stunned. Orcish religion takes the form of an animistic faith that draws Menacing. You gain proficiency in the Intimidation skill. strange parallels with the practices of the Kaldorei. The Relentless Endurance. When you are reduced to O hit shamans of the orcs find their power in the spirits of nature, points but not killed outright. you can drop to 1 hit point forming an intimate connection with the very world that instead. You can't use this feature again until you finish a long surrounds them. This awareness has led to even more rest revelations of their race’s true nature, as the orcs realize that Savage Attacks. When you score a critical hit with a melee they live more in harmony with the world itself than many of weapon attack, you can roll one of the weapon's damage dice the races of the Alliance who would claim otherwise. one additional time and add it to the extra damage of the critical hit. Languages. You can speak, read, and write Orcish. Orcish Names is a harsh. grating language with hard consonants. Most orcish names derive from words in their language that Orcish is the primary language of the orcs and is used have some complex meaning or hidden significance to their throughout the Horde faction. families. Typically, this is the name of a favorite thing or Orcish is written using a combination of the Common relative. Family names don’t exist; most orcs have last names alphabet and runes. related to some great deed of heroism or honor. However, in the case of truly incredible deeds, an orc might take on the last name of his father to ensure that the chronicle of that terrific deed lives on. • Male Names: Grom, Thrum, Drog, Gorrum, Harg, Thurg, Karg, Ogrim, Durotan, Goel, Rend, Grom, Garrosh, Saurfang, Ettrig, Kilgore. • Female Names: Groma, Hargu, Igrim, Agra, Dragga, Grima, Drakka, Rokargara, Uragosaka, Tishtalvana, Pla, Rekrakka, Tabitaska, Akiria, Dous, Seergrutalla, Uragdalka, Khaku, Womdalle, Akonnaya, Morakinka, Akasaaja, Dosa, Reta, Nangrii, Roldala, Ritheddalka, Kritasu, Doora. • Family Names: Doomhammer, Deadeye, Foebinder, Elfkiller, Skullsplitter, Axeripper, Tearshorn, Fistcrusher, Blackhand, Hellscream. Orc Racial Traits Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by I. Age. Orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and live longer than humans. Tauren

he plains of Kalimdor have long been a home he plains of Kalimdor have long been a home tohe theseplains tremendous of Kalimdor nomads. have long The been tauren a home are a tohe theseplains tremendous of Kalimdor nomads. have long The been tauren a home are a raceto these of shamans, tremendous hunters nomads. and warriorsThe tauren who are a raceto these of shamans, tremendous hunters nomads. and warriorsThe tauren who are a race of shamans, hunters and warriors who racelong agoof shamans, developed hunters a complex and warriorsculture and who long ago developed a complex culture and long ago developed a complex culture and systemlong ago of developed living without a complex the aid culture of stonework, and systemlong ago of developed living without a complex the aid culture of stonework, and steelsystem or ofconquest. living without This is the not aid to ofsay stonework, that the steelsystem or ofconquest. living without This is the not aid to ofsay stonework, that the steeltauren or are conquest. a race of This pacifists, is not tofor say when that they the are taurensteel or are conquest. a race of This pacifists, is not tofor say when that they the are Ttauren are a race of pacifists, for when they are Ttauren are a race of pacifists, for when they are Tangered they are capable of retaliating with swift and decisive angered they are capable of retaliating with swift and decisive Tangered they are capable of retaliating with swift and decisive Tangered they are capable of retaliating with swift and decisive Tangered they are capable of retaliating with swift and decisive Tangered they are capable of retaliating with swift and decisive Tangered they are capable of retaliating with swift and decisive angeredT they are capable of retaliating with swift and decisive T However, once a tauren has learned to interact with a Tauren also bear no ill will to the members of the Alliance companion, there seems to be a more open and enthusiastic unless threatened by them. Night elves are quite the opposite; exchange of words. Since tauren warm slowly to non-tauren, tauren sometimes view them with awe and fear. Tauren and however, they are usually silent, and sometimes appear night elves have coexisted on Kalimdor for centuries, and brooding. tauren have long seen the Kaldorei as a mythinc race of If anything, a person could attribute the silence of the demigods, possessed of great magice and steeped in natural tauren on the strife of recent times. Tauren have no love for powers. bloodshed, as their deep spiritual beliefs don’t have a place for warfare. The elders of a tribe solve most issues, or two tauren might resolve a conflict with a ritual challenge resembling a Faith duel. For the tauren, nature is the mother of the world, and their Having become members of the Horde has led the faith holds a deep and resonant tone within their hearts. introspective race into more and more conflict, creating a Tauren are connected to the ebb and flow of the world. They demand for tauren warriors and healers. Many must spend revere the spirits of the land and of their ancestors, and they time putting great thought into the actions they perform on turn to these spirits for wisdom and guidance. This the field of battle. Taking another life, whether it is man or connection manifests in their deeply animistic culture, where beast, is an act filled with great significance to the tauren. druids and shamans stand side by side with warriors and hunters. Tauren do not see a separation between the veneration of Appearance nature and the hunt; to hunt is to honor the spirits of nature. Tauren are large, muscular humanoids with bull-like heads. Males average 7 1/2 feet tall and 400 pounds, while females are usually a bit shorter and lighter. Tauren are mostly Names muscle, having incredibly developed physiques and brawny The language of the tauren is often harsh and low sounding, frames most suitable for combat. Soft, downy fur (usually which is reflected in the names of their children. The last quite short) covers the tauren body, with manes growing name of a tauren is usually a family name, handed down along head and neck, the lengths of the arms, and the shins. through the generations. If the tauren has performed some Coloration can range from solid black to blond and even to act that has made an impression on the elders of his tribe, white, or mottled pelts with a range of spots and different however, he may choose to take on his own last name to colors. Horns are most prominent on males, although all commemorate that act. tauren have horns. • Male Names: Azok, Bron, Turok, Garaddon, Hruon, Tauren wear natural clothing — leather or hide, and some Jeddek. cloth. They prize jewelry, designing fine trinkets of ivory, bone • Female Names: Argo, Serga, Grenda, Beruna, Halfa, and amber. From these materials they make bracelets or Aggra. necklaces, and sometimes adorn their horns or locks with • Family Names: Darkthorn, Thunderhoof, Stormhorn, such beautiful displays of artistry. Quillsplitter, Stonebreaker, Plainstalker, Spiritwalker, Grimtotem. Region After living as nomads for generations, the tauren have formed a new home amid the mesas of the vast plains of Mulgore. Thunder Bluff is the single largest tauren camp, a permanent settlement built atop a nearly impenetrable mesa deep in the southern regions of Mulgore. Most younger tauren travel there after questing for a time in Redrock Mesa, a place reserved for training youths to hunt, fight and commune with the spirits. Affiliation: The Horde When the tauren first encountered the orcs of Thrall’s Horde, the tauren recognized the orcs as spiritual brethren. No other race shared such a similar outlook on the world, and the shamans of both races met frequently to discuss the matters of the spirit world. The tauren allied with the orcs out of a shared vision, one of a collective of allies keeping each other well guarded. While the tauren see the orcs and trolls as potential friends to welcome, they rarely trust the Forsaken with more than a nod and a place to set their withered feet nor the Sin'Dorei the taint of magic on the Blood Elves spirit is a poisonous air to the tauren, a stench of the soul that they cannot tolerate for long.

PART 1 | Races 10 As such, written documentation usually falls to the tribe's Tauren Racial Traits shamans and is done on the sides of huts, clothing, tools, or Ability Score Increase. Your Strength or Wisdom score even rocks and other natural formations. Most history and increases by 2, and your Constitution score increases by 2. lessons are passed down orally from one generation to the Natural Weapons. You are never unarmed. You are next. proficient with your horns, which are a melee weapon that deals 1d10 piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself. War Stomp. Once per long rest you may quake the ground with a mighty stomp. All creatures within 5 feet of you must pass a Constitution saving throw (DC equal to your Constitution modifier + proficiency + 8) or be knocked prone. Naturalist You are proficient in the Nature skill. Age. Tauren mature a tittle faster than humans, reaching adulthood around age 14. They age noticably slower than humans and orcs, reaching middle age at 75 and not usually living past 120. Alignment. Tauren revere nature with the utmost respect this leads them to naturally fall into the Neutral category and lean towards Good. Size. Tauren tower over most other races standing between 7 to 10 feet tall. Your size is Medium. Speed. Your base walking speed is 30 feet. Languages. You can speak, read, and write Orcish and Taur'ahe. Orcish is a harsh. grating language with hard consonants.Taur'ahe is often harsh and low sounding Tauren do not have an alphabet as other races do; their written language is made of elaborate pictograms and pictoforms. While the tauren have a written language, based on pictoforms rather than alphabet, their nomadic ancestry discouraged writing. Darkspear Trolls everal troll subspecies exist, and they are — Darkspear trolls, however, deny this legacy. The Horde has almost — universally evil and depraved. Jungle taught them camaraderie, restraint and, to a lesser extent, trolls are wily humanoids that live in Azeroth’s kindness. Trolls are famous for their ability to heal their wilderness. During Thrall’s exodus from wounds rapidly. Lordaeron, the Horde rescued the Darkspear tribe of jungle trolls from the mysterious Sea SWitch. Appearance The Darkspear tribe owes Thrall and the orcs a great debt, Trolls are monstrous in appearance. Skin color varies greatly and allied themselves with the Horde in gratitude. Their based on subspecies, and jungle troll hides tend to be light relationship with the noble orcs and tauren has begun to blue to dark gray. Trolls have pointed, almost elflike ears, long change the Darkspear trolls’ savage natures. Most PC jungle noses, and elongated, sharp faces. Troll teeth are myriad and trolls are Darkspears. pointed. They are lean and wiry, averaging 7 feet tall and 200 Jungle trolls are sly and cunning, and their society is tribal pounds. A troll’s body has no excess fat. They are remarkably and highly regimented. Males control everything; females acrobatic, able to perform back flips from a standstill. exist only to make more trolls. Each tribe includes a chieftain, who is either the most powerful warrior in the tribe or the most accomplished witch doctor; the chieftain leads his Region soldiers in raids against other creatures. The tribe also Trolls live across Azeroth in a variety of climates; jungle trolls, includes one or more witch doctors who assist the chieftain as their name implies, live in jungles. Many jungle trolls live with advice and spells. on tropical islands and fight constantly with murlocs, naga Trolls are adept hunters and daring adversaries. Most and other foul creatures. The Darkspear tribe has a small jungle trolls are vicious, brutal and evil. They wage constant village in southern Durotar. The village is called Sen’jin, war against civilization and attempt to reclaim their past named after the Darkspears’ fallen elder. glories. Trolls are a lurking menace in any wilderness area and willingly ally themselves with other dark powers to achieve their goals.

PART 1 | Races 11 • Family Names: Trolls do not have family names, though Affiliation: The Horde they occasionally use their tribe’s name in its place. Darkspear jungle trolls are steadfastly loyal to the orcs. Though they practice voodoo and many retain their savage natures, Thrall lets them live in his borders and generally do what they want. They feel a great debt to the orcs, and their time fighting alongside the tauren has made them friends of these creatures as well. They are suspicious of the Forsaken, but so is everyone else. The Darkspear tribe doesn’t really hate the Alliance races, but their loyalty to the Horde and their bloodthirstiness make the Alliance a great target. However, their respect for Thrall prevents them from waging a private war against Theramore. The Alliance races do not trust trolls at all, especially after suffering greatly at the hands of forest trolls in the Second War. With the exception of the Darkspear tribe, trolls are evil and dangerous creatures. They are a threat to all intelligent races. Darkspears have no qualms slaying their vile brethren. Faith Since their alliance with the Horde four years ago, many Darkspears have learned shamanism from the orcs and Darkspear Troll Racial Traits tauren. This path proves worthy and valuable, but most jungle Ability Score Increase. Your Dexterity score inereases by 2, trolls follow their ancestral faith — voodoo. and your Constitution or Wisdom score inereases by 1. This malign practice involves brewing noxious potions, Berserking Fly into a frenzy gaining 1 extra attack for 1 ritualized dances and music, and the construction of small minute. effigies. Voodoo taps into dark spirits that other races prefer Regeneration You are treated as having 2 extra Hit Die in to avoid. Trolls particularly adept at voodoo become witch your pool to spend during a short rest, these 2 extra Hit Die doctors or shadow hunters. do not raise your maximum HP total and must be regained by a long rest like normal Hit Die. You can also regenerate limbs with one month of full rest Names (unless the limb was lost to acid or fire damage.) Troll names look simple but are surprisingly complex. Their Troll Weapon Training. You are proficient with all language is largely syllabic, and various syllables can be weapons that have the Thrown Property added to the beginning or end of a troll’s name to denote Age. Trolls mature at the same rate as orcs but tend to be status and ability. The suffix “’jin,” for example, refers to a long lived, though do to their violent nature trolls older than tribal chief or elder, while the prefix “Zul’” describes a voodoo 100 are a very rare sight. master. Alignment. Almost all trolls find themselves aligned with Troll given names are usually only one syllable, to facilitate chaos and evil. The Darkspear tribe through their dealings the additions of these titles. Some trolls drop their given with Thrall and the Horde tend to favor Neutrality. names altogether and are known purely by their titles; a great Dark Vision Accustomed to hunting under dense canopy's tribal witch doctor, for instance, might be called “Zul’jin.” you have superior vision in dark and dim light conditions. You Troll naming practices also vary by subspecies, tribe and can see in dim light within 60 feet of you as if it were bright occasionally by family. Some trolls ignore them altogether. tight. and in darkness as if it were dim light. You can't disecrn Troll names are a complex subject. color in darkness, only shades of gray. • Male Names: Vol, Ros, Mig, Gal. Size. Troll females stand 5-7 feet tall while males stand 6-7 • Female Names: Shi, Mith, Hai, So. though they slouch heavily bringing their height in line with the females of their race. Your size is Medium. Speed. Your base walking speed is 30 feet. Languages. You can speak. read, and write Zandali and Orcish. Orcish is a harsh. grating language with hard consonants. Trolls of all types speak Zandali, which is descended from their ancestral tongue, though some have descended so far into barbarism that they have forgotten this language, instead speaking Low Common. The Troll language is largely syllabic. Like many languages, Zandali has many accents divided by regions. The Stranglethorn Vale accent is distinct enough that trolls can recognize it with only one word.

PART 1 | Races 12 The Forsaken ndead humans and elves freed from the Lich King’s control, the Forsaken are a strange and dark force. Hailing from the twisted, skittering darkness of Undercity, the Forsaken are nominally allied with the Horde but serve only themselves. Their objectives are twofold: Ueliminate the Scourge, and establish a place for themselves on Azeroth. Four years ago, the high elven Ranger General Sylvanas Windrunner fell in combat against the Scourge. Prince Arthas raised her as a banshee and compelled her to follow his command. When the Lich King’s power waned in the incidents surrounding the Frozen Throne, Sylvanas harnessed her fury and tore herself free from his skeletal grasp. She freed many other undead as well, and recruited powerful allies from the Burning Legion and the surrounding ogre clans. Sylvanas dubbed her new force the Forsaken, and the undead established their capital in the labyrinthine crypts beneath Lordaeron’s capital city. Their sprawling, subterranean realm is called Undercity. The Forsaken made allies of the Horde out of necessity and convenience. They have no love for orcs, tauren or any other living creature, but they need time to strike against the Scourge and allies to help them do it. The Forsaken claim that they joined the Horde to prove their desire to leave their evil ways behind, but no one really believes this. The Horde accepts the Forsaken’s help, as they do indeed have a common enemy: the Scourge. The Horde is leery of the Appearance Forsaken’s tactics, however, and keeps watchful eyes on them. Forsaken, unsurprisingly, look like dead people. Their skin is This caution is justified. Forsaken culture is strange, a gray and rotting, showing bone and flesh in places. Their perverse combination of the lives they once knew as mortals pupil-less eyes glow with dim, white ghostlight. Their muscles and the mindless slavery they experienced in the Scourge, are withered, making them scrawny. colored by white-hot rage toward the Lich King and an almost Their movements can be somewhat slow but jagged, unless equally intense devotion to their queen. Never sleeping, pushed into battle. eating or falling ill, abandoned by those they once loved, the Forsaken hardly ever smile (unless their lips have rotted Forsaken have a brutal set of priorities. A great portion of away — then they smile all the time). Necromantic magic their efforts focus on dark alchemy, and the Royal Apothecary keeps them somewhat preserved, but natural decay still Society commands great power in Undercity’s oily tunnels. proceeds, just slower than normal. The apothecaries constantly send Forsaken on missions to gather odd materials for their twisted experiments. Rumors tell that the undead creatures are working to create a plague Region that will exterminate the Scourge and every living being on Undercity is the Forsaken’s home. They have also taken over Azeroth. Tirisfal Glades and have several towns in that cursed wood. Are the Forsaken evil? At times it can be difficult to tell. Forsaken patrols have tried to secure Silverpine Forest for Some Forsaken attempt to reclaim their humanity by acting the past couple years, but they are unable to do so. in kind and helpful ways. Others allow hatred to fester into cruelty and rage. All that can be said is that the Forsaken follow their own agendas, and the rest of the world be Affiliation: The Horde damned. Though the Forsaken do not trust anyone and no one trusts And if they have their way, it will be. them, they are members of the Horde and, for now, do their best to help their allies and placate their ambassadors. Forsaken have even less love for the Alliance, particularly because they clash constantly with the human organization called the Scarlet Crusade.

PART 1 | Races 13 Names Like their dark lady, Forsaken keep the names they had when they were alive. As most Forsaken are human, these tend to be human names. If a Forsaken cannot remember her name, she may make up a suitable name or read one from a headstone. Some invent surnames that imply their desire to eradicate the Scourge. • Male Names: Roberick, Magan, Danforth, Lansire. • Female Names: Yellen, Limmy, Sarias, Mierelle. •Family Names: Darkfall, Blacksling, Ghoulhunter, Blastlich. Forsaken Racial Traits Ability Score Increase. Your Wisdom score inereases by 2, and your Constitution score inereases by 1. Canabalism. Your undead biology allows you to regenerate through the consumption of deceased. Once per long rest eat a slain humanoid (or corpse) to heal as if you spent 2 HD. Will of the Forsaken. You gain advantage on saving throws against being Charmed and Frightened. You are immune to magical sleep effects. State of Undeath. Do to your cursed fate you no longer need to eat, breathe, or sleep (you must still rest to regain the use spells and abilities.) As such you do not suffer the penalties for lack of these basic needs. Necrotic Resistance. You are resistant to necrotic damage. Age. Most Forsaken see their age as meaningless, while some can recall their previous lives most prefer not to remember such things as birthdays or anniversaries finding Faith the memories too painful or infuriating. Since the Forsaken are a relatively "new" race no one Some still adhere to their old faiths, such as the Holy Light. knows for certain how long one may last as their bodies rot However, of Forgotten Shadow was created they may become mindless skeletons later on, or perhaps through the (re)discovery of the teachings of bishop Natalie they will waste away into nothing becoming wandering spirits Seline by Forsaken priests in Lordaeron after the capture and for all eternity... refurbishing of the Undercity. Shadow priests generally do Alignment. Although most of the race is fueled by evil not practice openly, and not all members are Forsaken, magic, the Forsaken cannot be thought of in purely dualistic although they formed the cult. terms entirely. While undead, the Forsaken are still inherently Priests of the Forgotten Shadow believe that the faiths they human, the majority of whom were victims of the plague held in life have failed them. They instead turn to dark spread by Kel'Thuzad. energies to accomplish their goals. They teach that there Thus some of the Forsaken are still good beings, if no must be a balance between Light and darkness, and longer living. As the above suggests, some individuals among members of the cult must know the Light as well. them are capable of a tragic form of nobility, in that they do Some Forsaken priests continue to wield the Holy Light. not allow their inability to obtain redemption to prevent them While it is possible for them to use or be healed by the Light from trying. to its full effect like any living humanoid, it is accompanied by Those that try often leave the Forsaken, seeing its flaws, intense pain, making it require notable willpower to suffer and join other causes. These Forsaken rebel against their through. race, seeking a better way to end the Lich King's reign or Though painful, this does not cause any actual harm or search for a way to reclaim their lost humanity, while others damage on their undead bodies, even over long periods of work to reform it from within time. In fact, some Forsaken with persistent contact with the Dark Vision. Forsaken have superior vision in dark and Light over many years have even started to experience a dim light conditions. You can see in dim light within 60 feet of return of their senses, which is not a pleasant experience you as if it were bright tight. and in darkness as if it were dim given their rotted state. light. You can't discern color in darkness, only shades of gray. Some Forsaken have abandoned religion, just as they Size. Forsaken tend to be the same height in death as they believe it abandoned them. They place their faith in their once were in life (barring the occasional need to find queen and their dark science. replacement parts.) Your size is Medium. Speed. Your base Some have turned to the Burning Legion as a source of walking speed is 30 feet. power, believing that only it is potent enough to defeat the Lich King. Languages. You can speak Orcish, Common, and Gutterspeak (also known as Low Common.) Gutterspeak is a vulgar form of Common that evolved in the shady underground of black markets and rogues' guilds as the tongue spoke by people of ill-repute. Blood Elves hose now known as blood elves were once It was an offer Kael'thas felt he had to accept; he was high elves. With the great power and certain his people would die without either a cure or a new protection of the Sunwell at their beck and call, source of magic. Kael'thas pledged his allegiance to Illidan, the elven kingdom of Quel'Thalas thrived for a who taught several blood elves the techniques he had offered. strong 7000 years. Masters of magic, and with These teachings spread to the other blood elves in Outland, a natural affinity for wielding it, the high elves who were then able to stave off their painful hunger for Tchampioned the belief that they were the "sun arcane magic. blessed." They basked in the Sunwell's might, using it much The prince sent back a master magus named Rommath like the Highborne they descended from used the Well of and several of his magisters, with a message of hope for the Eternity. blood elves remaining in Quel'Thalas: That one day Kael'thas Life for the high elves changed during the Third War, when would return to lead his people to paradise. King Arthas' Scourge attacked Quel'Thalas and shattered the Rommath has made great progress in teaching the blood elven race. The Scourge slew more than 90% of the high elves advanced techniques to manipulate arcane energies, elven population, devastating their kingdom, and slaying King although unlike their brethren on Outland, the blood elves of Anasterian Sunstrider. His son and heir, Prince Kael'thas Azeroth employed this technique only on mana crystals and Sunstrider, was thankfully studying magic in Dalaran at the small mana-bearing vermin, and attributed these teachings to time of the disaster and quickly rushed to his people's aid. He Kael'thas alone - most are unaware of their prince's alliance returned to find Quel'Thalas in ruins, and thirsting for with Illidan. vengeance, gathered the survivors and renamed them "blood With renewed purpose, the blood elves have now rebuilt elves" in honor of their fallen kin. Prior to the Sunwell's the city of Silvermoon, though it is powered by volatile destruction, all high elves were constantly bathed in its magics. Emboldened by the promise of Kael'thas' return, the magical power. Now bereft of this arcane energy, the elves of weary citizens of Quel'Thalas now focus on regaining their Quel'Thalas suffered heavily from terrible withdrawals. strength, even as they forge a new path into an uncertain Kael'thas worried that they would soon die without another future. magical source to replace the Sunwell. Soon, the blood elves clashed with the Scourge and the Amani trolls, who were making inroads into former elven territory. Lor'themar Theron was commanded to watch over the shattered elven kingdom and look to finding a cure for their addiction, while Kael'thas took a group of the strongest blood elf warriors and spellcasters and joined the New Alliance against the Scourge. They were eager to avenge themselves on the undead forces; however, bigotry on the part of the Alliance's commander prevented the human forces from fully utilizing the aid the blood elves could bring to their fight. Due to Grand Marshal Garithos' prejudices, Kael'thas was forced to accept the assistance of Lady Vashj, and her reptilian Naga. When the humans discovered that the blood elves were working with the naga, they were imprisoned and sentenced to death by Garithos, for "conspiring with the enemy". However Kael'thas and his soldiers escaped the prisons of Dalaran with the aid of the naga, who told Kael about Illidan Stormrage, and the possibility of his knowing a way to help the Blood Elves with their magical addiction. This group of blood elves then helped defeat the demon Magtheridon and claimed his Black Citadel as their own. Kael'thas beseeched Illidan for a cure to the blood elves' addiction to magic. Illidan had a different proposal in mind, though: in return for the blood elves' loyalty, he would teach them to drain magic from powerful alternative sources, including demons. Appearance Blood elves stand 7-7'5 feet tall. Blood elven males typically have slender, muscular, and athletic bodies. They also possess long pointy ears, acute senses and keen sight in the darkness. Night elves have long, slanted ears while blood elves' ears are shorter and tend to point upwards. Blood elven females can possess much the same, albeit typically sporting a slim elven physique. Like all elves, blood elves are considered highly attractive by the standards of most mortal races. They typically have fairly long hair, generally do not grow their facial hair to gigantic proportions until old age, and generally stand slightly taller than their human gender counterparts. As a general rule, blood elves are also slim, athletic, strong, and graceful. Furthermore, they all have large pointed ears that tend to be greeted with admiration (or mockery) by other races. Blood elves are, biologically and physiologically, high elves. Courtesy of their exposure to fel magic (the practice of which spread in a similar fashion to the orcs' own exposure to the substance, tainting even those in its proximity who chose not to dabble in it), the eyes of the sin'dorei now produce an emerald glow. This is the high elven's body's natural reaction to spending time around fel magic. Those blood elves and high elves who succumb to their magical addiction and descend into madness are counted among the Wretched. Region Following their exile from Darnassian society and their abandonment of the Tirisfal Glades, the Highborne under the leadership of Dath'Remar Sunstrider founded the kingdom of Affiliation: The Horde Quel'Thalas to the north, within which they reinvented The blood elves are a proud people, and as history has themselves as the high elves. shown, they prefer to keep to their own company. Quel'Thalas Soon, Quel'Thalas became a shining monument to high enjoyed seclusion from the younger races for a long while, elven prowess; the land was magically bathed in an eternal until both the Troll Wars and the Second War forced them springtime, and Dath'Remar created the Sunwell, his people's into alliances with humanity. Despite this, Quel'Thalas was own version of the Well of Eternity, which empowered the quick to retreat back into independent seclusion until the citizens of Quel'Thalas from then onwards. The elves earned Scourge invasion - at which point, they began to actively seek the enmity of the forest trolls of Zul'Aman, under the Amani new allies under Lor'themar Theron and Kael'thas Empire, who viewed the elves as usurpers. Sunstrider's directive. They are currently members of the After several long-spanning conflicts, King Anasterian Horde. Sunstrider presided over the Troll Wars, which dealt the The blood elves remaining on Azeroth have developed a Amani a defeat they would never truly recover from. In its relationship with the Forsaken due to Queen Sylvanas seclusion, Quel'Thalas continued to prosper with the Windrunner, who was Ranger-general of Silvermoon until protection of the Sunwell (even rendering the invasion of the Arthas converted her into undeath against her will. The Amani remnants and their Old Horde allies fruitless), until queen claims that she still considers herself one of the the kingdom's formidable defenses were bypassed by the foremost protectors of Quel'Thalas. She has repeatedly treacherous scion of Lordaeron, Prince Arthas Menethil, and offered assistance in the form of supplies and troops. The his undead Scourge. sin'dorei initially feared a trick, though ultimately relented During the Scourge invasion of Quel'Thalas, the high elves and allowed Sylvanas to station Forsaken troops in the were nearly scoured from Azeroth: the king perished before Ghostlands to help supplement the overstretched blood elven Arthas's dark powers, the Sunwell was destroyed, and the military fighting to secure it. Following this, Quel'Thalas and bulk of their people were slaughtered. In the wake of this Undercity has developed something of a camaraderie, and an devastation, the king's son Prince Kael'thas Sunstrider orb was constructed to allow quick travel between the two proclaimed the surviving high elves reborn from the ashes of nations. The people of Quel'Thalas itself have seemingly their shattered kingdom and people, as the blood elves. The come to view their former Ranger General as something of a blood elves worked tirelessly to reclaim their homeland from hero, who gave her life to protect Silvermoon and continues the lingering undead, and eventually succeed in taking back to assist it in undeath. much of their country, the capital of Silvermoon included. Following the actions of the bigoted Grand Marshal Garithos, The vast majority of blood elves are now members of the the blood elves became more opposed to the notion of Horde, this alliance conveying a strong clash of culture. The working with the Alliance than ever. Despite this, Quel'Thalas blood elves are a major part of the eastern Horde, along with did engage in diplomatic relations with an Ironforge their former Ranger-general Sylvanas Windrunner and the ambassador, though this did not end too well. Certainly, the Forsaken. As relatively new members, the blood elves have Alliance has shown no interest in helping the Azerothian sent several diplomats to various cities and leaders of the blood elves either reach Outland or drive the Scourge out of Hordeand diplomats of each Horde nation are found within Quel'Thalas. Silvermoon City. Though the wider Horde was initially Already suspicious of the few scattered high elves who still reluctant to forge allegiances with the sin'dorei, the vouching exist, the Alliance considers the blood elves even less of Sylvanas, and the general consensus that the blood elves trustworthy. Night elves are particularly hostile toward blood could bring to the table what the Horde had previously elves: to night elves, the sin'dorei stink of desperation and lacked, would ultimately pave way to Quel'Thalas being arcane magic. accepted as an equal independent nation of the Horde. The sin'dorei appear to hold little opinion on the dwarves. Several blood elves prefer to keep with their own company, A number have raised their voices against Ironforge, even viewing their deployment outside of Quel'Thalas as going so far as to state how the dwarves have "never been a something of a nuisance, though others have been seen to friend" to Quel'Thalas, but this sentiment is sparse. Rivalry integrate fairly well into the wider Horde, even coming to between the sin'dorei and the dwarves regarding ancient appreciate its vastly different culture. artifacts has recently emerged, the Reliquary rising to counter Some powerful blood elves have even been inducted into the dwarven Explorer's League. The elves of Quel'Thalas are the Kor'kron Guard, the most elite fighting force in the one of the few races the dwarves of Aerie Peak have ever Horde's arsenal. The blood elven Reliquary is dedicated to trusted; the elves sent their evacuated children to seek refuge giving the Horde a monopoly on artifacts of great power. with them during the Scourge invasion. The relationship between the Darkspear tribe and the The blood elves have a convoluted history with the draenei. sin'dorei is a complicated one. Some blood elves appear Kael'thas's blood elven forces were responsible for the openly hostile to the trolls, going as far as to refuse them bewildered draenei fleeing Outland in the Exodar, and service despite their shared allegiance. On the other hand, furthermore responsible for it crash landing into Azeroth. Chieftain Vol'jin himself has a fairly amiable and respectful They later attempted to summon in reinforcements from relationship with Ranger General Halduron Brightwing, Tempest Keep in order to conquer the Exodar completely and perhaps born of their more moderate outlooks. slaughter the remaining draenei. A particularly bitter grudge lies between the blood elves and the night elves. Indeed, night elves regard blood elves with suspicion, disgust, or outright hostility, while the blood elves in turn view their kaldorei cousins as savages. Shortly after the magisters' return and the reclamation of Silvermoon, a night elven cadre entered Quel'Thalas to spy on the blood elves' activities, though were forcibly expelled. The blood elves have a somewhat divided opinion on what remains of their high elven brethren. Some have expressed no particular grudge or strong feelings towards the quel'dorei remnants while others view them as no better than the former allies that had abandoned them. Many blood elves once had strong ties to Dalaran and the Kirin Tor, having produced productive members of the Kirin Tor for over 2,000 years, Prince Kael'thas himself having studied there and Grand Magister Rommath having once lived there. However, the Kirin Tor did not intervene when Grand Marshal Garithos sentenced the blood elves to an unjust death, leaving Rommath and his magisters to hold a strong hatred towards them for it. How fast they age precisely is unknown, but the oldest of Faith their kind seem to be roughly 3,000. Anasterian Sunstrider, the High King of Quel'Thalas, was extremely long-lived, The blood elves venerate the metaphorical idea of the "sun" having presided over a number of long-standing conflicts and in their culture. They consider themselves the "sun-blessed," died in around his three-thousandth year. and have incorporated it into even their social greetings and By this time, his physical appearance had become elderly farewells. This reverence is the polar opposite belief of their and wizened, suggesting that typical blood/high elven old age night elven cousins, who hold the moon in a similarly high is induced around that time period. regard. Alignment. Most blood elves are not insane or evil they This stems from elven society centering on the age-old — just choose to fight fire with fire. They are suffering due to the Sunwell, which had empowered and protected Quel'Thalas loss of their precious Sunwell; they all needed and still need and its citizens for a strong 7,000 years prior to its — to feed on arcane energies, even though most of them destruction. Following the loss of the Sunwell, Quel'Thalas' — aren't spellcasters. The most powerful blood elf spellcasters citizens came to incorporate the notion of "remembrance" in are insane, as the magic they wield is corrupting. Farstriders honor of their fallen fount - "Remember the Sunwell." is one of the few groups that still have any of these virtues. As high elves, several blood elves were members of the Size. Blood Elves typically have fairly long hair, generally Church of the Light. Following the Scourge invasion of do not grow their facial hair to gigantic proportions until old Quel'Thalas, a number of the sin'dorei felt and believed that age, and generally stand slightly taller than their human the light had abandoned them in their darkest hour. One of gender counterparts. As a general rule, blood elves are also the most prominent followers of this mindset was Lady slim, athletic, strong, and graceful. Furthermore, they all have Liadrin, who renounced her vows to the light due to this large pointed ears that tend to be greeted with admiration (or supposed abandonment. mockery) by other races. Your size is Medium. A disillusioned Liadrin and many of her followers would Speed. Your base walking speed is 30 feel. later use the Light as a tool, forcibly taking it rather than Darkvision. Accustomed to twiglight forests and the night relying on faith to wield it, though some blood elves remained sky, you have superior vision in dark and dim conditions. You faithful in the light's guidance and continued to wield it can see in dim light within 60 feet of you as if it were bright without resorting to these methods. light, and in darkness as if it were dim light. You can't discern color in darkness only varying shades of gray. Names Magical Attunement You have advantage on Intelligence, Wisdom, and Charisma Saving Throws to spell effects. In contrast to their night elven cousins, blood elven naming Arcane Affinity. You have proficiency in the Arcana skill. conventions tend to favor the concepts of the day, the sun, and Cantrip. You know One Cantrip of your choice from e the brightness/light/fire over the night, the moon, and darkness. wizard spell list. Intelligence is your spellcasting ability for it. A prefix referencing one in some way ("Brightwing," Languages. You can speak, read, and write Common "Sunhallow," "Dawnglow," "Blazefeather," etc.) is quite Thalassian, and Orcish. common in many blood elven surnames. Thalassian is the language of the high elves, half-elves, half However, some others eschew this altogether and have blood-elves, and blood elves a derivative of the Darnassian fairly standard elven names that evoke no particular imagery; — language of the night elves. It has both written and spoken Lor'themar Theron himself is a prominent example of this. equivalents. Individuals who are unfamiliar with the Some blood elves changed their surnames as a further language's proper name may refer to it as high elven. homage to their fallen people and loved ones, taking names such as "Bloodwatcher," "Bloodblade," and "Bloodwrath." Male Names: Mariel, Athaniar, Anandor, Tharama, Viridiel, Malanior. Female Names: Anarial, Freja, Driana, Coria, Alanassori, Melanion. Family Names: Boughstrider, Dawnblade, Lightbringer, Morningray, Suntreader. Blood Elf Racial Traits Ability Score Increase. Your Intelligence score increases by 2. Charisma score increases by 1. Elven Weapon Training You are proficient with Longswords, shortswords, longbows, shortbows. Age. Blood elves can potentially reach up to several thousand years of life. It appears that physical maturation is roughly on par with human aging, as seen with several young elves, though only up to a point. The aging process appears to even out at around their physical peak, before their aging becomes more sporadic and typically elven. Goblins oblins are small humanoids, crafty and shrewd, Goblins are shrewd in business, and clients who believe bearing an overwhelming interest in they walked away with the upper hand are almost always commerce and a strong curiosity about sorely mistaken. “To cheat a goblin” is a dwarven idiom mechanical things. Goblin society is meaning “to do what is practically impossible.” (“Gamgi fragmented, defined chiefly by commerce and cheated a goblin when he escaped that cave-in!”) Goblins are trade. The ultimate schemers and con artists, also consummate tricksters and con artists. Their mission in Ggoblins are always in search of a better deal. the world is to create incredible new inventions, accrue the Other races universally view goblins as inventors, merchants resulting wealth, and cause as much subtle mischief as and, without exception, maniacs. possible along the way. Goblins value technology as a useful aspect of commerce. Some say that their advantage — and their curse — is to be the primary users of technology in a world governed by Appearance magic. While dwarves and gnomes share a similar gift, goblin Goblins are slight and wiry, averaging 3 feet in height and technology is more far-reaching and sinister and makes a weighing between 30 and 50 pounds. They have long, sharp larger impact on the natural world. They employ vast teams noses, chins and ears, and green skin. Their arms are long of engineers who expand on current technology and produce and slender and their fingers deft. They tend to wear leather gadgets to suit a wide array of applications. They constantly clothing, often cut into aprons to protect against caustic build and repair machines and work on new ideas. fluids. Goggles usually cover their eyes, and various Unfortunately, goblins alternate passionate genius with technological devices are strapped across their bodies. wandering focus. Their lack of discipline means that many creations end up half finished as something else catches their attention. Region Goblin workmanship has a partially deserved reputation Goblins are a wily, cunning race of traders and tinkers whom for unreliability, and a goblin device may explode simply adventurers typically encounter as parts of trading envoys… because its creator forgot to add a vital release valve. Goblins or on pirate raids. Goblin ships frequent the seas, ferrying or are envious of the Ironforge dwarves’ invention of firearms, seeking riches, slaves or exotic wares. Kalimdor’s main goblin both from a commercial and a technological standpoint. port is the party town of Ratchet, a harbor city located on the Goblins recognize that firearms represent a new source of eastern shore of the Barrens directly between Durotar and power, and he who controls the source controls the gold — Theramore. Goblin trade outposts are found everywhere, which is, to goblins, the ultimate power. Fortunately for the including all major cities and such inhospitable realms as rest of the world, goblin firearm experimentation suffers from Northrend and Stranglethorn Vale. Their zeppelins run a the race’s normal laxity — and improperly tended gunpowder wealthy business ferrying passengers across kingdoms and experiments continue to end the careers of many aspiring continents. goblin tinkers. However, goblin ingenuity has paid off a few Goblins are neutral and take pains to make sure their times; goblin gunpowder weapons tend to be inelegant and nearby customers play nice with each other. Goblin guards violently explosive (land mines, rockets and the like). patrol Ratchet’s streets, keeping tabs on the various Horde A number of trade princes rule over Azeroth’s various and Alliance visitors. Traveling goblin merchants employ goblin holdings. Though the trade princes all live in the bodyguards to protect them and their wares. goblin island city of Undermine far from Kalimdor and the eastern continents, each controls his own private army and trade fleet. Each trade prince has his own specialty, monopolizing trade in a certain area, such as mining, deforestation, slavery or poaching. The trade princes are the most cunning of their race and stop at nothing to amass their fortunes and power, whether through legitimate means or via black markets and treachery. Goblins encountered on Kalimdor and the eastern continents are freelancers, privateers or agents of Undermine’s trade princes. Goblins are tenacious fighters. They attack from range with crossbows or firearms (making individual modifications to dwarf-made weapons) and use maces, short swords or bizarre, home-brewed steam weaponry in melee. When attacked in their warrens, they fight with tools as well. Goblins have a good grasp of tactics and strategy, and are masters of siege warfare. Their love of large machines makes them ideal mercenaries for attacking fortifications. Dangerous Tinker. The gnomes like pretty things, but you Affiliation: Independent like your creations to be a little more dynamic. You have proficiency with artisan’s tools. Using those tools, you can Goblins hired themselves out to the Horde in the Second spend 1 hour and 10 gp worth of materials to construct a War, but now they belong only to themselves and whoever Tiny clockwork device (AC 5, 1 hp) that works for 24 hours, pays them. Constantly building and inventing requires or when you use your action to dismantle it. You can have up massive resources, both for creating the machines to three such devices active at one time. You may reclaim the themselves and maintaining those that actually work. parts used to create the device once it stops functioning, only Cannibalizing old machines only partially sustains this if it did not explode. When you create a device, choose one of fervent activity of creation, so goblins rely on trade with as the following options: many races and cultures as possible. They are the Bomb Boy: A clockwork tiny construct that is in the form quintessential merchants, peddling all manner of exotic of a goblin. When placed on the ground, the toy moves 5 feet goods for the highest possible prices. across the ground on each of your turns in the direction it is Goblin mechanical and mercantile pursuits are not always faced making a loud wailing sound as it walks. When it is (or even often) performed within the bounds of polite society. destroyed roll a d20. On a roll of 18, 19 or 20 the object Though not evil, goblins are willing to embark on shady explodes in a sphere of a five foot diameter dealing 1d4 Fire business ventures slavery, deforestation, poaching, — damage. smuggling and oil drilling, for example to accomplish their — Arsonists Friend: A small brass rod with a slit at the top goals. They are opportunists to the core and revel in bartering and a button on the side. When the button on the device is is the better deal at every turn. pushed roll 1d6. On an even roll the device produces a Goblins try to get along with all other races. Doing so is miniature flame, which you can use to light a candle, torch, or part of their business. Nevertheless, everyone views goblins campfire. On a roll of one the device explodes causing 1d4 with justified suspicion. Night elves in particular dislike the Fire damage to the user. Using the device requires an action. goblins because the little creatures have no respect for nature Blast Orb: The device is a small brass orb that makes a or natural resources. ticking sound once a small button on the top is pressed. In 1d10 turns after the button at the top is pressed the device Faith explodes in a sphere 5 feet in diameter dealing 1d4 Fire damage to anything within it. If the device is destroyed, Goblins place their faith in themselves and in gold. They raise nothing happens. eyebrows at insubstantial concepts such as shamanism and Almost Fire Proof. You have set yourself on fire so often the Holy Light, preferring gods they can see, weigh and you've gotten used to it. You are resistant to Fire damage. spend. Alignment. The Goblins love for commerce and the general need to put gold above anything else make them epitomize the nature of Neutrality with a slight bent toward Names the Chaotic. Every goblin has a given name and a family name. The family Size. Goblins are short, usually 3 to 4 feet and weigh about names portray some ancestor’s achievement, though a goblin 90 pounds. Your size is small. may take a new family name if he feels he has made an Speed. Your base walking speed is 30 feet. Goblins are accomplishment that outstrips that of his eponymous naturally fast despite being small creatures. forebear. Darkvision. You have superior vision in dark and dim Male Names: Zautso, Beedle, Chizbolt, Nuzak. • conditions. You can see in dim light within 60 feet of you as if Female Names: Lystis, Mefeero, Sazai, Rossa. • it were bright light, and in darkness as if it were dim light. Family Names: Steamgear, Boltnose, Manclamp, • You can’t discern color in darkness, only shades of gray. Leafgrinder. Languages. Common, Goblin, and Orcish. Goblin Racial Traits Ability Score Increase. Your Charisma Score is increased by 2. Your Intelligence or Dexterity score is increased by 1. Age. Goblins age at about the same rate as humans do, and live just about as long as they do. Nimble Escape. Goblins know when to run when things get heated. You may disengage as a bonus action. Silver Tongue You gain Proficiency in the Persuasion and Deception skills. Dranei, The Exodar Exiles ong ago, on the planet of Argus, the eredar race In time the draenei met and befriended the shamanic orc arose. They were extremely intelligent and had clans that already lived in the tranquil southern grasslands. a natural affinity for magic in all of its forms. Aside from engaging in some limited trade, the draenei and Using their gifts, they developed a vast and orcs regarded one another with respect but kept mostly to wondrous society. themselves. However, no amount of preparation could keep the draenei LAt some point, they were visited by beings of light, Naaru. hidden forever. Eventually, Talgath—after some 25,000 years They gifted the eredar with the sacred ata'mal crystals, which of pursuit—stumbled upon Draenor, and reported back to enhance their intellect and help them unravel the mysteries of Kil'jaeden. the universe. Kil'jaeden, however, was intrigued by the neighboring orcs. At the height of their society, the eredar's three most Through his protégé Gul'dan, he quickly succeeded in prominent leaders, Kil'jaeden, Archimonde, and Velen, were corrupting them. Smoothly manipulated from a state of wary approached by Sargeras, the Fallen Titan. Sargeras claimed acceptance into blind rage and blood lust, the orcs attacked he was impressed by the work of the eredar: he wanted to the draenei. This bloody conflict lasted nearly eight years, but supply them with even more power and knowledge, in the orcs' triumph was unequivocal. The orcs killed over eighty exchange for their loyalty. But while Kil'jaeden and percent of the draenei race and sent the rest fleeing for safety Archimonde readily accepted the deal, Velen had a vision of to the remote corners of the world. Draenei who had fought the future that filled him with dread. He saw the dark future the Horde and survived found that they had been affected by his people were heading towards: siding with the dark titan the fel energies wielded so freely by the orc warlocks. These Sargeras and transforming into demons. Velen saw the draenei have since mutated into lesser forms, resulting in a Legion in all its terrible might and witnessed the destruction series of subspecies. it would wreak upon all of creation. He hastened to warn Kil'jaeden's revenge was complete, or so he thought — Kil'jaeden and Archimonde, but they dismissed his concerns Velen and a handful of untransformed draenei have survived and proceeded to profess loyalty to the Destroyer of Worlds. the destruction of their cities by the orcs and fled to Together, the latter transformed a majority of their people Zangarmarsh. There they have been hiding until recently. into an insidious race of warlocks and later allied themselves Naru Crash Site The Exodar crash site. After coming to with the Burning Legion. Draenor, the blood elves discovered the power of Tempest Velen nearly despaired, but his prayers for help were Keep and successfully seized it. To escape, the draenei came answered. A being came to Velen and explained that it was out of hiding and managed to wrestle control of a wing of the one of the naaru, a race of sapient energy beings bent on keep, The Exodar, and tried to use it to flee and find aid in stopping the Burning Legion. The naaru offered to take Velen retaking their home. Before they could, however, the blood and any other like-minded eredar to safety. Deeply relieved, elves managed to sabotage what is essentially the "engine" of Velen gathered the other eredar loyal to him. Naming the draenei's transdimensional travel. The remainder of the themselves the "draenei", or "exiled ones" in the Eredun Keep lies in Outland in Netherstorm and is now the home of language, the renegades barely escaped from Argus in the Prince Kael'thas. naaru ship Oshu'gun, with the Burning Legion hot on their When the draenei tried to planeshift, their sabotaged heels. Kil'jaeden was furious with what he felt was Velen's engine went haywire, and The Exodar ended up hurtling out betrayal, and the demon vowed to hunt Velen and the rest of of control through the Twisting Nether until it crash-landed the draenei to the ends of the cosmos if need be. on a chain of islands, the Azuremyst Isles, off the western The draenei visited many worlds and explored much of the coast of Kalimdor. As the surviving draenei salvaged what known cosmos in their quest to find safe harbor. Still, a hell- they could of their ship and tried to help what was left of their bent Kil'jaeden would not give up his pursuit, sending his people, they began exploring this new world; contact with the agent Talgath to hunt them down. Meanwhile, the enigmatic night elves of Darkshore was imminent. naaru race blessed the draenei with Light-given knowledge and power. The naaru explained that there were other forces in the cosmos that would stand against the Burning Legion. One day the naaru would forge them into a single unstoppable army of the Light. Deeply affected by the naaru's words, the draenei vowed to honor the Light and uphold the naaru's altruistic ideals. At last Velen and his draenei settled upon a remote and peaceful world that seemed an ideal refuge. They named it Draenor, or "Exiles' Refuge", and there they quietly cultivated their society once again. Ever wary of being discovered again by Kil'jaeden's forces, Velen and his mystics kept their magic hidden. As far as interracial relations go, the draenei still distrust or Appearance in some cases hate the orcs after having lost so many of their kind when the orcs turned on them. Certain characteristics of Draenei are physically similar to the eredar of the Burning modern orcs, such as their still-green skin and the fact that Legion. They do not, however, seem to exhibit the red skin of some still practice warlock magic (though their new allies, demonic eredar. Draenei also lack the horns that demonic the humans, worgen, dwarves, and the gnomes, are also eredar have on their faces, but they do possess fangs. Males guilty of this), as well as personal grudges on both sides, and females range anywhere from six and a half to seven feet make the road to forgiveness difficult, regardless of whatever tall and weigh from 250 to 350 lbs. peace initiatives Velen or Thrall are willing to launch. Draenei males have tendrils coming out of their chin and a Nevertheless there are still cases of acceptance between the fan-like forehead plate which rises and overlaps other two; for instance, the Horde aligned Earthen Ring has forehead plates behind it. Male draenei have large tails which accepted draenei and Broken shamans to heal Outland. The are held erect by developed muscle structure. The female of draenei are also coming to loathe the blood elves, due to the the species exhibits marked differences: rather than the unprovoked assault on Tempest Keep by the blood elves forehead plates featured on the male, they have vaguely horn- under Kael'thas and their new methods of feeding their shaped cranial extensions that extend over the upper magical addiction. They do see that not all blood elves serve cranium and end on either side of the crown. Female cranial Kael'thas and even Velen himself has forebodingly told of the tendrils sprout behind the ear and are typically long enough redemption of the elven race. As with any other races though, to reach the shoulders. Their tendrils are thinner than the there are people among them that have strong opinions and male's. Female draenei tails are shorter and have a lower beliefs based on first impressions: Despite the help offered by muscle density. In both genders, the hooves are relatively the Scryers and Naaru's acceptance of them the Aldor are in large, in contrast to the more compacted hooves of their strict competition with them, going so far as not to associate demonic counterparts. at all with those who have chosen to side with the Scryers. Draenei have a diverse collection of hair colors including Early overtures of friendship with the Alliance had been gray, white, blue/black, brown, and purple. They skin color met with varying degrees of success. Many of the Alliance ranges from a Light Blue (almost bordering on white) to a races have trouble distinguishing the draenei from the deep dark (almost black) purple. man'ari eredar who nearly brought about their destruction. The night elves in particular have twice suffered heavily at the Region hands of Archimonde. However, the draenei are quickly being accepted by most races, and ambassadors from the Exodar The Azuremyst Isles are a group of islands located off the have been welcomed into the Alliance's halls of power even coast of northern Kalimdor. Little was known about this — those of the night elves, where a draenei emissary stands at island chain until the arrival of the Draenei on Azeroth not the right of Tyrande herself. long before the re-opening of the Dark Portal. Their vessel of the Exodar - a satellite of Tempest Keep - crash-landed on Azuremyst Isle (from which the chain gets its name) and crystals from its superstructure are strewn throughout the island chain, causing severe damage to the islands' ecosystems and angering the elemental spirits. Some areas have a red tinge to the air and plant life. Many creatures of the isles have mutated from the radiation, and some even have become hostile and grown unnatural in size. The Draenei are working to halt and, if possible, reverse these mutations as soon as possible to restore the natural health and beauty of the isles. The isles, like much of Kalimdor, are dotted with Kaldorei ruins Affiliation: The Alliance Alignment. Due to their strong connection to the Naaru Faith Dranei are more often than not Lawful Good, though some choose to forsake the light and follow their fellow brethen The draenei culture is centered around two things: the Holy into the shadow becoming the Eredar. Light of Creation and magic. The first is the result of their Size. Dranei are large, usually 6 and a half to 7 feet and unique relationship with the naaru, while the second is the weigh about 250-350 pounds. Your size is medium. path that the eredar have always followed. As a result, draenei Speed. Your base walking speed is 30 feet. usually choose religious professions, such as priests or Darkvision. You have superior vision in dark and dim paladins, or magical ones, such as the mage. A few have conditions. You can see in dim light within 60 feet of you as if started to follow the path of the shaman under the guidance it were bright light, and in darkness as if it were dim light. of Farseer Nobundo. You can’t discern color in darkness, only shades of gray. As a people, the draenei have devoted themselves to Languages. Common, and Dranei. preparing for the day when they will join the Army of the Light, when they will finally take the fight back to the Burning Legion and atone for the sins of their man'ari brethren. In Variant Broken Dranei Traits spite of this overarching goal, the draenei still lead personal lives and pursue their own interests, just as other races do. Alternatively you may begin the game as a Broken Dranei with the following traits. Ability Score Increase. TBD Skills. Maybe. Names Feats. Probably something else. Dranaei seem to posses only one name although some will take the title of their station or proffesion as a last name. Male Names- Maraad, Boros, Tigran, Moeticine Female Names- Aliconie, Allusia, Algai, Onaala, Kaaylia, Sistira, Saratie, Yrel Family Names- None. Dranei Racial Traits Ability Score Increase. Your Charisma Score is increased by 2. Your Wisdom score is increased by 1. Age. Dranei age at about the same rate as Orcs do, but are believed to be immortal. Well Studied You gain proficiency in either the Arcana skill or the Religion skill, you must choose one. Naaru Protection. Due to your races strong connection with the Naaru the light harms you less and you can more easily shrug off the shadows wicked touch. You gain resistance to the Necrotic and Radiant Damage Type. Gift of the Naaru You know the Light Cantrip. Once you reach 3rd Level, you can cast the Lesser Restoration spell once with this trait, and you regain the ability to do so when you finish a long rest. Once you've reached 5th level, you can cast the Daylight spell as a 3rd level spell once with this trait, and regain the ability to do so with a long rest. Charisma is your spell casting ability for these spells. Greymane Worgen he name worgen inspires fear to the hearts They shapeshifted into the feral worgen and eventually lost and minds of the Horde and to some lesser their minds to its violent nature. The other Druids agreed extent, members of the Alliance. Records that they must be locked away, and thus put them into eternal indicate that the worgen, a race of lupine slumber deep beneath a tree... until the day Arugal and humanoids, existed for a time in Kalimdor. Velinde Starsong tampered with the Scythe of Elune.It was Other evidence also suggested that the Worgen the night elves, after all, who created the curse in the first Twere from a different world, that came through place. Obliged to help their newfound allies, they re- portals by Archmage Arugal. In fact, more recent evidence introduced them to the Alliance. The worgen's first verified suggested that their true origin might have a connection to appearance in the Eastern Kingdoms has been traced back to the night elves and a secretive druidic order from Kalimdor's the Third War, when the archmage Arugal utilized the wolf- distant past. This proved to be correct as the curse originated beasts as a weapon against the Scourge. Arugal's weapons from a druidic sect who followed Goldrinn, known as Druids soon turned against him, however, as the curse of the worgen of the Pack. rapidly spread among the human population, transforming ordinary men and women into ravenous, feral creatures. Arugal adopted many of the worgen as his own and retreated Meanwhile, refugees and other nations entreated Gilneas to the former mansion of Baron Silverlaine, the estate now for aid from the Scourge. These unfortunates never saw a known as Shadowfang Keep. The curse, however, was not Gilnean and became easy prey for the worgen that contained. It persisted in the lands of Silverpine and extended occasionally strayed south from Shadowfang Keep.[1] even into the walled nation of Gilneas, where the curse Gilneas was not affected by the Scourge. Although the land rapidly reached pandemic levels. connection to Gilneas was closed, ships from this self-isolated The human kingdom had supported the Alliance during the nation were spotted throughout the world, such as the pirate Second War, but King Greymane had no qualms about ship Heedless, captained by Baron Longshore. severing all ties to the outside world when it became clear A small group of soldiers known as the Gilneas Brigade that the Alliance needed Gilneas more than Gilneas needed joined the Human Expedition led by Jaina Proudmoore the Alliance. Unbeknownst to the rest of the world, darkness during the Third War; they had been dispatched by Lord fell on Gilneas after the Greymane Wall's gates had been Darius Crowley. closed, and the worgen curse ravaged the nation. Before long, Lord Darius Crowley, upset about Greymane's isolationism, Gilneans were fighting against Gilneans in a bloody civil war launched the Northgate rebellion, and later on, the Gilneas that left the kingdom in tatters. Remarkably, the people of civil war. Lord Crowley was eventually captured by Gilneas have somehow managed to hold on to the last Greymane's forces. However, as wild worgen spread and vestiges of their humanity. attacked Gilneas City, causing massive harm, Crowley was Following their victory in their war against the trolls, the released by Gilnean adventurers and convinced to give aid to empire of Arathor entered into a period of prosperity and Greymane, who had ordered the evacuation of Gilneas to growth. After the death of King Thoradin, the empire began lands controlled by the night elves. In order to divert the to expand, founding new city states in the wilderness, worgen's attention from the fleeing citizens, Crowley led a including Gilneas. Each city grew and prospered. Both group of sane Gilneans to stand against them at Light's Dawn Gilneas and Alterac developed strong armies that explored Cathedral. Crowley and his followers were overwhelmed and the world. Over time, the power of Gilneas and the other city became worgen themselves. states grew as that of Strom waned; eventually, they The Cataclysm breached the Greymane Wall, and the developed their own customs and beliefs, and the empire Horde, now under the command of Warchief Garrosh splintered into seven independent kingdoms. Hellscream, ordered the Forsaken to attack Gilneas. In By the start of the Second War, Gilneas was one of the desperation, King Genn Greymane asked Crowley for help; most powerful human nations, and because of this, the he would fight under the command of Lord Vincent Godfrey. kingdom's ruler, Genn Greymane, was not a strong supporter Crowley refused until Greymane revealed that he, too, had of the Alliance, believing that his own armies would be more been transformed into a worgen. than enough to deal with any threat. Despite this, Gilneas was not neutral towards the Horde and did join the Alliance late in the Second War (although Lord Greymane constantly argued against the existence of the Alliance from beginning to end). He never fully supported the Lordaeron Alliance in the Second War,[2] and shortly after the Horde was defeated, Greymane pulled his nation's "support" from the Alliance, refusing to spend his nation's resources on keeping the orcs alive in internment camps or in rebuilding other nations devastated by the war. Greymane's isolationism may have been influenced by Daval Prestor, who was secretly the black dragon Deathwing in human form; Greymane had supported his ascension to the throne of Alterac. Some time after the Second War, Greymane constructed the Greymane Wall, an enormous stone barrier that now separates Gilneas from Lordaeron. Attempting to forever remove his nation from what he considered "other people's troubles", he barricaded Gilneas behind the wall. No one, not even other humans, was allowed to enter Gilneas. Even during the Scourge's invasion of Lordaeron, while human refugees came begging to be allowed in, the Greymane Wall remained closed. In order to keep the Scourge out, Greymane ordered his court archmage, Arugal, to unleash a "secret weapon" against the Scourge: the worgen, who had been contained for millennia. Unfortunately, after attacking the Scourge, the worgen began attacking humans living in Silverpine Forest and infecting Gilnean soldiers beyond the wall. Before long, the affliction had advanced through the legendary barrier and gradually ate away at Gilneas’ humanity. Lord Crowley led the Gilneas Liberation Front against the The Gilneans still hold onto their old prejeduces carried over Forsaken in Silverpine Forest. With help from the 7th Legion, from the first and second war. They despise the Orcs and who used a submarine to pass the enemy lines, the Alliance Trolls that once threatened their kingdom, the pacts that they gained the upper hand in Gilneas. However, agents of the have made with the Forsaken and the undead races' Horde ended up destroying some the reinforcements and encoachment onto their lands amplifys that hatred even enabled the Forsaken to resurrect Lord Godfrey as one of more. With the military support from the Kingdom of their own, a fact that none of the Gilneans were aware of. Stormwind and the Night Elf Druids teachings of druidic Crowley later surrendered to Sylvanas Windrunner after she magic to help calm the beast lurking inside the worgen had taken his daughter hostage. Meanwhile, Lord Godfrey citizens the people of Gilneas have found themselves among rebelled against Sylvanas and "killed" her, although she was old friends in The Alliance. quickly resurrected. Sylvanas returned to the Undercity to recover, enabling the Alliance to retake Gilneas. Faith The worgen curse that started from Shadowfang Keep and There is sufficient proof and reason to believe that the swept across Gilneas left its people irrevocably transformed. practices of primitive druidism or "the old ways" were once Almost the entire human population has been turned to the alive and well within or around Gilnean society before the beastly worgen, a humbling failure for Genn Greymane in his sealing of the Wall. It is likely that that the people of Gilneas efforts to keep his people safe. The reaction of the people to would have once practiced or acknowledged (in varying this change will likely be greatly varied, and has yet to be degrees) the traditions and reverences of nature worship. revealed. Preliminary dialogue from Cataclysm has revealed In time though (before the Greymane Wall was erected) the that Gilnean mages and healers went to great strides to fight followers of the Holy Light must have spread their teachings the affliction. to Gilneas and succeeded in converting many of its people, Gilneas has undergone deep changes in the wake of its causing druidism to slowly fade into the past and become cursing, and while the people maintain their free will, the mostly forgotten. impact of the curse remains to be seen. In the early days of humanity and its civilization, many tribes of humans had primitive belief systems that incorporated simple nature magic. However, the rise of Appearance organized religion such as the Holy Light and the potent A person from Gilneas is referred to as Gilnean. Like their arcane magics introduced by the high elves quickly leader, Gilnean people are often burly and gruff. Extremely supplanted such traditions. Gilneas, due to its relative isolationist, they supported the Greymane Wall's isolation, has retained a degree of their ancient culture in the construction. Moreover, their costumes, weapons, contemporary era. architecture, and accents have Regency connotations; along The religious leaders of what was in Gilneas referred to as with the cold and rainy weather of the peninsula, it gives the the “old ways” eventually became “harvest-witches”; those feeling of being in the London of the early nineteenth century. who used their nature powers to augment Gilneas’ Gilneans’ skin ranges from dark to light and may have agricultural output during and following its period of tones of other colors. Their eyes are blue, brown, green, gray industrialization. Due to the presence of harvest-witches in or hazel. Human hair is brown, black, blond or red. Men often their culture, when Gilneans learned about night elf druids grow short beards and women wear their hair long. Humans (albeit through second, third and even fourth-hand sources) average 6 feet in height and weigh about 180 pounds, with they became fascinated by them and their exotic men noticeably taller and heavier than women. connotations, to the point where many started referring to harvest witches as “druids”, though this was quite far from the truth, as few Gilneans had any idea what a druid actually Region was! Gilneas is a human nation and kingdom founded following Harvest-witches have a limited control over nature, the splitting of Arathor and is ruled by the House of especially plant life, and the powers of harvest witches bear a Greymane. located in the peninsula that juts into the sea coincidental resemblance to the low-level abilities of actual south of the western regions of Lordaeron. Silverpine Forest druids. Harvest witches who contracted the worgen curse lies to the northeast and Kul Tiras and Crestfall await across (which was druidic in origin) found that their powers were the sea to the south and Tol'Barad stands to the east. somewhat amplified, and after making first contact with the Because of its nearness, Zul'Dare is considered part of night elves cursed harvest witches were offered induction Gilneas. into the Cenarion Circle for both study and training. Gilneas is a cold, rainy place, mainly because The Great Sea surrounds the peninsula on three sides, making sea storms common. High cliffs on the shores protect Gilneas from sailors’ curious eyes. The Greymane Wall is the only evident site in Gilneas. Affiliation: The Alliance Names Gilnean parents grant a child its given name at birth, while its family name has a long history and usually speaks something of its bearer’s ancestry. Some humans change their family names to emphasize their own accomplishments. • Male Names: Xavier, Marlowe Kai, Grey, Quint, Arion, Ulbrecht, Clifford Brett, Hyde, Rodolfo, Grieg, Felgrom • Female Names: Luna Lathilda Oma Brie Ukara Wynona Ebony Nereza Bree Wysteria . • Family Names: Theodoric, Barclay, Burbridge, Whatley, Graham, Gabranth, Weiss, Marlowe, Archer, Copeland, Royston Acheron, Rave. Greymane Worgen Racial Traits Ability Score Increase. Your Strength Score is increased by 2. Your Dexterity score is increased by 1. Age. Worgen age at the same rate as humans do. Shape Shifter. You may switch between your normal human form and worgen form at will. You can use your action to polymorph yourself into your Worgen form or into your Human form. Your, size, shape, and statistics stay the same but you gain certain traits while in Worgen form as listed below. Natural Weapons. (Worgen Form) You are never unarmed while in Worgen form. You are proficient with your claws, which are a melee weapon that deals 1d8 plus your strength modifier slashing damage. Dark Flight. (Either Form) Your movement speed is increased to 35ft. Whether in Worgen Form or not. Running Wild (Worgen Form) While in your Worgen form you can take advantage of your lupine physique and run around on all fours. Your overland speed is increased to that of a Riding Horse but you gain exhaustion as normal Abberation. (Either Form) You have advantage on saving throws against diseases. Alignment. Due to their strict allegiance to their own people and king, Greymane Worgen are Lawful Neutral though due to their newfound affliction their beastial nature will drag some toward Chaotic Neutral and even all the way to Evil if they begin to lose their humanity. Size. Worgen are average size for a human, usually 5 to 6 feet and weigh about 180 pounds. Your size is medium. Speed. Your base walking speed is 30 feet. Darkvision. (Either Form) While in Worgen form you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Languages. Common, and one other language of your choice.