# World of Warcraft: D&D Edition \page # Index ## Races ___ ### The Horde * ***Orc*** * ***Troll*** * ***Tauren*** * ***Undead*** * ***Blood Elf*** * ***Goblin*** ___ ### The Alliance * ***Human*** * ***Night Elf*** * ***Dwarf*** * ***Gnome*** * ***Draenei*** * ***Worgen*** ___ ### Neutral * ***Pandaren*** \page # The Horde \page # Orc "To pretend it did not exist is to forget how dreadful the impact was. To make ourselves into victims, rather than claiming our participation in our own destruction. We chose this path, we orcs. We chose it right up until it was too late to turn back. And having made that choice, we can, with the knowledge that we have of the end of that dark and shameful road, choose *not* to take it." --- Thrall ___ ### Demonic Origins Originally hailing from the harsh, alien world of Draenor, the orcs were once a noble shamanistic people cultivating a mighty tribal society that was centered around survival, regulating themselves through ritualized combat and personal honor. Tragically betrayed by one of their spiritual leaders and delivered into the hands of the Burning Legion, the orc clans fell deep into demonic enslavement and were led into Azeroth as an unholy vanguard of the Legion meant to destroy everything in their path. ### Savagery & Honor To their enemies, they are fearsome and savage adversaries, without parallel in their cunning and ferocity. To their allies, they are a fearless and honorable people, renowned for their strength and persistence. The orcs who followed Thrall to Kalimdor form the largest group of a race that has rediscovered its true spirit, shunning the cruel ways of demonic power for the paths of strength and wisdom. Some orcs still cling to demonic practices, yet their time is fading. When the orcs were freed from the Burning Legion, they experienced a spiritual revolution as the unnatural bloodlust left their bodies, connecting them with states of heart and mind that were common to their ancestors. This new generation of orcs for the most part follows Thrall as he forges ahead to reform the Horde through shamanism and tribal tradition. Still, not all of the orcs are pleased with these movements. They, who are many of the surviving warlocks, renounce all that Thrall proclaims the orcs are and seek to overthrow the shamans anew, in order to retake control of the Horde for themselves. ``` ``` ### For The Horde! To orcs, prowess in battle bestows great personal honor on an individual. This notion of honor pervades every echelon of orcish culture, and the loss or gain of honor has equal consequence to all orcs regardless of their stature in society. Even the naming of orcs is temporary until they have performed rites of passage; only when orcs bring honor to themselves and thus to their clan do elders grant them adult names based upon their deeds. Orcs may appear quick to anger but they are tempered by the wisdom of the shamans, who are revered across Horde society. While many in the Alliance still perceive the orcs as brutish or even mindless, they have forged a complex culture embracing many occupations and many different races. No doubt Thrall's leadership aided in bringing this about, yet it is apparent that the Alliance has underestimated the orcs' ability to construct a society that is highly influential in world affairs. ### Graceful Brutes Though prone to fits of berserk rage in warfare, orcs tend to display a curious feral grace that can rival even the finest fencing of an elven noble. They reach physical adulthood quickly, causing them to be among the most populous races on Azeroth despite the destitution they've endured over the previous generation. Their prolific nature is often offset however by the fact that orcs instinctively respond to conflict with a reckless tenacity, to the point that incidents of orcs who fight to the death over trivial issues are not uncommon. Despite this, the orcs of today continue to stand in drastic contrast to those that were enslaved by the Burning Legion, who embodied a bestial and diabolical force which was barely being controlled by warlock magic. Few of these demon-worshiping cults are left nowadays for the remnants of such groups are being hunted down not only by the Alliance, but by the Horde itself. \page ### Orc Names Orc names usually contain more guttural sounds due to orcish language. Surnames, on the other hand, are in English, and usually reflect a great dead or feath of strength, something involving a high sense of honor among the orcs. Names like Elfkiller, Fistcrusher, Doomhammer, and Hellscream, for example. Some names reflect a physical characteristic instead, similar to Hellscream, but this can still reflect their prowess in battle for example. ___ **Male Names:** Krenzugg, Ugmendu, Thrugg, Ruvernosh, Invuderg, Thuk, Threvarg, Drosh, Gast, Sunto ___ **Female Names:** Egog'kis, Uhkem, Soti, Sotam, Koris, Er'towdi, Ma'rahky, Mowde, Koru, Urzur ___ **Surnames:** Thunderchest, Bloodeye, Steelripper, Angerrage, Bitterslice, Brightblood, Halfhunt, Rapidchains, Hellhammer, Dreamfury, Broadwatch, Vicewind, Clearfang, Thunderslayer ### Orc Traits Your orc character has the following racial traits; ___ ***Ability Score Increase.*** Your Strength score increases by 2. ***Age.*** Orcs reach adulthood at the age of 12-13, and can live up to 80-90 years old, but it is rare that any orc lives past 75 years of age. ***Alignment.*** Orcs are naturally seen as raiders and savage brutes, but there is a definite distinction of honor between their kin, and that of their loose allegiances with other 'outcast' races in their coalition known as the Horde. Of course, Orcs have a habit of rash acting and thinking on the fly, making them very independent and often 'crude' in their thinking. Orcs are usually of either a Lawful or Chaotic Neutral alignment. ***Size.*** Orcs are usually over 6 feet tall and weigh between 250 and 300 pounds. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. Your speed is not reduced by wearing heavy armor. ***Menacing.*** You are trained in the Intimidation skill. ***Powerful Build.*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. ***Languages.*** You can speak, read, and write Common and Orc. ***Subrace.*** Two main subraces of orcs populate the world of Azeroth; Durotar Orcs and Mag'Har Orcs. Choose one of these subraces. ``` ``` ### Durotar Orc The dry, harsh land of Durotar is home to some of the toughest creatures on Azeroth. Unwary travelers may fall prey to venomous scorpids, ferocious crocolisks, or angry quilboar. Thrall chose to settle this inhospitable area after the Third War as penance for the orcs’ past transgressions. He named the land after his father, Durotan, former chieftain of the Frostwolf clan. ___ ***Ability Score Increase.*** Your Constitution score increases by 1. ***Blood Fury.*** When you make an attack with a melee weapon you are proficient with, add double your proficiency bonus to the attack roll, instead of your normal proficiency bonus. ***Hardiness.*** You have advantage on saving throws against being incapacitated and stunned. ### Mag'Har Orc For untold generations, the orc clans of Draenor battled one another in endless war. But when Gul'dan offered them the blood of his demonic masters, the disparate tribes of Mag'har — the orcish word for "uncorrupted" — refused the dark bargain and banded together to drive out the Burning Legion. ___ ***Ability Score Increase.*** Your Wisdom score increases by 1. ***Ancestral Call.*** You can use this ability as a bonus action to invoke the power of your ancestors to aid you in battle. Once you use it, the first creature you hit with an attack on your turn becomes the target of the spirits, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. This effect ends early if the target is afflicted by another condition other than _poisoned._ This ability has no effect on undead or constructs After using this ability, you can't use it again until you complete a short or long rest. ***Savage Blood.*** You have advantage on saving throws against poison, and you are resistant to poison damage. \page # Troll "I know exactly what I'll be doin' about it, son of Hellscream. I'll be watchin' as ya people slowly become aware of ya ineptitude. I'll laugh as dey grow ta despise ya as I do. And when tha time comes dat ya failure is complete and ya "power" is meaningless, I will be dere to end ya rule, swiftly and silently. Ya will spend ya reign glancin' over ya shoulda and fearin' tha shadows, for when tha time comes and ya blood be slowly drainin' out, ya will know exactly who fired da arrow dat pierced ya heart." -- Vol'jin of the Darkspear Tribe ___ ### Troll Hostility Trolls are very isolated beings. Most trolls, excluding a few tribes (one such being the Darkspear), don't speak any of the common languages. Wild jungle trolls and coastal trolls are territorial and hostile toward trolls of other tribes. They are highly tribally spiritual. The center of a tribe's spirit is the tribe's priest or superior hunter. Other than tribes such as the Darkspear, most trolls will attack outsiders on sight, even trolls of other tribes. Uncivilized trolls live all across Kalimdor and the Eastern Kingdoms. The jungle near Booty Bay in the Eastern Kingdoms is infamous for its many aggressive jungle troll inhabitants. However, trolls willing to fight and work for travelers and armies in exchange for gold are not unknown. ### Cannibalism and Voodoo Cannibalism is a relatively common troll practice. Several specific troll tribes have been confirmed as cannibalistic, including the Mossflayer and Vilebranch tribes. All of the currently known tribes of ice trolls practice cannibalism. Sand trolls, forest trolls, dark trolls, and jungle trolls are also frequently cannibalistic. Notable exceptions include the Zandalar and Revantusk tribes. The Darkspear tribe practiced cannibalism until they joined forces with the Horde, who forbade the practice. ___ Not all trolls practice voodoo, but it is as widespread as cannibalism. Little is known about the emergence of voodoo among the trolls, for most tribes that possess such knowledge are unwilling to share it with outsiders. However, with the recent advent of Zandalari trolls to Yojamba Isle, many researchers have speculated that voodoo may have originated with the Zandalari. ### Dire Trolls A small number of trolls are strikingly larger and more heavily muscled than the rest of their brethren. Dire trolls do not have a racial distinction from the rest of the troll race. A variety of reasons might be behind this unusual size and musculature. For example, these trolls might have been altered alchemically or magically. They might also simply have evolved to be larger than average. These large trolls are not regarded as monstrous by other trolls.
### Mummification and Faith Displayed in many troll tribes, the trolls have mummified their deceased in the past. In all cases seen so far, the trolls have had the power to reanimate their dead. The Sandfury and Amani are such tribes. Other races can also reanimate deceased and mummified trolls, as can be seen in Northrend, where many undead trolls are a part of the Scourge legions. ___ The troll belief system is complex, full of dark spirits and primal, often animalistic gods known as loa. Countless loa exist, most weak, but some very powerful. Most are shapeless, whereas others have animal or creature forms. Troll families often worship their own family loas, cities usually have their own civic deities, and the greatest loa are worshiped by the nation as a whole. The Zandalar tribe believe that powerful, enlightened Zandalari can become loas upon their death. ### Troll Names Trolls do not receive a name at birth, instead they have to earn a name (usually through battle). A troll's first given name usually contains just one syllable, which is often all they deserve at first. But as they prove themselves again and again, more syllables may be added before or after their names, which will essentially give them a new, longer name. Trolls have no family names or other last names, but some choose to use their tribe as their last name to show their loyalty or their pride. Some may even use their profession as a second name, like Shadowhunter and Witch Doctor. ___ **Male Names:** Xelko, Vuz'rumih, Kongur, Les'gol, Shungahn, Pasoz, Rug'chan, Pude, Drusan, Jugu ___ **Female Names:** Khusejin, Uzon, Niaku'tsi, Urei, Gianae, Pihdin, Fan'keh, Soceh'di, Al'keir, Vite \page ### Troll Traits Your troll character has the following racial traits; ___ ***Ability Score Increase.*** Your Dexterity score increases by 2, and your Constitution score increases by 1. ***Age.*** Trolls age at the same rate as most human races, reaching adulthood at the age of 18-20, but due to their innate regenerative capabilities, they can age up to twice as long as humans, and can live to be over 200 years old. ***Alignment.*** Being a mostly isolated race by choice, most trolls only look after themselves, and no one else. Trolls even attack their own kin if they see it as profitable, so their alignment would tend towards being Chaotic Neutral. The trolls of the Darkspear tribe, however, would be considered to be Lawful Neutral, if not even Neutral Good. ***Size.*** Trolls are usually around 7.2 and 8.3 feet tall and weigh around 200 pounds. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Darkvision.*** 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 colors in darkness, only shades of gray. ***Berserking.*** When you make your first attack on your turn, you can decide to go berserk. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. ***Da Voodoo Shuffle.*** You have advantage on saving throws against movement impairing effects. ***Regeneration.*** You can use this ability to heal yourself by an amount equal to 1d4 + your Constitution modifier. You gain another 1d4 roll at 5th level, and another at 9th level, 13th level, and 17th level. After using this ability, you can't use it again until you complete a short or long rest. ***Languages.*** You can speak, read, and write Common, Orc, and Troll. \page # Tauren "Now, you said that your warchief was in trouble – that the Horde needed the tauren once again. Well, Thrall did much for us in his time, and we will not fail him. My warriors will rendezvous with the warchief upon the battlefield, but I will be returning with YOU!" -- Cairne Bloodhoof (to Rexxar) ### One with the Land The tauren are a noble race that embrace the natural world. They have shed their nomadic roots and united in their ancestral lands. Their race may be one of spirituality, reverence for nature, and respect for elders, but it also possesses powerful warriors that willingly fight when the situation demands it. The shu'halo people strive to live honorable and dignified lives filled with respect for nature and the Earth Mother. Although strong and capable warriors when roused in battle, most tauren reserve combat for when all other options are exhausted. They prefer course of wise discussion and careful rumination before embarking on any great endeavor, and they have great respect for the wise, spiritual and elderly among their people. The tauren are not wrathful by nature, but sometimes a thirst for justice causes them to take up arms in anger. ### The Great Hunters Though the noble tauren are peaceful in nature, the rites of the Great Hunt are venerated as the heart of their spiritual culture. Every tauren, warrior or otherwise, seeks identity as both a hunter and as a child of the Earthmother. Tauren, young or otherwise, seek to prove their bravery by setting themselves against the creatures of the wild. Hunting is a tauren's greatest honor; at times they hunt for food, at times for honor, and at times to earn the Earthmother's teachings. Hunters are important to the tribes as a strong part of tauren tradition and history, and are respected and revered if they serve their people well. Young gazelles quickly learn to flee when they hear the war cries of tauren hunters in Mulgore. They don't hear the good hunters, unfortunately. While mighty warriors defend the tauren's homes, shamans show the ancestors' past and druids discover the Earthmother's will, hunters learn many aspects of those roles and blend them together. They represent the heart of the tauren people, and are looked to for guidance and protection. Despite killing the animals, the tauren are taught never to waste anything given to them by nature and to give back what they can. They learn the fine balance that exists in nature and that if they honor the Earthmother, she will bless them in return.
### The Earth Mother's Rites The tauren worship the Earth Mother as their creator. According to the tauren myth Sorrow of the Earthmother, when the Earth Mother saw her children falling to the corrupting whispers from below the earth, she tore out her eyes and set them spinning endlessly across the sky. Her left eye became Mu'sha, the moon, and her right eye became An'she, the sun. Neither of both is better than the other, and together they see with balanced vision - they are the tauren's own "Light". The tauren do not bury their dead. Rather, they prepare the body for its return to the elements and place it at one of their sacred grave sites. Only the most valiant tauren are laid to rest at Red Rocks, the tauren's sacred burial ground. It is an honor bestowed upon the great warriors who helped found and defend Thunder Bluff and those who have given their lives for the greater good of their tribes and chieftains. Once the proper rites have been performed, the spirits of the deceased join the Earth Mother to find peace. Deceased tauren ancestors are welcomed at the "hearth of the ancestors", and cremated shu'halo are said to become one with both the Earth Mother and Sky Father, who welcome the dead. ### Tauren Names Tauren names are heavily inspired by Native American culture, with the exception of their last names of course. In tauren culture you receive your family's name as a surname at birth, but you'll usually get a new one later in life once you've completed a feat of strength or when you've become known for something else, names like Spiritwalker and Blackhoof for example. ___ **Male Names:** Napayshni, Sikyahonaw, Adahy, Uzumati, Akando, Kwelussala, Kweakohneki, Ewhuku, Hohwiep, Widrooathauk ___ **Female Names:** Chenoa, Tiva, Cocheta, Ayashe, Zitkalasa, Citki, Fuwaso, Nadsu, Wongwe, Anlo ___ **Surnames:** Hawkcreek, Keenbreath, Treestride, Plainsong, Flatwatcher, Rumblebrace, Flatmane, Rainstream, Summerpelt, Dawnwound \page ### Tauren Traits Your tauren character has the following racial traits; ___ ***Ability Score Increase.*** Your Constitution score increases by 2. ***Age.*** Tauren age roughly at the same rate as humans, and can live to be over 100 years old. ***Alignment.*** The tauren are a peaceful and honorable people, that nonetheless are fierce fighters when roused. Despite their enormous size and brute strength, they are remarkably peaceful and cultivate a quiet, tribal society. Tauren are usually considered to be on the good spectrum, somewhere around Lawful and Neutral Good. ***Size.*** Tauren are the largest of the races of Azeroth, standing at a total of 9-10 feet in height, and weighing around an average of 400 pounds, slightly less for females. Your size is Large. ***Speed.*** Your base walking speed is 25 feet. ***Endurance.*** Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. ***War Stomp.*** You can use this ability as a bonus action to stomp your hoof into the earth, creating a damaging shockwave in a 5 foot radius around you. Creatures around you must make a Constitution saving throw. The DC of this throw is equal to 8 + your proficiency bonus + your Constitution modifier. On a failed save, a target takes 2d6 thunder damage and is _stunned_ until the end of their next turn. On a successful save, it takes half as much damage and suffers no other ill effects. After using this ability, you can't use it again until you complete a short or long rest. ***Languages.*** You can speak, read, and write Common and Tauren. ***Subraces.*** Two main subraces of tauren populate the world of Azeroth; Mulgore Tauren and Highmountain Tauren. Choose one of these subraces. ___ ### Mulgore Tauren After settling in the grasslands of Mulgore, the mighty tauren established the stunning capital of Thunder Bluff. For years afterward the tauren lived amid central Kalimdor’s serene plains, tending to the well-being of their beloved new home. ___ ***Ability Score Increase.*** Your Wisdom score increases by 1. ***Cultivation.*** You are proficient in the use of herbalism kits. ***Nature Resistance.*** You have advantage on saving throws against being poisoned, and you have resistance against poison and acid damage. ``` ```
### Highmountain Tauren
Descended from Huln, brave hero of the War of the Ancients, the Highmountain tauren honor the spirits of earth, river, and sky. Though the Legion invaded their lands and sowed seeds of distrust between them, the tribes of Highmountain stand united once more. At long last they are ready to venture beyond their sacred mountain and stand beside their kin from Kalimdor, lending their nobility and strength to the mighty Horde. ___ ***Ability Score Increase.*** Your Strength score increases by 1. ***Bull Rush.*** You can use a bonus action to rush towards one target and ram them with your horns. The target must make a Strength saving throw. The DC of this throw is equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, the target takes 2d6 bludgeoning damage and is _prone_ until its next turn. On a successful save, it takes half as much damage and suffers no other ill effects. After using this ability, you can't use it again until you complete a short or long rest. ***Mountaineer.*** Whenever you make a Wisdom (Survival) check related to hiking through mountains, you are considered proficient in Survival and add double your proficiency bonus to the check, instead of your normal proficiency bonus. \page # Forsaken “Those who do not stand with the Forsaken stand against them. And those who stand against the Forsaken will not stand long.” -- Sylvanas Windrunner ### Lost Souls When the Lich King’s grasp on his vast armies faltered after the Third War, a contingent of undead broke free of their master’s iron will. Although this freedom seemed to be a blessing at first, these former humans were soon tormented by memories of the unspeakable horrors that they had committed as mindless Scourge agents. Those who did not descend into madness were faced with a chilling realization: the entirety of Azeroth sought their destruction. ### Vengeful Rebellion In their darkest hour, the renegade undead were rallied together by the former ranger-general of Quel'Thalas, Sylvanas Windrunner. Defeated during an attack on her kingdom and transformed into a powerful Scourge banshee, Sylvanas had also regained her freedom from the Lich King. Under their new queen's guidance, the independent undead – known as Forsaken – established the Undercity beneath the ruins of Lordaeron’s capital. While some Forsaken feared Sylvanas, others valued the security she provided. Many of the free-willed undead, however, found a purpose to their cursed existence through the banshee queen's burning desire to destroy the Lich King. ### Broken, But Not Alone Despite not being affiliated with the Scourge, the Forsaken came under threat from humans who were dedicated to eradicating all undead. As a means to further her own goals and protect her budding nation, Sylvanas sent emissaries to various factions in search of allies. The kind-hearted tauren of Thunder Bluff proved to be the most promising contact. Specifically, Archdruid Hamuul Runetotem saw the potential for redemption in Sylvanas' people, even though he was fully aware of the Forsaken's sinister nature. Thus, the tauren convinced Warchief Thrall, despite his misgivings, to forge an alliance of convenience between the Forsaken and the Horde. In the end, the Forsaken's chances of victory against the Lich King were bolstered, while the Horde gained an invaluable foothold in the Eastern Kingdoms.
### Free Will Upon first being raised, a Forsaken does not have free will. It takes more concentrated magic to release an undead's mind. Free will is one of the cornerstones of Forsaken culture, with the great capacity for both good and evil that it entails. However, some undead, especially those who die in combat or under extreme stress and are raised soon after, enter into a violent, frenzied state. Undead in this state are easily manipulated and their rage is often directed at the foes of those who raised them. After the effects wear off, if the risen corpse has not been destroyed, they are given the same ultimatum that other Forsaken are offered: join the Dark Lady or return to the grave. Once sufficient duty has been given, all it takes to be released from Sylvanas' command is a respectful asking. Though she demands loyalty, she would not hold her agents in thrall. ___ Each Forsaken member follow their queen for various reasons: fear, loyalty, no where else to go. ### Undead Names The forsaken usually keep the names they had when they were alive, so their names will often be human. However, many forsaken simply don't remember the name they had when they were alive, and instead choose a new name. Many forsaken mistakenly think a nearby tombstone has their name on it, for example. ___ **Male Names:** Balthassar, Franciscus, Scott, Cordell, Whitlock, Dickens, Bell, Sanborn, Timon, Salomon ___ **Female Names:** Mirabell, Samara, Cybille, Elise, Brielle, Kassandra, Desideria, Aliya, Charlene, Bretta ___ **Surnames (Titles):** Slimbait, Grandcaller, Madnerve, Blightdust, Lonewrithe, Gravestrike, Ripetime, Quickswitch, Bloodtale, Acridtale ___ **Surnames:** Penney, Godfrey, Charlton, Isaiah, Butler, Penny, Hunter, Swale, Cullen, Fintallas \page ### Undead Traits Your undead character has the following racial traits; ___ ***Ability Score Increase.*** Your Constitution score increases by 2, and another ability score of your choice increases by 1. ***Age.*** The undead are as ageless as they are lifeless, and once they are risen they live for as long as their necromancer lives, or as long as the Forsaken wills it. They do not age, and likely stays the same age as when their life was forfeit. ***Alignment.*** The Forsaken undead serve forever under the Banshee Queen, Sylvanas Windrunner, and thus their alignment is the same as hers. Generally, the Forsaken's alignment should be considered to be Lawful Neutral. ***Size.*** The undead are about generally the same size as humans and elves, and weigh around 100-180 pounds. Your size is Medium. ***Speed.*** Your average walking speed is 30 feet. ***Darkvision.*** 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 colors in darkness, only shades of gray. ***Will of the Forsaken.*** You have advantage on saving throws against charm and fear effects, and magic can't put you to sleep. ***Shadow Resistance.*** You are resistant to necrotic damage. ***Cannibalize.*** You can spend up to 30 minutes to cannibalize and feast on corpses of humanoids or beasts around you, healing yourself by an amount equal to 1d6 + your Constitution modifier. You get one more 1d6 at 9th, 13th, and 17th level. After using this ability, you can't use it again until you complete a short or long rest. ***Languages.*** You can read, speak, and write Common, Gutterspeak (Forsaken), and Orc. \page # Blood Elf "You may not care for your subjects, but I care for mine. I have lost far, far too much in dealing with humans. I stand only for the elves now - for the sin'dorei. The children of the blood." -- Kael'thas Sunstrider ___ ### Fall from Grace For nearly 7,000 years, high elven society centered on the sacred Sunwell, a magical fount that was created using a vial of pure arcane energy from the first Well of Eternity. Nourished and strengthened by the Sunwell’s potent energies, the high elves’ enchanted kingdom of Quel'Thalas prospered within the verdant forests north of Lordaeron. During the Third War, however, the high elves were nearly scoured from Azeroth. Led by the death knight Arthas, a Scourge army stormed into Quel'Thalas, slaughtering almost ninety percent of the kingdom’s population. Arthas then used the mystical Sunwell to resurrect the fallen necromancer Kel'Thuzad, irrevocably tainting the fount in the process. Prince Kael'thas Sunstrider rushed to his homeland's aid, and the survivors of the onslaught were renamed the "blood elves" in honor of their fallen people. The tainted Sunwell was destroyed, but the elves had grown addicted to its energies over the years, and were left weakened and despondent without them. Kael'thas assured his brethren that he would find them a cure, and left Quel'Thalas in the hands of his regent, Lor'themar Theron, while he traveled to avenge his people and find a way to sate their hunger for magic. ___ The blood elves strove to rebuild Quel'Thalas, and reclaimed much of their land from the Scourge. Kael'thas had assured his people that one day he would return to Quel'Thalas and lead them to paradise, yet time revealed that his promises were nothing more than lies. On Outland, the prince became twisted due to his reliance on fel energy, the dark and corrupting essence wielded by the demonic Burning Legion itself. Unbeknownst to his ally, Illidan Stormrage, Kael'thas also came under the sway of the Legion's commander, Kil'jaeden. The prince ultimately returned to Quel'Thalas, seeking to usher his new master into Azeroth through the defiled Sunwell, though was killed for his treachery before his cataclysmic ambitions could be fulfilled. The draenei prophet, Velen, then used the essence of a darkened naaru to restore the Sunwell as a fount of both arcane and holy energy. ___ Inspired by the Sunwell's rebirth, the blood elves have since entered into a shining new era in their ancient race's history. Although some elves remain hesitant to abandon their dependence on arcane magic, others have embraced change for the betterment of Quel'Thalas. Despite the numerous tragedies of their past, the blood elves continue to stand strong and endure, tenaciously striving to restore their beloved nation's past glory.
### Royal Blood The term "blood elf" itself is a cultural identity: a show of respect and honor for the fall of the high elves, the destruction of the Sunwell, the near-annihilation of their kingdom, and their rebirth from its ashes. It is also a reference to their royal lineage - their _bloodline._ As a culture, the sin'dorei have retained the look and feel of their fallen high elven kingdom, though have developed a greater penchant for the colour of crimson: the colour of their namesake. Crimson-red robes, decor and armour have become far more commonplace within blood elven society prior to the fall of the high elven people, a reference to the blood of their many brethren who had perished in the Third War. The iconic and traditional blood elven colours are red, gold, and to a lesser extent, blue – all of which can be seen on their racial crest, the Icon of Blood. ___ In general, the blood elves are a proud, pragmatic, and somewhat jingoistic people; they place great emphasis on their love for their homeland, and are ruthless to their enemies. This is illustrated by many of their in-game quotes. Their reputation for isolationism is well-earned, and they prefer to keep to their own kind, although exceptions to this stereotype exist. Blood elves are a resilient race of survivors, and their most prominent figures stand as beacons of courage, tenacity, and the strength to fight on, regardless of what foes stand in their way. \page ### Magical Addiction Since the destruction of the Sunwell at the hands of Arthas and the Scourge, the blood elves have been forced to deal with the sudden relapse of their addiction to arcane energy. A constant curse since the original Well of Eternity was destroyed, the addiction has become more powerful than ever. Blood elves spend their waking days struggling with their weakness, seeking either to sate it by siphoning magical energy from their surroundings, getting by with mana crystals, or to resist the urge to feed. ___ While the blood elves do not abstain from draining arcane power directly, they are careful to keep their addictions under control, keeping the power their new abilities offer while maintaining self-discipline. Those who lose control over their addiction change into Wretched, and invariably fall into insanity and corruption. ___ ### Remember the Sunwell The blood elves venerate the metaphorical idea of the "sun" in their culture. They consider themselves the "sun-blessed," and have incorporated it into even their social greetings and farewells. This reverence is the polar opposite belief of their night elven cousins, who hold the moon in a similarly high regard. This stems from elven society centering on the age-old Sunwell, which had empowered and protected Quel'Thalas and its citizens for a strong 7,000 years prior to its destruction. Following the loss of the Sunwell, Quel'Thalas' citizens came to incorporate the notion of "remembrance" in honor of their fallen fount - "Remember the Sunwell." ``` ``` The blood elven crest, seen on many banners, tabards, and buildings in and outside of Quel'Thalas, depicts a phoenix. Metaphorically, this represents the blood elves' "rebirth" from the ashes of their destroyed kingdom and brethren, sundered in the Third War, and as a more formidable people for having done so. ___ ### Blood Elf Names The blood elf language (Thalassian) is closely related to that of the night elves (Darnassian), but their names are often quite different, with the exception that both often roll off of your tongue quite easily. Blood elf names tend to be harsher though. Despite their painful past, Blood Elves still use the same traditions when it comes to naming their children. Names of Blood Elf champions, priests, and other important elves from the past are now used as a name for their newborn. ___ **Male Names:** Duyhealeron, Quhana, Winnae'theas, Lonailan, Dales, Arrir, Sirtha, Hothil, Arla, Panrom ___ **Female Names:** Amorlinne, Joviranni, Laethanni, Velarali, Fera, Zetha, Larrelthi, Zadro, Vatthi, Naos ___ **Surnames:** Phoenixshine, Warmtrail, Radiantmourn, Embertwist, Twinwing, Brightmind, Arcaneshadow, Moonwood, Stararrow, Windspell, Bloodblade, Blazewrath ___ ### Blood Elf Traits Your blood elf character has the following racial traits; ___ ***Ability Score Increase.*** Your Charisma Score increases by 1. ***Age.*** Blood Elves reach maturity around the same time as humans do, around the age of 18-20, but they live for much longer, and can grow as old as over 3,000 years. ***Alignment.*** The blood elves' prideful love for their own country and history can lead them to be viewed as zealous at times, and when they strike their enemies they are ruthless and cruel. Blood elves are mostly listed off as Chaotic Good. ***Size.*** Blood elves have an average height of 5-6 feet, and weigh around 100-175 pounds. Your size is Medium. ***Speed.*** Your average walking speed is 30 feet. ***Darkvision.*** 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 colors in darkness, only shades of gray. ***Arcane Affinity.*** Whenever you make an Intelligence (Arcana) check related to enchanting equipment, you are considered proficient in Arcana and add double your proficiency bonus to the check, instead of your normal proficiency bonus. ***Magic Resistance.*** You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. ***Languages.*** You can read, speak, and write Common and Thalassian. ***Enclave.*** In addition to the above, you gain additional features based on your training with a specific enclave. \page ### The Magisters One of the most prominent groups within Quel'Thalas, and a group whose magical formidability is considered fearsome by even Dalaran's standards, are the magisters. Led by Rommath, the Grand Magister of Quel'Thalas, the magisters are among the most respected and politically powerful groups in all of Quel'Thalas, and serves as Silvermoon's primary order of magi. They are directly responsible for the reclamation of the elven homeland from the Scourge, and it was their mastery over magic that enabled them to rebuild Silvermoon City "almost overnight." The various arcane structures around the city itself are empowered by their volatile magics, and the thought of what one of the most powerful magi organizations in Azeroth could bring to the Horde was a key component in the blood elves being accepted by it. ___ ***Ability Score Increase.*** Your Intelligence Score increases by 2. ***Magic Mastery.*** You know the _Eldritch Blast_ cantrip. Intelligence is your spellcasting ability for it. ___ ### The Farstriders One of the most iconic elven organizations are the Farstriders. This elite organization of blood elf rangers can trace its roots back to the Troll Wars, when a loosely affiliated band of high elf warriors occasionally worked together to defend Quel'Thalas. Led by the Ranger-general of Silvermoon, Halduron Brightwing, they are perhaps the group most in touch with their high elven roots. Masters of the wilderness and many knowing their homeland inside and out, the Farstriders operate mostly in and around Quel'Thalas. Peerless marksmen and women, they are the masters of surgical strikes and ambushes. Though part of the blood elven government, they are not a formal military. The Farstriders have long been considered valiant and honorable elves who regarded the law with deep respect and faith. Indeed, they have long been considered the epitome of selfless dedication. ___ ***Ability Score Increase.*** Your Dexterity Score increases by 2. ***Wild Trackers.*** Choose one skill to have proficiency in from Animal Handling, Nature, and Survival. ``` ``` ### The Blood Knights After the blood elves began to use more dubious methods of sating their addiction, a number of the elves felt the light abandon them. In turn, this led Lady Liadrin, a priestess of the light, to renounce her vows on the grounds that the light had forsaken the sin'dorei race. However, Prince Kael'thas would later subdue a being of pure light - a naaru named M'uru - and had it sent back to Quel'Thalas. Rather than feed upon its energy, the magisters devised a better use of its power - and after experimentation, they succeeded in allowing the blood elves to forcibly take their holy power from the supposedly unwilling being. Thus, the Blood Knights were born, under Liadrin's personal leadership. The will of the order would be tested when M'uru was stolen from Silvermoon, and the Blood Knights were left bereft of a power source. However, with the revitalization of the Sunwell, reborn as a fount of holy and arcane power, the Blood Knights of Silvermoon now channel their power directly from it - a far less damaging and more harmonious relationship than their previous method of wielding the light. ___ ***Ability Score Increase.*** Your Strength Score increases by 2. ***Wielders of Light.*** You know the _Light_ cantrip. Charisma is your spellcasting ability for it. ***Holy Power.*** Choose one skill to have proficiency in from Medicine and Religion. \page # Goblin “I never cover up the things I'm proud of. If the world was gonna split in half tomorrow, I’d buy the Dark Portal, slap a toll booth on it, and charge refugees the last of their pocket change, the rings off their fingers, a bite of their sandwiches, and a contractual obligation to build me a rocket palace in the skies of Nagrand. It’s the goblin way! Supply and demand! Deal with it!” -- Jastor Gallywix ___ ### Shrewd Geniuses Goblins are small humanoids, crafty and shrewd, bearing an overwhelming interest in commerce and a strong curiosity about mechanical things. Goblin society is fragmented, defined chiefly by commerce and trade. The ultimate schemers and con artists, goblins are always in search of a better deal. Despite their seemingly chaotic natures, they exist in a fairly strict and straightforward hierarchy. Other races universally view goblins as inventors, merchants and, without exception, maniacs. 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 magic. While dwarves and gnomes share a similar gift, goblin technology is more far-reaching and sinister and makes a larger impact on the natural world. ___ Following their liberation on Kezan, goblins rapidly expanded their knowledge of technology. Goblins created Azeroth's first steam technologies. Rumors are that goblin technology back then was far more advanced than current dwarven technology. Goblins established themselves as master technicians, selling their goods on the open market. Desperate, goblins spread out into the world, attempting to find any pockets of kaja'mite they might have missed. ``` ``` ### Mechanical Marvels (and Disasters) They employ vast teams of engineers who expand on current technology and produce gadgets to suit a wide array of applications. They constantly build and repair machines and work on new ideas. Unfortunately, goblins alternate passionate genius with wandering focus. Their lack of discipline means that many creations end up half finished as something else catches their attention. Goblin workmanship has a partially deserved reputation for unreliability, and a goblin device may explode simply because its creator forgot to add a vital release valve. Goblins are envious of the Ironforge dwarves’ invention of firearms, both from a commercial and a technological standpoint. Goblins recognize that firearms represent a new source of power, and he who controls the source controls the gold — which is, to goblins, the ultimate power. Fortunately for the rest of the world, goblin firearm experimentation suffers from the race’s normal laxity — and improperly tended gunpowder experiments continue to end the careers of many aspiring goblin tinkers. However, goblin ingenuity has paid off a few times; goblin gunpowder weapons tend to be inelegant and violently explosive (land mines, rockets and the like). ___ ### Business is The Goblin Way A number of trade princes rule over Azeroth's various goblin holdings. Though the trade princes all live in the 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. \page 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. ___ Goblins are shrewd in business, and clients who believe they walked away with the upper hand are almost always sorely mistaken. "To cheat a goblin" is a dwarven idiom meaning "to do what is practically impossible." ("Gamgi cheated a goblin when he escaped that cave-in!") Goblins are also consummate tricksters and con artists. Their mission in the world is to create incredible new inventions, accrue the resulting wealth, and cause as much subtle mischief as possible along the way. ___ ### Goblin Names Due to the goblin language and their voices, goblin names usually contain more screeching and harsher sounds. However, the last names are (almost) always in English, which is mainly for simplicity's sake, but I like to think it's also to make sure every race knows their last names, which can be a good thing for traders. The last names often reflect economic feats, con-artist feats or simply fighting related feats of strength. Examples are Goldtooth, Multishiv and Hagglegleam. ___ **Male Names:** Nold, Kliz, Itza, Bigerd, Granzeel, Eka, Aviblol, Wingield, Jygishmie, Jexmak ___ **Female Names:** Matte, Tals, Kluvie, Uktwuinmoz, Fuizzakle, Gratabe, Taskenk, Sedis, Suwuxa, Itwelby ___ **Surnames:** Fusehire, Pepperpocket, Sparkvolt, Meanpost, Wrenchracket, Farrocket, Slickgrubber, Briskbite, Fizzlesteam, Rocketbit ___ ### Goblin Traits Your goblin character has the following racial traits; ___ ***Ability Score Increase.*** Your Dexterity score increases by 2. ***Age.*** Goblins mature slightly quicker than humans, reaching maturity around 14-15 years of age, and can grow to be at least 80 years old. ***Alignment.*** Goblins tend to be very egotistic and only truly align themselves... with themselves. But if there is gold involved, goblins will always turn to the highest bidder, regardless of what side they end up on. Goblins are usually considered to be of the Neutral spectrum, and sometimes even Neutral Good. ***Size.*** Goblins have an all-round average height of 3 feet at full-grown size, and weigh around 30-50 pounds. Your size is Small. ***Speed.*** Your average walking speed is 30 feet. ***Darkvision.*** 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 colors in darkness, only shades of gray. ***Fury of the Small.*** When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. After using this ability, you can't use it again until you complete a short or long rest. ***Nimble Escape.*** You can take the Disengage or Hide action as a bonus action on each of your turns. ***Languages.*** You can speak, read, and write Common and Goblin. ***Cartels.*** In addition to the above, you gain additional features based on you living under a specific cartel of goblins. ___ ### Steamwheedle Cartel The Steamwheedle Cartel is the largest and most successful of the Goblin Cartels in Undermine. It is a neutral organization that controls several cities and towns around the world, and has allied themselves with a number of other groups such as the Blackwater Raiders in Booty Bay. Gadgetzan is the headquarters of the Steamwheedle Cartel, and is where some of the best goblin engineers, miners and alchemists ply their trade. ___ ***Ability Score Increase.*** Your Intelligence score increases by 1. ***Better Living Through Chemistry.*** You are proficient in the use of alchemist supplies. ***Rocket Belt.*** You gain a Rocket Belt as a piece of equipment. With this, you can use the following two abilities every day, but once you use either of them, you can't use them again until you complete a short or long rest. *Rocket Jump.* You fire up the rockets on your belt to leap forward a short distance. Using this ability will allow you to propel yourself forward up to 15 feet without using any movement. When you land, creatures that are within 5 feet of you must make a Constitution saving throw. The DC of this throw is equal to 6 + your proficiency bonus + your Intelligence modifier. On a failed save, the target takes 2d4 fire damage. On a successful save, it takes half as much damage. *Rocket Barrage.* You launch your rockets in a fiery barrage of death upon the enemy. The rockets have a range of 20-80 feet, and explode in a radius of 10 feet. Creatures that are within range of the explosion must make a Dexterity saving throw. The DC of this throw is equal to 8 + your proficiency bonus + your Dexterity modifier. On a failed save, the target takes 2d6 fire damage. On a successful save, it takes half as much damage. ___ ### Bilgewater Cartel Following the destruction of Kezan’s port homes, many of the Bilgewater Cartel’s surviving goblins have fled for their lives, joining their new Horde comrades and settling in Azshara’s Bilgewater Harbor. The town’s origins are often speculated on by non-goblins; Bilgewater Harbor sprang up in record time after the Kezan refugees’ arrival, and its’ quintessentially goblin construction has fostered an atmosphere of debauchery and disorder. \page ***Ability Score Increase.*** Your Charisma score increases by 1. ***Best Deals Anywhere.*** Whenever you end up buying something for a total of 25 or more gold, you can reduce the price by an amount equal to your proficiency bonus + your Charisma modifier. ***Supply and Demand.*** Whenever you make a Charisma (Persuation) check related to buying or selling from merchants, you are considered proficient in Persuation and add double your proficiency bonus to the check, instead of your normal proficiency bonus. \page # The Alliance \page # Human “My son, a terrible darkness has returned to our world. As before, it seeks to annihilate everything that we hold dear. I go to face it, knowing I may not return. All my life I have lived by the sword. I've seen kingdoms burn, and watched brave heroes die in vain. It's been difficult for me to trust after losing so much. But from you I have learned patience, tolerance, and faith. Anduin, I now believe as you do, that peace is the noblest aspiration. But to preserve it, you must be willing to fight!” — Varian's last message to Anduin ___ ### Stalwart Survivors Humans are among the oldest races on Azeroth, their valour, optimism and versatility have led them to build some of the world's greatest kingdoms, dominating the continents of Lordaeron and Azeroth. With life spans generally shorter than the other races, humans strive all the harder to achieve great heights in empire building, exploration, and magical study. Their aggressive and inquisitive nature lead the human nations to become active and influential in the world. Such was the case prior to the orcs' original invasion through the Dark Portal. Human kingdoms suffered greatly in the three wars against forces of the demonic Burning Legion's creating, The Horde in the first two, and The Scourge in the third. ___ Many humans fell in the Third War, leaving behind battered yet unbowed survivors of the Human Expedition under the command of the sorceress Jaina Proudmoore. This group settled on the wild continent of Kalimdor. ___ Lordaeron, a former human city, is decimated - a battlefield for forest trolls, the Scourge, Forsaken, ogres, and other creatures. The few humans who remain in Lordaeron struggle to keep their small settlements free of the villainy 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 persistently attack it. ___ ### Mortal Virtues 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 view of diplomacy that does not favor negotiations. Aided by belief in the Holy Light, humans have fought hard and endured much during the wars against the Horde, the Scourge and the Burning Legion. Despite all their tragedies, humans show hardiness and bravery and are thoroughly committed to building strong societies, reinforcing their kingdoms, and reclaiming their nations. Years of war have tempered human resolve, tempering them and giving them a determined nature. ``` ``` ### Natural Pride Humans seem to be a naturally proud and ambitious race. The humans of Azeroth have a very strong sense of triumphalism and have been known to be arrogant, overzealous, or vainglorious. Humans have also regularly displayed noble and altruistic attitudes and actions. These qualities have led to human society producing notable heroic and villainous figures in recent history. ___ Most humans take comfort in having an orderly and just society. This is derived from their tales of a great leader named Tyr. The story of Tyr slipped into memory long ago, when the young race of humans struggled to survive using the limited supplies provided to them by the parents who had abandoned them. They occasionally took to gathering around a fire whilst trying to read from scrolls telling of ancient heroes and leaders – tales from the civilization that had cast these creatures out. One of these scrolls spoke of a great leader, a paragon of order and justice, who sacrificed his right hand in a fight against an unfathomable evil. Although it was within this hero's power to fix his hand after the fighting had ended, the hero instead chose to replace it with a closed fist made of the purest silver. In this way, the hero impressed upon those who followed him that true order and justice can only be accomplished through personal sacrifice. ___ ### A Busy, Orderly Life Humans prefer to live in villages, towns, and cities. Few humans understand the reverence of nature the night elves and tauren possess, and the most rural or rugged lifestyle a human has shown to possess is that of a farmer, bandit, or soldier. Human cities are extremely large, bustling, and lively. Outside city walls, in the countryside, the human peasantry provides basic resources to the rest of the kingdom; the peasant farms, mines, and chops wood. In the city, merchants trade goods while craftsmen practice and perform their trades and businessmen provide services. At the top of the social hierarchy are the nobility, who sit within their castles, making important political decisions on the running of the kingdom. \page Despite the desire for order that generally exists among humans, some groups do deviate from this cultural trait and possess no loyalties toward their established political leaders. This is especially true in times of uncertainty for humans. Before the Third War there were humans in the Northern lands of Lordaeron that were swayed into joining the Cult of the Damned. Banditry, sea piracy, and fanaticism amongst humans has been on the rise recently. ___ ### Human Names Human names are usually (old) English names and last names, but depending on the person, the names can be pretty much from any language. ___ **Male Names:** Alkuin, Viktorin, Karim, Cale, Welles, Vico, Brennen, Volker, Will, Reinald ___ **Female Names:** Anka, Lucille, Riana, Vera, Aysche, Mckenna, Nann, Elisabet, Dorchen, Arenya ___ **Surnames:** Smyth, Dudley, Newbery, Huxley, Kendal, Sheldon, Payton, Bush, Upton, Harrington ___ ### Human Traits Your human character has the following racial traits; ___ ***Ability Score Increase.*** Your ability scores each increase by 1. ***Age.*** Humans reach adulthood in their late teens and live less than a century. ***Alignment.*** Humans are persistently striving for the betterment of the world around them, even if that sometimes means fighting those they personally deem as enemies. In general, however, they have no real tendency toward any alignment in particular. ***Size.*** Humans vary wildly in size from between 5-6 feet in height, and around 180 pounds in weight. Your size is Medium. ***Speed.*** Your average walking speed is 30 feet. ***Every Man For Himself.*** You have advantage on saving throws against being stunned. ***Diplomacy.*** You gain advantage on all Intelligence, Wisdom, and Charisma checks when dealing with one race of your choice. ***Languages.*** You can speak, read, and write Common and two extra languages of your choice. ``` ```
>##### Human Variants > If you'd like to choose a variant of the human race, there are two major variants to pick from, with traits that replace the regular human's Ability Score Increase trait. These variants are Dalaran, and Kul'Tiras Humans. >##### Dalaran Human >___ >***Ability Score Increase.*** Your Intelligence Score increases by 2, and your Wisdom Score increases by 1. > >***Scholars and Spellcasters.*** You have proficiency with the Arcana and History skills. > >##### Kul'Tiras Human >___ >***Ability Score Increase.*** Your Constitution Score increases by 2, and one ability score of your choice increase by 1. > >***Tool Proficiency.*** You gain proficiency with the navigator's tools. > >***Seafaring Explorers.*** Whenever you make a Wisdom (Survival) check related to seafaring, you are considered proficient in Survival and add double your proficiency bonus to the check, instead of your normal proficiency bonus. \page # Night Elf “Darkness covered us in the beginning, and we could not see. We cried for guidance and the moon shone down bright upon us. Her soft light not only illuminated the night for us but also gave comfort. Her light touched us from within, enabling us to see even when the moon was not visible...” --- Tyrande Whisperwind ___ ### Children of the Stars Night elves (or kaldorei, for "Children of the Stars" in Darnassian), are a powerful and mystical race whose origins extend back to ancient times. These then-immortal beings were among the first to study magic and let it loose throughout the world nearly ten thousand years before the First War. The founders of a magical and advanced civilization which at its peak spanned the breadth of ancient Kalimdor, the night elves came into a horrific conflict with the Burning Legion but achieved a Pyrrhic victory that ended in the Great Sundering, turning Kalimdor's landmass into the continents of the present age. The devastation wrought by the chain of events birthed in conceit caused a wholesale shift in direction. The night elves abandoned the use of arcane magic, fearing its use would draw the Burning Legion back to their world. The main survivors of the Sundering crafted a radically different society centered around druidism, the harmony with the natural world and its denizens. ___ ### Druidic Society For more than ten thousand years, the night elves have been bound to nature, shaping their culture into what it is now. Modern night elf society was founded on the very grounds of protecting nature, signified by their connection to the world tree. As one of the longest living races in Azeroth, night elves tend to be slow to change. Slow to anger and slow to cool off, the night elves experience emotions as deeply, or perhaps more so, than the younger races. While generally slow to respond emotionally, their minds have seen much and tend to have a honed wit and sense of humor. ___ ### Gods Help Us All The night elves use the word "god" in plural ("Gods help us all"; "May the gods have mercy"), and the Temple of the Moon in Suramar had frescoes and murals depicting Elune and many other gods (actual gods, not demigods) shaping the world. This demonstrates that night elf religion is actually polytheistic, but above all stands Elune, the moon goddess. Her priests, the Sisters of Elune, are the leaders of the night elf military, and her high priest is the official head of the night elf nation, ruling from the Temple of the Moon in Darnassus. The night elves also worship their ancestors. This worship takes the form of offerings, traditionally rice cakes that are blessed in the Temple of the Moon. While Elune is a goddess of peace, she is not a pacifist. One of her aspects is the Night Warrior, who takes the valiant among the dead and sets them riding across the sky as stars. This is likely the origin of the name "kaldorei", as night elf ancestors are thus believed to become stars upon death. ___ ### Ancient Beliefs The night elves, especially the druids, also have a close kinship with most of the Ancient Guardians, as all known living ancient guardians were last seen on Mount Hyjal. Cenarius is amongst the most ancient allies of the night elves. Aviana is the patron of the Druids of the Talon, while Ursoc and Ursol are the patrons of the Druids of the Claw. Malorne, Aessina and Tortolla are also allies, having assisted the Guardians of Hyjal in the protection of the world tree. Omen, while still corrupted, lies at the heart of the Moonglade. ___ ### Friends of Dragons The night elves also have close bonds with the Red, Green and Bronze Dragonflights. The great dragon aspects, Alexstrasza, Ysera and Nozdormu, were the ones to bless Nordrassil, and the night elves have worked with them on many occasions since. Ysera is particularly important, as all druids assist her dragonflight in guarding the Emerald Dream. \page ### Night Elf Names Night elf names are melodic and often quite long, which sometimes leads to harder to pronounce names as well. Many are simple enough despite their lengths though. Surnames tend to reflect nature, especially the night or the moon, but there's a wider variety of themes as well. Unlike some other races, the night elves usually keep their surname throughout life and pass them down from generation to generation. ___ **Male Names:** Kunongir, Shitern, Fithuss, Semuth, Je'meath, Metyarn, Thidarn, Athii, Munaer, Gynes ___ **Female Names:** Fidavosh, Kisy, Illash, Sehuth, Ny'vudryath, Nollostya, Fymi, Sivysh, Julle, Nethevai ___ **Surnames:** Sealight, Keenhold, Gleamstalker, Broadmane, Mistfire, Bladefluke, Oceanbow, Goldweaver, Blackmind, Shieldpride ``` ``` ### Night Elf Traits Your night elf character has the following racial traits; ___ ***Ability Score Increase.*** Your Wisdom score increases by 2, and your Dexterity Score increases by 1. ***Age.*** Night Elves are considered mature when they reach the age of 20, and due to their longevity, they can live for up to thousands of years. ***Alignment.*** Night Elves live for nature, to protect and defend it, and are usually rather isolated from the rest of the world. They will, however, answer to fight evil and corruption. They are considered Neutral Good, or Lawful Neutral. ***Size.*** Night Elves are 7 feet tall at average, and weigh around 174-318 pounds in average. Your size is Medium. ***Speed.*** Your average walking speed is 30 feet. ***Superior Darkvision.*** Your darkvision has a radius of 120 feet. ***Shadowmeld.*** You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. ***Quickness.*** When a creature you can see attacks you, you can use this ability to impose disadvantage on the attack roll. After using this ability, you can't use it again until you complete a short or long rest. ***Touch of Elune.*** During night-time, the first attack action you make has advantage. During day-time, you are considered proficient with the Nature skill. ***Languages.*** You can read, speak, and write Common and Darnassian. \page # Dwarf "We Bronzebeards are known across the whole of Azeroth. Me eldest brother Magni was King of Ironforge, wise and fair a ruler as ever been. And Brann, well, he's a renowned explorer, always finding secrets, bein' written about in Explorers' League Geographic. With brothers like that, I'd feel a wee bit overshadowed... if I didn't kick so much arse! Alright, lads, line up! It's _hammer time!"_ --- Muradin Bronzebeard ___ ### Sturdy Folk of the Mountain Dwarves are short and stout creatures mostly inhabiting Khaz Modan in the Eastern Kingdoms. They are shorter than humans but taller than gnomes, taking advantage of their size when possible and relying on their robustness and strength when not. The average dwarf is steady, observant and composed both during work and combat, yet able to rage with fierce zeal and persistence when the situation calls for it. While a dwarf prefers to plan forward to overcome challenges, many of them easily lose their temperament and self-restraint when exposed to conditions stirring their feelings and concerns. ___ In past ages, the dwarves rarely left the safety of their mountain fortresses, spending their time on refining metal and stone into powerful weapons and beautiful jewelry. However, when the call to battle sounded, they rose up to defend their friends and allies with unmatched courage and valor. King Magni Bronzebeard led the Kingdom of Ironforge dwarves to becoming one of the most staunch members of the Alliance. Currently the three main dwarven clans are led by the Council of Three Hammers. ___ ### Born of the Earth The dwarves derive from the earthen, a prototype race of humanoid creatures consisting of living stone. The earthen were one of the races created by the titans in order to help shape Azeroth after the titans were gone, from a so-called "Subterranean being matrix". As creations by the Vanir-titans (probably Khaz'goroth), the part of Azeroth the earthen were to shape was the earth and underground. Although the earthen was a successful creation at first, things would soon change. The Curse of Flesh created by the Old Gods affected the earthen, causing them to mutate into the vicious troggs. As the troggs had a very reduced cognitive ability compared to the original earthen (and other unfortunate aspects the titans didn't find pleasing, such as cannibalism) the troggs were sealed away, primarily within the ancient Titan city of Uldaman. ___ Although the earthen were susceptible to the Curse of Flesh, the Titans chose to modify the prototype rather than begin all over again. These earthen did not transform into troggs, but into dwarves. While the transformation turned their physical bodies mirroring the stone found on Azeroth into weaker flesh, they still maintained their mental affinity for it, along with their cognitive abilities. The dwarves were actually akin to a return to the default subterranean being that the Titans typically created. This had not been the titan's intentions and they would continue to modify the earthen, but they were satisfied with this outcome, seeing the dwarves acceptable to carry out their task in their own right. ___ ### Dwarven Culture Dwarves are a strong and hardy people steeped in tradition with a zest for combat, exploration, and many a fine ale. While the monarchs of the past are honored, so, too, are the explorers that continue searching for answers regarding the mysterious origins of their race. What the dwarven people lack in height, they make up for in heart and valor. Dwarves consider their clans vital to their personal identities. Dwarves love gold and dwarves love drinking, so gaming seemed like a natural fit for both. ___ Dwarves are famous metalsmiths. While they produce many implements of war, they are adept at working with softer metals as well. The legendary ram Toothgnasher was a wonder of Khaz Modan and the subject of many tales of dwarven folklore. ___ ### Dwarf Names Dwarven names sound strong and are given at birth. Some might choose to name their newborn after an ancestor to honor their memory, as dwarves are usually proud of their history (and intrigued by history in general). Last names are also given at birth, but they're almost always the name of their clan. However, some dwarves change their last name when they've performed a great feat, although this usually happens when other dwarves call this exceptional dwarf by this new name as a type of honorable nickname, which then sticks around as a new last name and, not uncommonly, a new clan name. \page **Male Names:** Ryrros, Groligg, Ogronigs, Khodril, Jariggs, Bhahmorgegs, Yduk, Tagneg, Hormunn, Engohun ___ **Female Names:** Rigoss, Sisso, Nehdaemde, Twunven, Twarinn, Azemda, Oraehmuss, Ewholo, Annena, Jinvan ___ **Surnames:** Blackhead, Fullbreaker, Blackdrink, Evenpeak, Dimmail, Smughelm, Evenhandle, Hardbeer, Steeldust, Boulderbelcher ___ ### Dwarf Traits Your dwarf character has the following racial traits; ___ ***Ability Score Increase.*** Your Constitution score increases by 1. ***Age.*** Dwarves mature at the same rate as humans, but are considered middle-aged only when reaching the age of 200, and they can live to be well over several hundred years older. ***Alignment.*** Dwarves are loyal and fierce in their ways, staying loyal to a friend once their trust has been earned. They are of varying levels of good alignments, but usually considered Lawful Good. ***Size.*** Dwarves are usually around 4-5 foot tall and weigh around 140-160 pounds on average. Your size is Medium. ***Speed.*** Your average walking speed is 25 feet. Your speed is not reduced by wearing heavy armor. ***Darkvision.*** 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 colors in darkness, only shades of gray. ***Explorer.*** Whenever you make an Intelligence (History) check related to archaeology and stonework, you are considered proficient in History and add double your proficiency bonus to the check, instead of your normal proficiency bonus. ***Frost Resistance.*** You are resistant to cold damage. ***Stoneform.*** You can use this ability as a bonus action to turn your body into living stone for your three next turns. While you are in this form, you gain a number of bonus hit points equal to your proficiency bonus + your Constitution modifier, and you are also resistant to bludgeoning, piercing, and slashing damage from nonmagical weapons. After using this ability, you can't use it again until you complete a short or long rest. ***Languages.*** You can speak, read, and write Common and Dwarvish. ***Clans.*** Three main clans of dwarves make up the Council of Three Hammers; the Bronzebeards, the Wildhammers, and the Dark Irons. Choose one of these clans. ### Bronzebeard Clan The Bronzebeard clan is preeminent among the various dwarven clans of Khaz Modan. During the War of the Three Hammers, they led the dwarves of Ironforge against Thaurissan and the Dark Iron clan. Today, Muradin Bronzebeard heads and represents the clan, following the petrification of his elder brother, King Magni. ___ ***Ability Score Increase.*** Your Strength score increases by 2. ***Might of the Mountain.*** You have advantage on Strength saving throws. ``` ```
### Wildhammer Clan
The Wildhammer clan is a dwarf clan currently centered mainly in the Hinterlands and the Twilight Highlands; although many others can be found in Kalimdor and Outland as well. Now a part of the Alliance, the wild dwarves hold the Horde as enemies. The Wildhammer dwarves are hill dwarves or mountain dwarves. Renowned for their close bond with gryphons, they treat these animals as equals in battle instead of pets, leading to numerous successes in the Second and Third Wars. They also value nature and have close ties to shamanism. ___ ***Ability Score Increase.*** Your Wisdom score increases by 2. ***Riders of the Storm.*** Whenever you make a Wisdom (Animal Handling) check related to gryphons, you are considered proficient in Animal Handling and add double your proficiency bonus to the check, instead of your normal proficiency bonus. ___ ### Dark Iron Clan The Dark Iron clan is a clan of Dark Iron dwarves. These dark skinned dwarves were formerly ruled by Sorcerer-thane Thaurissan and vied for control of Ironforge with the Bronzebeard clan and the Wildhammer clan during the War of the Three Hammers. Now ruled by Moira Thaurissan, daughter of Magni Bronzebeard and widow of the late Emperor Dagran Thaurissan, the Dark Iron clan seek to forge a new future for themselves independent of the tyranny of Ragnaros and his minions, which has long been imposed upon them in their home of Blackrock Mountain. Under Moira's guidance, some of the Dark Iron clan have even moved into Ironforge to train the local dwarves in the ways of warlocks and mages. \page ***Ability Score Increase.*** Your Intelligence score increases by 2. ***Forged in Flames.*** You are resistant to fire damage. This replaces your Frost Resistance trait. ***Fireblood.*** You know the *Fire Bolt* cantrip. Intelligence is your spellcasting ability for it. ***Mass Production.*** You are proficient in the use of smithing tools. \page # Gnome “You never really understood, did you? It is our loyalty to our friends that provides our truest, greatest strength... My friends. It is a power that numbers cannot match.” --- Geblin Mekkatorque ___ ### A Home Lost And Reclaimed The gnomes (referred collectively as gnomanity) are a race of diminutive and highly intelligent humanoids, known for their mastery of technology. They were originally descended from mechagnomes, metallic Titan creations, who were affected by the Curse of Flesh. The early gnomes eventually found their way to Khaz Modan, where they founded the capital of Gnomeregan and became allies with their nearby dwarven cousins. For years the gnomes were based in Gnomeregan, providing technological support to the Alliance during the Second War, until a trogg invasion and treachery from within irradiated Gnomeregan and killed as much as eighty percent of the gnomish population. The gnomes were forced into exile in Tinker Town in the dwarven capital of Ironforge, until, following the Cataclysm, the gnomes launched a partially successful recapture of Gnomeregan, and are now based in New Tinkertown. ___ ### Ambitious and Inventive Gnomes are a race of ambitious folk, whose lives are validated by a masterful command of the scientific laws of the universe. This outlook on life makes them feel that to be pitied is unbearable, even insulting, though they know their allies do not do this intentionally. They have been more of a race of scholars throughout their history, generally focused on escaping and avoiding conflict, being also known to offset their lack of physical strength with ingenuity and daring. However, the loss of Gnomeregan and years of hardship and survival amongst increased association with the dwarves have made the gnomes stronger and more comfortable with their physical prowess, giving them a combatant edge. Gnome melee fighters have become more common, and are in general more willing to talk back to Tall Folk then ever before. ___ As noted above, much of gnomish philosophy is focused on forward-thinking, inventive concepts, and little thought has ever been given to history or non-scientific records. ___ ### Scholar-Like Hierarchy Little is actually known about gnomish culture. Though what gnomish life really revolves around is unclear, it is perceived by most to be about striving towards the next levels of technology and knowledge through experimentation and tinkering. ___ From that is known, gnomes do value and follow the hierarchy, but they also understand the hierarchy as the masters duty over the servants, to care for them and help for them. Some senior gnomish engineers may actually have less parts, metals and similar resources than an ordinary engineer, as they tend to share them with the followers. Also, the higher rank is most easy to earn by teaching others, while this of course requires to be a master on a subject. When goblins say they hate hierarchy as the master first cares about himself (so who would want to be the servant), they seem talking in a two completely different languages. Gnome groups are small and form with difficulty over long time. However when once established, they usually last for life, and a gnome reasonably expects much more support and cooperation from the team-mates than a goblin would. When goblin children leave family at maturity and go their own ways, gnome families tend to stay together over generations and usually run some shared business.
### Gnome Names Gnomes receive a first and last name at birth. These last names are the name of their father or other important ancestor. They usually represent a feat of strength, one which has been achieved within this particular family. Once a gnome has grown older (25-35), they're expected to achieve their own greatness, which will then give them a new last name.
\page **Male Names:** Gnotli, Lolkin, Oli, Gloreenk, Klirink, Tonkok, Fitlic, Damin, Cobusin, Kruldish ___ **Female Names:** Jinnobik, Nyllokleesh, Timikle, Todeslon, Klatlack, Hemko, Ilbunk, Dinkla, Gliklandiz, Ellen ___ **Surnames.** Thunderdish, Trickysignal, Strikewizzle, Fuzzguard, Coilclock, Oilycount, Thunderbonk, Cogblast, Clockclick, Oilyheart ### Gnome Traits Your gnome character has the following racial traits; ___ ***Ability Score Increase.*** Your Intelligence Score increases by 2, and one ability score of your choice increase by 1. ***Age.*** It is unclear how long gnomes live for, but they reach maturity around 22 years of age. Some say they live for as long as the dwarves, which would be around 200+ years old. ***Alignment.*** As gnomes have faced hardhips after hardships, they have still come out on the better side, still willing to cooperate and participate with members of the Alliance. Combined with their scholar-like hierarchy, gnomes are usually regarded as Lawful Good, or at least Neutral Good. ***Size.*** Gnomes stand at a miniscule height of around 3 feet in average, and weigh around 35-45 pounds on average. Your size is Small. ***Speed.*** Your average walking speed is 30 feet. ***Escape Artist.*** You have advantage on saving throws against traps, and you can move through the space of any creature that is of a size larger than yours. ``` ``` ***Arcane Resistance.*** You are resistant to force damage. ***Engineering Specialization.*** Whenever you make a tinker's tools check, you are considered proficient with the tinker's tools and add double your proficiency bonus to the check, instead of your normal proficiency bonus. ***Languages.*** You are able to speak, read, and write Common and Gnomish. \page # Draenei “In moments of great strife, I gaze into the heavens and see just how far we have already come.” --- The Prophet Velen ___ ### Exiled Refuge The draenei (meaning Exiled Ones in their own tongue) are a faction of uncorrupted eredar who fled their home world of Argus to escape the corruption of the demonic Burning Legion. Led by Prophet Velen and guided by the divine naaru, they traveled throughout the cosmos in search of a safe world to settle on, eventually landing on a planet they would come to call Draenor, or "Exiles' Refuge". For centuries, the draenei lived in relative peace with Draenor's native orcs, until agents of the Burning Legion found them. As the orcs were corrupted by the Legion and formed the original Horde, the draenei were slaughtered en masse and driven into hiding. Eventually, they managed to escape Draenor on the Exodar, a vessel of the naaru fortress of Tempest Keep, crash-landing on Azeroth; more specifically, on the Azuremyst Isles off the western coast of Kalimdor. Once they had arrived on Azeroth, the draenei allied with the Alliance and aided them in the war in Outland. ___ ### Light and Magic The draenei culture is centered around two things: the Holy Light of Creation and magic. The first is the result of their unique relationship with the naaru, while the second is the path that the eredar have always followed. As a result, draenei usually choose religious professions, such as priests or paladins, or magical ones, such as the mage. Some draenei such as the Auchenai have even mastered the art of talking to the dead. A few have started to follow the path of the shaman under the guidance of Farseer Nobundo. As a people, the draenei have devoted themselves to 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 spite of this overarching goal, the draenei still lead personal lives and pursue their own interests, just as other races do. ___ ### Crystalline Warfare The draenei have learned to shape crystals for all kinds of purposes ranging from power containment to data storage. The purple crystals often associated with draenei that decorate their buildings, weapons, and armor are known as arkonite crystals and are used to power everyday draenei society. ___ On Draenor, arkonite pylons were used to generate power for the tombs outside Auchindoun, though they were sometimes repurposed to power small towns in emergencies. Arkonite is a powerful source of arcane energy. Before Draenor's destruction, it was primarily mined across Talador with additional mines in Shadowmoon Valley and Tanaan Jungle. The draenei at the Temple of Sha'naar would often mine the mountains of Tanaan for perfect crystals to power their arcane devices and channel their magics. Luminescent Heartglobes are installed atop poles by draenei civil engineers to provide well-lit paths and common areas. ___ ### Draenei Names Draenei names can perhaps be described best as abstract Arabian names. Unfortunately there aren't any (known) draenei naming traditions, nor do they have last names which reflect feats of strength. ___ **Male Names:** Mabapher, Oddol, Kelac, Yezin, Yaphaniuc, Stamugtor, Azagod, Aburhok, Maldi, Dribiul, Hognem, Fofommoth, Khidnadis, Kulmud, Yeon'phe ___ **Female Names:** Basah, Mugathe, Hushi, Calemeh, Phalda, Phoret, Sulre, Lulleflatt, Hefdat, Phidel, Osavell, Gafu, Rurelsil, Labula, Uruma ___ ### Draenei Traits Your draenei character has the following traits; ___ ***Ability Score Increase.*** Your Wisdom score increases by 2. ***Age.*** Draenei reach maturity around the age of 20-35, and are probably the most long-living races of all, having a lifespan of over 25,000 years. ***Alignment.*** The draenei strive to make their place in a world that is not even their own, and all while following the teachings of the Holy Light of Creation, a force that is good by nature. Draenei are considered to be Lawful Good. ***Size.*** Draenei average out between 7-8 feet in height, and weigh around 230-300 pounds average. Your size is Medium. ***Speed.*** Your average walking speed is 30 feet. ***Gift of the Naaru.*** You can cast *Healing Word* with this trait, using Wisdom as your spellcasting ability for it. Once you cast it, you can't cast it again with this trait until you finish a short or long rest. ***Shadow Resistance.*** You are resistant to necrotic damage. ***Languages.*** You are able to speak, read, and write Common and Draenei. ***Subraces.*** Two main subraces of Draenei populate the world of Azeroth; Exodar Draenei, and Lightforged Draenei. Choose one of these subraces. \page ### Exodar Draenei Once a satellite structure of the mighty Tempest Keep, the dimensional craft known as the Exodar was used by a group of draenei to escape their perilous home on Outland. After departing the shattered draenei world, the Exodar appeared above northern Kalimdor when a spectacular explosion ripped open the skies. The great vessel impacted on the shores of Azuremyst Isle, which has since become home to Outland’s refugee draenei. Following their dramatic landing, the draenei have utilized the remains of the Exodar to great effect, transforming it into a base of operations for their dealings on Azeroth. ___ ***Ability Score Increase.*** Your Strength score increases by 1. ***Heroic Presence.*** You generate an aura that reaches every allied creature within 10 feet of you. Creatures affected by this aura have advantage on saving throws against being frightened. ***Gemcutting.*** Whenever you make an Intelligence (Arcana) check related to creating jewelry, you are considered proficient in Arcana and add double your proficiency bonus to the check, instead of your normal proficiency bonus. ``` ``` ### Lightforged Draenei For untold millennia, the Army of the Light waged war against the Burning Legion throughout the Twisting Nether. The draenei most committed to their long crusade would undergo a ritual to become Lightforged, infusing their bodies with the very essence of the Holy Light. ***Ability Score Increase.*** Your Charisma score increases by 1. ***Holy Resistance.*** You are resistant to radiant damage. This replaces your Shadow Resistance trait. ***Light's Judgment.*** When you hit a creature with a melee weapon attack, you can use this ability to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 1d8 + your Charisma modifier at 1st level, plus ld8 at 5th level, 9th level, 13th level, and 17th level. The damage increases by ld8 if the target is an undead or a fiend. After using this ability, you can't use it again until you complete a short or long rest. ***Demonbane.*** You have advantage on attack rolls if the target is a fiend. \page # Worgen "Look at what you've become. Those cursed beasts... they've left you nothing more then just another wretched mongrel. Do you even remember what you did to your friends? Your kind... haunting the wilds unchecked... until we found you. They've kept you alive, because they still believe you can be saved. To which... I must ask: is there even a shred... of humanity left within you? Perhaps. We will find out... soon enough." --- Lord Vincent Godfrey ___ ### Neither Man Nor Beast Worgen are large, lupine humanoids that walk upright, but lope on all fours to run. They primarily inhabit forests and are natural hunters. Being bitten by or drinking the blood of a worgen causes humans and night elves to be transformed into one. After the transformation, those that are overcome by rage and guilt gradually lose all vestiges of their former lives and turn mindless. By controlling their emotions via medication, magic, and self-discipline, worgen may resist being overcome by their feral instincts. ___ Those that become so by choice, like the members of the Wolf Cult, embrace their new lives as neither man nor beast and form tribal societies known as "packs", such as the Bloodfang, the Nightbane, and Bloodmoon pack. Other groups are more disciplined, like the Gilnean worgen, but still run and hunt on all fours. ___ ### An Ancient Curse The worgen were created during the War of the Satyr by the priestess Belysra Starbreeze and the druid Ralaar Fangfire who were trying to find a solution to the wolf pack form's uncontrollable nature. The form embodied the full fury of the wolf Ancient Goldrinn, something the druids had never been able to command. Belysra and Ralaar believed that the magic of Elune could tame its uncontrollable rage. She thus led a ritual and mixed the power of the moon goddess from a staff she created for the occasion, the Scythe of Elune, with the Druids of the Pack's pack form, resulting in the creation of the worgen. Unfortunately this did not go as planned, Goldrinn's fury was still just as overwhelming. The worgen turned against the night elves, and Malfurion was forced to seal them within the Emerald Dream after it was discovered that their bite turned other night elves into more worgen, through what is now called the worgen curse. ___ Centuries later, they were freed from the Dream by the human archmage Arugal in order to fight the undead Scourge for Gilneas. While extremely effective against the undead army, the worgen then turned on the Gilnean, prompting them to close the Greymane Wall. While no worgen managed to enter the city, humans who had been bitten by them did. They would turn into worgen themselves and spread the curse to the whole of Gilneas, including King Genn Greymane. After being taught how to control their inner beast by the night elves, many worgen are now members of the Alliance. ___ ### Natural Habitat Worgen generally tend to prefer more natural habitats like forests; they are natural hunters and have a propensity to hunt. What can be inferred from the Gilnean worgens' hunting behavior is that respect can be earned within the pack by the number of prey hunted or by hunting an incredibly elusive or dangerous prey. Alpha Prime describes being unable to hunt as excruciating torture for his kind. Once bitten, worgen go through stages of the mindless state, eventually losing their last vestiges of their former lives and gaining a full feral mentality; an irreversible transformation. ___ ### Taking Control Worgen must always control their emotions lest they lose themselves to their form's feral instincts. Rage and guilt are two known emotions that illicit a worgen's transformation. One way worgen can temporarily keep their sanity is by injecting themselves with a serum created by Gilnean chemist, Krennan Aranas. Another method is undertaking a night elven ritual that makes peace with traumatic events, thus bringing balance between the human and worgen sides. This ritual involves eating a piece of Moonleaf (to help the mind prepare for the ritual) and drinking holy water from moon wells that recalls traumatic and peaceful events so that a person may gain understanding and balance of one's self. \page ### Worgen Names Worgen names don't seem to be different from regular human names. Some names, like Greymane, may seem to be chosen, but they're almost always a coincidence, purely a name they had before their curse and that now fits their curse. Their culture is based on Old English cultures, as well as some other European cultures like German, so picking a name to reflect this could work better than picking a name from a different culture. ___ If you really want to role play your Worgen to the fullest, consider taking one of the following last names: Allen, Aranas, Armstead, Arnes, Atherton, Bottomtooth, Buckley, Chesterhill, Crowley, Darkwalker, Derrington, Hammond, Hayward, Moller, Murray, Oxworth, Spellwalker, Sykes, Walthorn or Whitewall (and Whitemane, but don't pick the last name of a leader). ___ **Male Names:** Dillon, Quinton, Will, Amou, Arnaldo, Adonija, Odell, Hanibal, Phillip, Alvin ___ **Female Names:** Nicky, Jaida, Maribel, Karli, Madelynn, Lynn-Marie, Stefana, Theres, Alexus, Mckayla ___ **Surnames:** Gnash, Tack, Dudley, Shelly, Hanzel, Thornton, Sherman, Gladstone, Oldham, Notley ``` ``` ### Worgen Traits Your worgen character has the following traits; ___ ***Ability Score Increase.*** Your Strength score increases by 2, and your Dexterity score increases by 1. ***Age.*** Worgen age at the same rate as humans, and thus have the same expected lifespan. ***Alignment.*** Whilst some worgen succumb to the mindlessness of being a feral beast, more composed (and often regal) worgen regain their sense of individuality, and thus learn to be in control of their urges and actions. These worgen, whilst still prone to give in to their ferocity, handle themselves with as much dignity as humans. They are often seen as Lawful Neutral, or Neutral Good. ***Size.*** Worgens are on average about 8 feet tall, even while a bit hunched over, and weigh approximately 230-300 pounds on average. Your size is Medium. ***Speed.*** Your average walking speed is 40 feet. ***Darkvision.*** 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 colors in darkness, only shades of gray. ***Darkflight.*** Using this ability as a bonus action, you are able to move 20 additional feet during your turn. ***Aberration.*** You are resistant to necrotic and poison damage. ***Viciousness.*** When you hit a creature with an unarmed melee attack, you roll 1d4 of bonus slashing damage, plus 1d4 at 5th level, 9th level, 13th level, and 17th level. ***Languages.*** You are able to speak, read, and write Common and two extra languages of your choice. ***Two Forms.*** In addition to your bestial worgen form, you also possess a human form that you can take on at will. As a bonus action on your turn, you may switch between your human and worgen forms. Your human form cannot benefit from the *Darkflight* or *Viciousness* traits. While in your human form, combat or significant stress may cause you to shift against your will. Resisting this change requires you to make a Wisdom saving throw. The DC for this saving throw is equal to 10 or the amount of damage you took, whichever is higher. If you succeed, you maintain your human form and do not have to make the save for the next minute; otherwise, you revert instantly to your worgen form.
While *Darkflight* and *Viciousness* are unusable while in your human form, they remain usable in other forms, such as those granted by a druid's Wild Shape.
\page # Pandaren “To ask why we fight... is to ask why the leaves fall. It is in their nature. Perhaps, there is a better question. Why do we fight? To protect Home, and Family... To preserve Balance, and bring Harmony. For my kind, the true question is: What is worth fighting for?” --- Chen Stormstout ___ ### From Rebels to Emperors The enigmatic pandaren are one of the most elusive races of Azeroth. Hailing from the Pandaren Empire located on Pandaria, they are humanoid pandas with a great love of nature and strong ales. ___ Long ago, the pandaren were the slaves of a cruel race of powerful warlords known as the mogu, until they successfully staged a revolution alongside several other slave races, establishing their own empire in the process. During the Great Sundering, the last pandaren emperor sealed their homeland away behind a veil of mist, hiding Pandaria from the outside world and leaving their culture to flourish free of influences from the outside world. ___ A second civilization of pandaren dwell on the back of the giant turtle known as Shen-zin Su, who travels around Azeroth's seas. Millennia after the Sundering, a pandaren by the name of Liu Lang set out to explore the world on Shen-zin Su, returning each year to Pandaria to pick up more adventurers to join him on the back of his ever-growing companion. Eventually, the turtle grew large enough for entire buildings and towns to be constructed upon his back, and the pandaren began referring to him as the "Wandering Isle". ___ ### Living in the Moment If a single trait could sum up the pandaren culture, it’s that they live in the moment. They embrace life with gusto. A pandaren does everything with vigor, focus, and intensity. Every meal is an event. Every moment with the family is cherished. Every project or work of art demands their full attention. Every nap is treated as if it will be the last! The pandaren work hard, play hard, fight like animals, love with all their soul, tell impossibly tall tales, drink like they mean it, and sleep like the dead. ___ On the whole, pandaren are slow to anger and prefer measured solutions to problems. But underneath all of that practiced civility, there is a bear to contend with. When a pandaren focuses on combat, each blow rings with the weight of his or her entire body. Living “in the moment” also means getting lost in the fury of combat; a pandaren monk in the midst of battle has fists like wrecking balls and a roar that can be heard from horizon to horizon. ``` ``` ### A Life of Harmony However, it takes a great deal to get a pandaren wound up. On mainland Pandaria, negative emotions such as fear, anger, or despair can literally take on a physical form and stir up trouble. For this reason, pandaren emphasize and cultivate a quiet life of inner harmony and focus. Conflicts, no matter how bitter, are quickly forgotten over cold drinks once the matter is resolved. The pandaren sense of inner peace and love of life is infectious. Spend any significant time with a pandaren and you, too, can’t help but get lost in the moment. Honorable and filled with a love of good company, good food -- and every now and then, a good friendly brawl -- the pandaren have been content to live in seclusion, allowing their culture to flourish and thrive away from the influence of the outside world.
### Tushui and Huojin One of the two primary philosophies followed by pandaren of the Wandering Isle is the way of Tushui. It encourages living a venerable life through meditation, rigorous training, and moral conviction. Aysa Cloudsinger is one of the pandaren that have mastered this way and can be recognized as somewhat of a leader of the Tushui monks. This philosophy is very close to the ways of the Alliance, and Aysa has decided to join this faction along with the pandaren who uphold this belief.
\page Another philosophy is the way of Huojin. It states that inaction is the greatest injustice, and that there is no shame in defending one's homes and loved ones regardless of cost. Ji Firepaw is a staunch follower of this way, and the first of them who recognized the similiarities of this way in the races of the Horde, and all that find themselves closer to this belief have decided to follow Ji and stand united with all these Horde races, whose desire is to live free.
### Pandaren Names
The Pandaren culture and names heavily reflect Asian cultures, especially Chinese culture. Their last names usually reflect a family business (like brew masters or farmers), a relationship with nature, or their peaceful way of life. There are other themes as well, but these are the most prominent. ___ **Male Names:** Seung-Hyeon, Si-U, Seung-Min, Tae-Young, Kyung-Sam, Song-Min, Si'u, Jung, Hyung-Joon, Kong Yating ___ **Female Names:** Ju-Hee, Ye-Hee, So-Young, Rong Yahui, Guiying Zhelan, Min-Kyung, Da-Hee, Ga-In, Sulgi, Gang Shufen ___ **Surnames:** Quicksky, Beerfall, Freewater, Peacestem, Evenriver, Lastgrowth, Freshscroll, Emptyfeast, Lightninglaugh, Autumnmind ___ ### Pandaren Traits Your pandaren character has the following traits; ___ ***Ability Score Increase.*** Your Constitution score increases by 2, and your Wisdom score increases by 1. ***Age.*** Pandaren age roughly at the same pace as humans, and can reach over 100 years old. ***Alignment.*** Pandaren are the only race in Azeroth who'd be considered to be 'True Neutral'. They do not let themselves be influenced easily by outsiders (unless it is of their cuisine and ale), and they stick to their traditions and values. ***Size.*** Pandaren usually reach around 7-7.5 feet in height and can weigh up to 300-400 pounds average. Your size is Medium. ***Speed.*** Your average walking speed is 30 feet. ***Epicurean.*** You receive bonus hit points from eating food, which is equal to your proficiency bonus + your Constitution modifier. ***Gourmand.*** You are proficient in the use of cook utensils, and whenever you make a skill check with your cook utensils, you add double your proficiency bonus to the check, instead of your normal proficiency bonus. ***Inner Peace.*** Whenever you expend a hit die to heal during a short or long rest, you add double your Constitution modifier to the roll, instead of your normal Constitution modifier. ***Bouncy.*** Whenever you take falling damage, you only take half as much damage (rounded up) than normal. ***Quaking Palm.*** When you hit a creature with an unarmed melee attack, you can use this ability to add 1d8 + your Strength modifier of bludgeoning damage to your target. Your target must then make a Constitution saving throw. The DC of this throw is equal to 8 + your proficiency bonus + your Constitution modifier. On a failed save, the target is considered *incapacitated* until its next turn. On a successful save, it suffers no other ill effects. ***Languages.*** You can speak, read, and write Common and Pandaren. \page # Credits ### Art PopokuPinguPop90 (Most of the renders) ___ PlanK-69 (Genn Greymane render) ___ GFXPixel (Human Mage render) ___ ammeg88 (Warlords of Draenor render) ___ Sillyfulx (Blood Elf Mage render) ___ Official Blizzard Entertainment Art