Sei sulla pagina 1di 29

Dwarf, Wildhammer

Description: Wildhammer dwarves are feral and untamed, prone to revelry, shamanism
and daring acts of bravery (and stupidity). They eschew technological gadgets in favor of nature
magic and straightforward weapons, including their famous stormhammers. Wildhammer
dwarves are famous across Azeroth for their unique relationship with gryphons. They treat these
noble creatures as equals rather than mounts or pets. The gryphons respond to their handlers
respect, and are steadfast and resolute in return. This close relationship produces the most
famous Wildhammer dwarves: the gryphon riders, heroes of the Second and Third Wars.
Wildhammer dwarves are fearless warriors and unswerving opponents of evil. They take to the
skies astride gryphons to combat vile creatures such as harpies and black drakes, and
unnatural contraptions like goblin zeppelins. Slightly xenophobic, Wildhammers are content to
deal almost exclusively with gryphons and nature spirits. They are distant, even distrustful,
toward members of other races. Despite their insular nature, Wildhammer dwarves do not
hesitate to come to the aid of their allies when the need arises. The fanatical archaeological
fervor that has seized the Ironforge dwarves does not fall upon the Wildhammers. Perhaps they
are descended from these mysterious titans but what does that matter? Wildhammer
dwarves live in the present and do not dwell in the past. Their ambivalence about their titan
ancestry denies them the power that their Ironforge brethren have discovered, but the
Wildhammers make up for it with bravery, determination and wild spirits.
Appearance: Wildhammer dwarves are similar in appearance to their Ironforge kin,
though many shave their heads and they are slightly taller and leaner. Exposure to sun and high
winds darkens and toughens their skin. Wildhammers string beads and feathers into their hair
and beards as good luck charms, and paint tattoos on their bodies in homage to the totems,
ideas and creatures they revere.
Region: The Wildhammer clan hails from Aerie Peak in the Hinterlands of Lordaeron, a
region as yet untouched by the Scourge. Here they work to preserve nature and prevent evil
from tainting their lands, waging a constant war against the native forest trolls. Though cool to
humans and to Ironforge dwarves, many Wildhammers traveled to Kalimdor with Jaina
Proudmoore to combat the Horde. Those in Kalimdor avoid Theramore, preferring the open
skies. Wildhammers are wanderers and explorers, skirting large cities and concentrating in
mountains and other wilderness areas.
Affiliation: Neutral, technically. The Wildhammer clan is not a member of the Alliance,
but Wildhammer dwarves are allies of the Alliance and would certainly help it in a war (and have
done so in the past). They are distant with humans and Ironforge dwarves, but have formed a
kinship with high elves. Wildhammers and high elves shared much in common in the past,
including a love of nature and hatred of evil. Many high elves have grown introverted and
brooding of late, which concerns the Wildhammers. The dwarves are appalled at the defection
of the blood elves, an event which has caused them to see their high elf allies with new eyes.
Wildhammers also get along well with night elves, as the two races share much in common.
Ironically, Wildhammers may have more in common with the Horde than the Alliance, but
longtime rivalry and natural distrust prevents meaningful contact. Wildhammers fought orcs in
generations of warfare and cannot let old rivalries die. They respect the orcs fighting prowess
but remain suspicious of them. Wildhammers see potential in the tauren the tauren bear a
great reverence of nature (as do the Wildhammers), practice elemental magic and possess

great martial prowess. Wildhammer dwarves are wilder than tauren, but the possibility exists
that the two races could become friends. Wildhammer dwarves do not like goblins. The little
creatures are materialistic and technology-driven, and they clear-cut entire forests.
Wildhammers take pride in zeppelin hunting.
Faith: Wildhammer dwarves have close ties to nature. Many are shaman, and some are
druids. A few Wildhammers revere the Holy Light, but the faith demands too much organization
and philosophy for the comfort of most.
Names: Wildhammers follow many of the same naming conventions as their Ironforge
brethren, taking names that reflect noble ancestors. Wildhammer surnames recall great
accomplishments of family members and clans.
Male Names: Kazdun, Hagrim, Dondar, Soldrin.
Female Names: Kella, Lorim, Ar-ya, Senica.
Family Names: Beastclaw, Greatbeard, Thundertamer, Windseer.
Wildhammer Dwarf Traits
Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.
Ability Score Modifier. Wildhammer dwarves are a tough bunch, but are blunt like their
cousins, and cold to others. (+2 Stamina, 2 Charisma.)
Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your
size is medium
Speed. Your base walking speed is 25 feet. Heavy armor reduces this rate normally,
unlike Ironforge dwarves.
Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in
dark and dim conditions.
You can see in dim light within 60 feet of you. You cant discern color in darkness, only
shades of gray.
Stability. Like their Ironforge brethren, Wildhammer dwarves are exceptionally stable
on their feet, gaining advantage on saving throws made to against being tripped or bull
rushed, when standing firmly on the ground.
Dwarven Combat Training. You have proficiency with dwarven war axes, dwarven
battle hammers, and dwarven tossing hammers. .
Dwarven Resilience. You have advantage on saving throws against poison, and you
have resistance against poison damage (explained in chapter 9).
Guerilla Warfare. +1 bonus on damage and attack rolls with hammers of all types.
Spirit Animal. Advantage on all animal handling checks pertaining to gryphons.
Blind Courage. Wildhammer dwarves are known for almost foolhardy courage. When
your HP drops below 15%, gain advantage on all melee attacks
Racial Levels. Unlike humans and some other races, Wildhammer dwarves can take a
few levels in Wildhammer dwarf as a class to develop their racial qualities more fully.
Favored Class. Barbarian. A multiclass Wildhammer dwarfs barbarian class does not
count when determining whether he suffers an XP penalty (see WoW RPG, Chapter 3:
Classes, Multiclass Characters, XP for Multiclass Characters).
Wildhammer Dwarf Levels

Wildhammer dwarves can take up to three levels in Wildhammer dwarf at any time. A
Wildhammer dwarf with racial levels is more in touch with his ancestors and with nature, and is
learning the secrets of Wildhammer heritage and fighting styles. Wildhammer dwarf levels stack
with a divine spellcasting class level for purposes of determining caster level for spells. If the
dwarf has two divine spellcasting classes, add the racial levels to the higher of the two.
Hit Die: d8.
Skill Points at 1st Character Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Class Skills: Climb (Str), Craft (Int), Concentration (Sta), Handle Animal (Cha),
Knowledge (nature) (Int), Listen (Spt), Ride (Agy), Search (Int), Sense Motive (Spt), Spot
(Spt), Stealth (Agy), and Survival (Spt). See WoW RPG, Chapter 5: Skills for skill
descriptions.
Starting Gold: A 1st-level Wildhammer dwarf with a level in Wildhammer dwarf begins
play with 3d4 x 10 gold pieces.
Weapon and Armor Proficiency: Wildhammer dwarves with levels in Wildhammer
dwarf are proficient in the use of simple weapons and light armor.
Recklessness (Ex): Wildhammer dwarves are renowned for great bravery. When a
Wildhammer dwarf charges a foe, he gains a +4 bonus on his attack roll. At 3rd level, he
gains improved recklessness and takes no penalty to his AC when he charges.
Bonus Weapon Proficiency: At each level, the Wildhammer dwarf chooses one
weapon from the following list: dwarven waraxe, dwarven battle hammer, and dwarven
tossing hammer. He is proficient with the weapon.

Draenei
Description: The Draenei lived alongside orcs for countless generations on the planet
Draenor. In the final days of The Second War, that world exploded and crumbled, and most of
the Draenei perished. A few managed to survive the destruction however, using the dimension
traveling Exodar to reach safe haven, the noble Draenei fled the ravaged world of Outland.
Inspired by heroic tales of the Alliance and its victories against the Legion, the Draenei sought
out and pledged their loyalty to this courageous faction. Dedicated to preserving life and
upholding the tenets of the Holy Light, the Draenei hope to gather a new coalition of warriors to
battle the Burning Legion and put a halt to its horrific Burning Crusade. Armed only with
courage and their unshakeable faith in the Light, Draenei eagerly join the Alliance and usher
them towards the destiny that awaits them beyond the skies of Azeroth. Though otherwise a
peaceful, private race, the draenei carry an intense hatred for orcs and will slay them whenever
the opportunity arises. Their home on Azeroth lies on Azuremyst Isle within the Exodar, though
some have begun to travel back through the Dark Portal seeking scattered tribes of Draenei that
are rumored to wander the devastated fields of Outland, the last remnants of Draenor still
floating within the Twisting Nether.
Appearance: Draenei are physically similar to the Eredar of the Burning Legion. They
do not, however, exhibit the red skin or horns that demonic eredar have. Draenei males have
tendrils coming out of their chin and a fan-like forehead plate which rises and overlaps other
forehead plates behind it. The female of the species exhibits marked differences, rather than the

forehead plates featured on the male, they have vaguely horn-shaped cranial extensions that
extend over the upper cranium and end on either side of the crown.
Affiliation: Alliance. Due to the Draeneis friendly and honorable attitude, they tend to
get along well with other races, especially those who belong to the alliance for obvious reasons,
even if the races do not return their kindness. Draenei have very strong ties with the Night Elves
who were the first of the Alliance to greet the Draenei and welcome them to the Alliance. Many
Draenei hate the Orcs for their actions in Draenor. This leads to a distrust of the other races of
the Horde. However they dont seem to hate the Tauren, who are arguably the most honorable
race of the Horde.
Faith: 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 follow religious paths,
such as priests or paladins, or magical ones such as the mage. However a few have started to
follow the path of the shaman under the guidance of Farseer Nobundo.
Names: Like most races Draenei children are named by their parents at birth. However
unlike other races
Draenei do not carry surnames names of any kind, occasionally well
known Draenei will carry titles such as Vindicator, Defender, or Caregiver.
Male Names: Ahemen, Deriz, Harnan, Modoru, Nuaar
Female Names: Oruhe, Karja, Talaara, Dearney, Aimi
Family Names: None
Draenei Traits
Draenei share certain racial traits as a result of their eredar heritage.
Ability Score Increase. Draenei are strong of body and spirit. Their devotion to the
light, a testament of their strong will. Your Wisdom and Strength scores increase by 2.
Age. Draenei are considered an immortal race, some have lived as long as 25,000
years.
Alignment. Devoted to the light and the destruction of the Burning Legion, most
Draenei encountered in Azeroth are both Lawful and Good. However there are those
who suffered corruption from the Fel energies of Outlands.
Size. Male Draenei stand about 8 feet tall, while their Female counterparts average a
height of 7 feet. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Heroic Presence. The might of the Draenei shows in your stance. +1 to your AC on all
melee attacks made against you, +1 to your hit dice on all melee attacks you make.
Shadow resistance. Your AC is increased by 2 against all forms of shadow magic.
Gift of the Naaru. Once per long rest a creature of your choice that you can see within
range
regains hit points equal to 20% of their maximum HP. Target must be within 60 ft. This
counts as an action.
Language. You can speak, read, and write Common and Draenei.
Favored Class. Paladin

Worgen

Description: Worgen are an erratic race and can be found in most of the Eastern
Kingdoms. Some believe they are arrivals from another world in the Twisting Nether, while
others think they might have been created through magical experimentation. Records indicate
that the worgen existed for a time in Kalimdor and more recent evidence suggests that their true
origin has a connection to the night elves and a secretive druidic order from Kalimdors distant
past. The worgens first verified appearance in the Eastern Kingdoms has been traced back to
The Third War. When the Archmage Arugal *, frustrated by the destruction of Dalaran by the
Scourge, elected to summon an army of the extra-dimensional beasts. The summoned Worgen
fought against the undead armies, but quickly turned on the wizards. Driven mad with guilt,
Arugal adopted the worgen as his children and retreated to the estate now known as
Shadowfang Keep, but the curse was not contained. It persisted in the lands of Silverpine and
extended even into the walled nation of Gilneas, where the curse rapidly reached pandemic
levels transforming nearly all of its inhabitants into the worgen. During the recent cataclysm the
Greymane Wall was shattered. Setting their sights on the now-vulnerable country of Gilneas, the
vile Forsaken started an invasion of the kingdom. In their greatest hour of need, the worgen of
Gilneas called out for the aid of their old allies. The Night Elves taking responsibility for
unleashing this affliction and feeling obligated to help their newfound allies, have re-introduced
them into the Alliance. The Gilneans now back in the Alliance, and with their allies by their side,
arent giving up their home without a fight.
Appearance: Worgen resemble a cross between humans and worgs. Their bodies are
covered in coarse fur typically colored gray or white but can also be light brown, dark brown, or
even black.

Worgen Traits
Your worgen affliction manifests in a variety of traits you share with other Worgen.
*Monster Guide p.146*
Worgen
Description
Worgen are not native to Azeroth, and have only recently appeared in remote areas, where they
menace travelers and small settlements. Some believe they are arrivals from another world in
the Twisting Nether, while others think they might have been created through magical
experimentation, or brought here as servants of some evil entity. Whatever the case, they are
most unwelcome. These creatures are thoroughly evil, delighting in torturing and devouring
intelligent creatures. They enjoy hearing the screams of their victims as they tear them apart
piece by piece. Worgen never show mercy or remorse. They may seem savage, but they are
fairly intelligent and possess a cruel bestial cunning that can come as a surprise to the
unprepared. Worgen society is patriarchal, with the eldest male leading the pack. Worgen never
challenge leadership; the patriarch leads until he is physically incapable of doing so any longer,
at which point his younger kin devour him. The worgen see this not as cruelty, but a great honor
they consume the bodies of their fallen as well as their victims. They believe the flesh and
blood of their own kind improves their strength and cunning. Worgen look like humanoid wolves.

They dwell in simple huts and usually wear cured leather scraps as rudimentary armor. Worgen
do not use weapons, preferring to tear foes apart with their claws. They stand 6 feet tall, except
when loping along on all fours, and weigh around 250 pounds. They speak their own language,
made up of a variety of growls, barks, and howls.
Combat
Worgen love nothing more than to pounce on an opponent and tear him to ribbons. If a foe is
helpless, the worgen delivers a coup de grace before moving on to another target, unless the
fight is well in hand. Then it turns to torture (or playtime) and the unfortunate victim is
almost certain to wish he had died.
Pounce (Ex): If a worgen charges, it can make a full attack.
Serrated Claw (Ex): A worgens claws are jagged and almost supernaturally sharp, possessing
an increased threat range. If a claw scores a critical hit, the wound bleeds, dealing 1 point of
damage from blood loss each round. Blood loss stacks (so multiple critical hits cause multiple
bleeding wounds). A character can stop the bleeding with a DC 10 Heal check or with any
healing spell; a single Heal check or healing spell staunches all bleeding wounds.
Uncanny Dodge (Ex): A worgen retains its Agility bonus to AC (if any) even if it is caught flatfooted or struck by an invisible attacker. However, it still loses its Agility bonus to AC if
immobilized.

Dwarf, Dark Iron (Monster Guide p.51)


Description
Dark Iron dwarves are the Bronzebeard and Wildhammer dwarves evil kin. Three
hundred years ago, the Dark Iron clan split from the Bronzebeard and Wildhammer
clans during the violent War of the Three Hammers. During the battles, the Dark Iron
leader Thaurissan inadvertently summoned Ragnaros, a blazing and ancient elemental
whose rebirth into Azeroth tore the land asunder. Ragnaross summoning destroyed the
city of Thaurissan, and in its place sat a great volcano that dwarves would later name
Blackrock Spire. Ragnaros bent the remaining Dark Irons to his will, and he and his new
servants retreated to the safety of the Blackrock Spires depths. Now, the Dark Irons
have returned to the surface. The Third Wars devastation leaves Ironforge with few
allies, and the world is ripe for a Dark Iron emergence. Their current battles are mainly
against the black dragon Nefarian and his allies, who claim Blackrock Spires upper
reaches. Dark Iron forces are scattered across Khaz Modan, searching for items and
slaves to help them destroy their ancient enemies. Dark Iron dwarves physically
resemble Bronzebeard dwarves, but they are less stocky and more dexterous. Their
skin is pale white to sickly gray, and their hair and beards white, black, or orange. Their
eyes glow with orange flame one of many gifts from their fiery master.
Dark Iron dwarves speak Dwarven.
Combat
Dark Iron dwarves avoid straight combat, preferring ambushes and ranged assaults.
Dark Irons are self-serving, with little of the clan loyalty so dominant in the other two

dwarven clans. A Dark Iron willingly flees or betrays his allies in order to save his own
life. The Dark Iron dwarf presented here uses the elite ability score array (see Chapter
3: Improving Monsters) and has 1 level in the Dark Iron dwarf racial class (see below).
Dark Iron Dwarves as Characters
Few Dark Irons are neutral or good, and fewer still ever break free of R a g n a r o s s d
o m i n a n c e . Ironforge and W i l d h a m m e r dwarves despise Dark Irons and attack
them on sight. Other races have less experience with Dark Iron dwarves and may be
curious or suspicious rather than hostile. Dark Iron dwarves often take levels in rogue
and assassin. Spellcasters are usually mages or shaman, as these deal closely with
fire. Dark Iron dwarves have the following racial traits:
+1 Agility, 2 Charisma. Dark Iron dwarves are more precise and subtle than their
Bronzebeard and Wildhammer kin, but just as surely (if not more so).
Medium: As Medium creatures, Dark Iron dwarves have no bonuses or penalties
based on their size.
Dark Iron dwarf base land speed is 20 feet. Medium and heavy armor does not slow
Dark Iron dwarves.
Darkvision out to 60 feet.
Stonecunning: Dark Iron dwarves possess the stonecunning ability, just like their
brethren. (See WoW RPG, Chapter 2: Races, Ironforge Dwarves.)
Weapon Familiarity: Dark Iron dwarves treat blunderbusses, dwarven battle hammers,
dwarven tossing hammers, dwarven waraxes, flintlock pistols, and long rifles as martial
weapons rather than exotic weapons.
+2 racial bonus on saving throws against poison.
+2 racial bonus on Appraise and Craft checks related to stone or metal. Appraise and
Craft are class skills for all Dark Iron dwarf characters.
Automatic Languages: Common and Dwarven.
Bonus Languages: Goblin, Kalimag, and Low Common. Dark Iron dwarves sometimes
learn Goblin and Low Common to speak with the creatures around their territory, and
their elemental masters teach some of them their ancient language.
Favored Class: Rogue. A multiclass Dark Iron dwarfs rogue class does not count
when determining whether he suffers an XP penalty for multiclassing (see World of
Warcraft the Roleplaying Game, Chapter 3: Classes, Multiclass Characters, XP for
Multiclass Characters). Dark Iron Dwarf Levels Dark Iron dwarves can take up to three
levels in Dark Iron dwarf at any time. Levels in Dark Iron dwarf represent the individual
drawing upon his heritage as both a member of the Dark Iron clan and a servant of fiery
elementals. He grasps the flame in his core and fans his hatred for his Bronzebeard and
Wildhammer enemies.
Hit Die: d8.
Skill Points at 1st Character Level: (4 + Int modifier) x 4.
Skill Points at Higher Levels: 4 + Int modifier.

Class Skills: Appraise (Int), Climb (Str), Concentration (Sta), Craft (Int), Listen (Spt),
Search (Int), Sense Motive (Spt), Spot (Spt), and Stealth (Agy). See Chapter 5: Skills in
World of Warcraft RPG for skill descriptions.
Starting Gold: A 1st-level Dark Iron dwarf with a level in Dark Iron dwarf begins play with
5d4x10 gold pieces.
Weapon and Armor Proficiency: Dark Iron dwarves with levels in Dark Iron dwarf are
proficient with simple weapons, light armor, and shields (but not tower shields).
Bonus Weapon Proficiency: At each level, the Dark Iron dwarf chooses one weapon
from the following list: blunderbuss, dwarven waraxe, dwarven battle hammer, dwarven
tossing hammer, flintlock pistol, and long rifle. He is proficient with that weapon.
Fire Magic Affinity (Su): Whenever the Dark Iron dwarf casts a spell with the fire
descriptor, he may add his levels of Dark Iron dwarf to his caster level for the purposes
of any level-dependent effects (such as range, duration, and so forth).
Resistance to Fire (Ex): Dark Iron dwarves association with Ragnaros grants them
some protection against fire. A Dark Iron dwarf has resistance to fire equal to three
times his Dark Iron dwarf level.
*Dark Factions p.8*
Description: About three centuries ago, war rocked Khaz Modan. The Bronzebeard,
Wildhammer, and Dark Iron clans clashed in the bitter War of the Three Hammers, and
eventually the Bronzebeards drove the Wildhammers and Dark Irons out of their city.
Not content to establish a new homeland, Thaurissan, the sorcerer-king for the Dark
Irons, led his people against both Ironforge and the Wildhammers of Grim Batol. This
was a mistake, as it caused Ironforge and Grim Batol to join forces against him; they
defeated his attacking forces and marched on his stronghold. In desperation,
Thaurissan summoned a blazing entity. He made a horrible mistake. The creature who
answered the summons was Ragnaros the Firelord. Ragnaross cataclysmic arrival
shattered the land, scoured the armies, and ended the war. The Firelord then
descended into what is now Blackrock Depths, exerting his will over the remaining Dark
Irons and bending them to his will. Now, the Dark Irons serve Ragnaros, but nurture
their hatred against the Bronzebeard and Wildhammer dwarves who defeated them
centuries ago just a few generations, for the long-lived dwarves.
Appearance: Dark Iron dwarves resemble their Bronzebeard cousins, but their skin is
pale or an ugly gray. Their hair and beards are black, bluish, white or orange, and their
eyes glow with a flamelike luminance that recalls their fiery overlord. Region: The Dark
Irons dwell in Blackrock Depths. They battle the black dragon Nefarians forces for
control of Blackrock Mountain. With the devastation of the Third War, many Dark Irons
returned to the surface, ranging across the Arathi Highlands and the Searing Gorge for
their master.
Affiliation: Independent. Ragnaross motives are unknown, but the Dark Irons serve his
will. Others pursue their own agendas, when these dont clash with Ragnaross. Many

relish the opportunity to cross blades with their ancestral enemies, the Bronzebeard and
Wildhammer dwarves. Dark Irons are evil, selfish and arrogant. They dont get along
well with others, so their allies are few; however, rumors say that they and Mekgineer
Thermaplugg, head of the leper gnomes in fallen Gnomeregan, seek an alliance. Faith:
The Dark Irons dont place much emphasis on faith, but, as they are servants of
Ragnaros, they tend to revere fire and fire elementals particularly big, powerful fire
elementals like Ragnaros.
Names: Dark Irons follow naming practices similar to Bronzebeard dwarves.
Male Names: Beld, Franclorn, Lokhtos, Grall.
Female Names: Aster, Channis, Mogran, Wellia.
Surnames: Angerforge, Darkbargainer, Firesmite, Forgewright.
Dark Iron Dwarf Racial Traits
+1 Agility, 2 Charisma. Dark Iron dwarves are more precise and subtle than their
Bronzebeard and Wildhammer kin, but just as surly (if not more so).
Medium: As Medium creatures, Dark Iron dwarves have no bonuses or penalties
based on their size.
Dark Iron dwarf base land speed is 20 feet. Medium and heavy armor does not slow
Dark Iron dwarves.
Darkvision: Dark Iron dwarves can see in the dark up to 60 feet. Darkvision is black
and white only, but it is otherwise like normal sight.
Stonecunning: Stonecunning grants Dark Iron dwarves a +2 racial bonus on checks to
notice unusual stonework such as sliding walls, stonework traps, new construction,
unsafe stone structures (surfaces, ceilings and columns) and the like. A Dark Iron dwarf
can make a Search check for stonework traps as a rogue can. Dark Iron dwarves can
also sense their approximate depth underground.
Weapon Familiarity: Dark Iron dwarves treat blunderbusses, dwarven battle hammers,
dwarven tossing hammers, dwarven waraxes, fl intlock pistols, and long rifl es as martial
weapons rather than exotic weapons.
+2 racial bonus on saving throws against poison.
+2 racial bonus on Appraise and Craft checks related to stone or metal. Appraise and
Craft are class skills for all Dark Iron dwarf characters.
Automatic Languages: Common and Dwarven.
Bonus Languages: Goblin, Kalimag, and Low Common. Dark Iron dwarves sometimes
learn Goblin and Low Common to speak with the creatures around their territory, and
their elemental masters teach some of them their ancient language.
Racial Levels: Unlike humans and some other races, Dark Iron dwarves can take a
few levels in Dark Iron dwarf as a class to develop their racial qualities more fully.
Favored Class: Rogue. A multiclass Dark Iron dwarfs rogue class does not count
when determining whether he suffers an XP penalty for multiclassing (see WoW RPG,
Chapter 3: Classes, Multiclass Characters, XP for Multiclass Characters). Dark Iron

Dwarf Levels Dark Iron dwarves can take up to three levels in Dark Iron dwarf at any
time. Levels in Dark Iron dwarf represent the individual drawing upon his heritage as
both a member of the Dark Iron clan and a servant of fiery elementals.
Hit Die: d8.
Skill Points at 1st Character Level: (4 + Int modifier) x 4.
Skill Points at Higher Levels: 4 + Int modifier.
Class Skills: Appraise (Int), Climb (Str), Concentration (Sta), Craft (Int), Listen (Spt),
Search (Int), Sense Motive (Spt), Spot (Spt), and Stealth (Agy). See Chapter 5: Skills in
WoW RPG for skill descriptions.
Starting Gold: A 1st-level Dark Iron dwarf with a level in Dark Iron dwarf begins play with
5d4 x 10 gold pieces.
Weapon and Armor Proficiency: Dark Iron dwarves with levels in Dark Iron dwarf are
proficient with simple weapons, light armor and shields (but not tower shields).
Bonus Weapon Proficiency: At each level, the Dark Iron dwarf chooses one weapon
from the following list: blunderbuss, dwarven waraxe, dwarven battle hammer, dwarven
tossing hammer, flintlock pistol, and long rifle. He is proficient with that weapon.
Fire Magic Affinity (Su): Whenever the Dark Iron dwarf casts a spell with the fire
descriptor, he may add his levels of Dark Iron dwarf to his caster level for the purposes
of any level-dependent effects (such as range, duration and so forth).
Resistance to Fire (Ex): Dark Iron dwarves association with Ragnaros grants them
some protection against fire. A Dark Iron dwarf has resistance to fire equal to three
times his Dark Iron dwarf level.

Blood Elf (Monster Guide p.64)


Description
Blood elves are a desperate race who were once high elves. During the Third War, King
Arthass Scourge sacked QuelThalas and shattered the elven race, slaying more than
90% of the high elven population. Prince Kaelthas Sunstrider was studying magic in
Dalaran at the time of the disaster. When he heard what had happened, he quickly
returned home and took command of the survivors. Kaelthas renamed them blood
elves in honor of their fallen kin. Prior to the Sunwells destruction, all high elves
everywhere were constantly bathed in its magical power. Now bereft of this arcane
energy, the blood elves (and high elves) suffered. Kaelthas claimed that they would
soon die without another magical source to replace the Sunwell. The blood elves
therefore set about learning to drain magic from alternative sources. Soon, the blood
elves clashed with the Scourge and the Amani trolls, who were making inroads into
former elven territory. The blood elves defended their homeland, and eventually, having

reestablished a degree of safety to their land and prevented their society from
degenerating, Kaelthas left. He took a group of the strongest blood elf warriors and
spellcasters and joined the Alliance against the Scourge. They were eager to revenge
themselves on the undead forces. However, bigotry prevented the human forces from
seeing the aid the blood elves could bring to their fight. Imprisoned and sentenced to
death by the humans who had commanded them, the blood elves escaped, fled to
Outland, and joined Illidan Stormrages forces. This group of blood elves then helped
defeat the demon Magtheridon and claimed his Black Citadel as their own. In exchange
for the blood elves loyal service, Illidan gave them a place to live, as well as further
techniques to siphon mana from anything with arcane power. Blood elves on Outland
now hunt demons and feed off the demons magic. As a consequence, despite what
other races might suspect, blood elves are hardly on friendly terms with demons.
Indeed, blood elves too view demons with abhorrence. Even blood elf warlocks believe
demons are useful tools, not potential allies. Not every blood elf lives in Outland. Most
blood elves still live on Azeroth, particularly in QuelThalas. These blood elves seek to
reclaim their lost homeland and destroy the Scourge at any cost. While they despise
most other races, they are coming to accept that the Forsaken are different, or at least
share the same goals as the blood elves. Blood elves resemble their high elf cousins.
While most blood elves are not spellcasters, those who are sometimes delve into the
forbidden art of fel magic. These elves have glowing green eyes the more they use
fel magic, the brighter the glow. Blood elves often wear red, and many go so far as to
tattoo red sigils across their bodies. Some scholars argue that the blood elves will
evolve further over the years, perhaps eventually becoming to high elves as satyrs are
to night elves.
Blood elves speak Thalassian.
Combat
Blood elves rarely engage in battle, instead preferring to use guile to lead characters
into ambushes, where an allys summoned demons can reek havoc. The blood elf
presented above uses the elite ability score array (see Chapter 3: Improving Monsters)
and has 1 level in the warrior class.
Skills: Blood elves have a +2 racial bonus on Concentration, Knowledge (arcana), and
Spellcraft checks.
Blood Elves as Characters
Most blood elves are not insane or evil they just choose to fight fire with fire. They
were all suffering for lack of the Sunwell; they all needed and still need to feed on
arcane energies, even though most of them arent spellcasters. The most powerful
blood elf spellcasters are insane, as the magic they wield is corrupting. The blood elves
in Outland do not give the Alliance or the Horde much thought. They are busy seeking
power and honing their abilities. Many blood elves are warlocks or mages, though some
take levels of hunter, scout, or warrior especially those seeking to be spell breakers,

demon hunters, and rangers. Some take their demonic obsession one step further by
taking levels in the felsworn prestige class.
Blood elves have the following racial traits:
+2 Intellect, 2 Stamina. Like their high elf cousins, blood elves are intellectually
superior to many other races, but physically frailer.
Medium. As Medium creatures, blood elves have no special bonuses or penalties due
to their size.
Blood elf base land speed is 30 feet.
Low-light vision.
Magic Addiction: Blood elves are addicted to the use of arcane magic. A blood elf must
spend 1 hour each morning in meditation, resisting the distractions of their addiction, or
take a 1 penalty to effective arcane caster level and a 2 penalty on saving throws
against spells for that day. Blood elves have learned to slake their thirst through the
absorption of fel energies. If the blood elf partakes of demons blood, the magic
addiction abates for a number of days equal to the blood elfs Spirit modifier (minimum 1
day).
Racial Animosity: Blood elves reek of fel power, offending the spiritual senses of night
elves and tauren. Because of this, blood elves suffer a 2 circumstance penalty on
Charisma-based skill checks made when relating directly to night elves or tauren.
Weapon Proficiency: Blood elves are proficient with the shortbow, composite shortbow,
short sword, and scimitar.
+2 racial bonus on saving throws against mind-affecting spells or effects.
+2 racial bonus on Concentration, Knowledge (arcana), and Spellcraft checks. These
skills are class skills for all blood elf characters.
Automatic Languages: Common and Thalassian.
Bonus Languages: Dwarven, Eredun, Goblin, Kalimag, Nazja, and Orcish. Blood elves
learn the languages of their enemies and allies.
Racial Levels: Unlike humans and some other races, blood elves can take a few levels
in blood elf as a class to develop their racial qualities more fully. See a future
supplement for this class.
Favored Class: Warlock. A multiclass blood elfs warlock class does not count when
determining whether he suffers an experience p o i n t penalty for multiclassing (see
Chapter 3: Classes, Multiclass Characters, XP for Multiclass Characters).
*Alliance & Horde Compendium p.14*

Troll, Forest (Horde Players Guide p.9)

Dothjin stood hidden in the tree, one he chose for its perfect vantage point. He knew an
elven convoy was on its way. Gripping his handaxe, he peered through the leaves,
waiting for the expected caravan. His limbs were cramped from the hours spent at
ready, though he knew he could make them move with speed. Forest trolls were tough.
Creaking wheels sounded, and Dothjin broke into a hideous grin. He could almost
smell the elfs blood beneath him. Bending knees that were stiff from fatigue, he uttered
a quick prayer before leaping out of the tree, screaming a battle roar as he descended
into glorious battle.
Description: During the Second War, the hero Zuljin organized all the forest troll tribes
into one cohesive army and joined the Horde. They left once it was obvious the orcs
werent going to win, but one small sect, the Revantusk tribe, recently agreed to once
again be affiliated loosely with the Horde. In contrast to their wily jungle troll
cousins, forest trolls are savage and unrelenting creatures. Not only are they cannibals
like other trolls, forest trolls live for slaughtering lesser races, especially the high elves,
whom they despise. Forest trolls believe that they are superior to every other race on
Azeroth, prone to quoting just how powerful their former empire was. In battle, a forest
troll throws himself furiously into the thick, and prefers throwing axes over the javelins
jungle trolls favor. Everything about the forest troll speaks of savagery and undisciplined
battle, even during peaceful times. Like the Darkspears, the Revantusk tribe is atypical,
and is welldisciplined and even occasionally merciful in battle.
Appearance: Forest trolls resemble their jungle troll cousins, but are taller and more
muscled. Their hair ranges from blood red to midnight black, while their skins are a
deep olive green. Forest trolls decorate their bodies with ritual scarring and piercings,
and they prefer white or dark warpaints symbolizing their power and glory.
Region: Naturally, forest trolls prefer thick forests, where they come into conflict with the
despised high elves, as well as Wildhammer dwarves. The Revantusk tribe resides in
the Hinterlands, in the coastal town of Revantusk Village.
Affiliation: Independent. Most forest troll tribes keep to their own agendas, but the
Revantusk tribe is now loosely allied with the Horde. While not members of the Horde,
they are its friends. They know compassion, though they find it a bit difficult to relate to
the Darkspear jungle trolls. Revantusk forest trolls still carry a racial hatred of elves, and
are ever ready to attack the Alliance. They view humans and other Alliance races as elf
sympathizers, and gleefully destroy them. Like all trolls, most forest trolls are savage
and violent. While the Revantusks learn restraint and even camaraderie, they havent
entirely thrown off their old ways. Forest trolls of all types war with anything in range of
their territory, even other tribes of forest trolls, and thus the Revantusks feel no remorse
over slaying their wild brothers.
Faith: Most Revantusk forest trolls follow the precepts of voodoo. While less prone to
magic than other subraces, forest trolls still practice alchemical arts and worship dark
voodoo spirits. Some forest trolls also worship Hakkar the Soulflayer, though jungle

trolls outnumber forest trolls in this demography. Names: Forest trolls follow the same
naming conventions as jungle trolls, though some of the suffixes and prefixes differ.
Male Names: Doth, Mag, Ran, Vis.
Female Names: Lith, Arn, Din, Mak.
Family Names: Like jungle trolls, forest trolls have no family names.
Forest Troll Racial Traits
Forest troll racial traits and racial levels are identical to those of jungle trolls (see WoW
RPG, Chapter 2: Races). Note that both forest and jungle trolls receive Zandali as an
automatic language, not Low Common.
Other Forest Trolls
Revantusk forest trolls are the most likely to join a party of Horde adventurers; members
of other tribes hate the Horde for failing to fulfill its promise to restore the Amani Empire.
The Revantusks have learned to accept other races and even trust certain individuals.
Among the Horde, only the tauren truly respect the Revantusk tribe. Even their jungle
troll cousins cannot bring themselves to accept their vile cousins yet.

Half-Ogre (Horde Players Guide p.6)


Description: Half-ogres, whom the orcs call moknathal, are created in the rare unions of
orcs and ogres. Orcs originally bred half-ogres to combine the power of an ogre with the
intelligence and cunning of an orc. However, half-ogres proved to be more stubborn
than either race, bearing a horrendous independent streak. Little could change a halfogres mind, once set; so the project was scrapped. Shamanistic orcs honored halfogres as noble and savage creatures of the land, but quickly the race dwindled, as few
orcs would willingly breed with the gigantic ogres. Recently, half-ogres reappeared in
the world, following the exploits of Rexxar, champion of the Horde and the greatest
moknathal to ever live. While still rare, more and more half-ogres come out of the
woods each day, trying to find a place to call their own. Even in the presence of friends,
a half-ogre is quiet and withdrawn, uncomfortable around creatures that talk back. A
half-ogre would choose to be out hunting or exploring a new wilderness rather than take
a drink at a bar, and most half-ogres exhibit signs of claustrophobia. The ruling force in
life for half-ogres is honor. A half-ogres word is his life, even among the rare evil halfogres. Once a half-ogre gives his friendship to a person, that person is a friend for life,
and the half-ogre willingly sacrifices himself for those under his protection or those he
loves. Most half-ogres honor the vows of another half-ogre, and thus a person who
earns the trust of one half-ogre is assured that she has earned the trust of all half-ogres.
Appearance: Half-ogres are towering creatures who vaguely resemble their orc and
ogre parents. They stand as big as a tauren sometimes bigger with broad and
powerful shoulders, and thick, blunt skulls. Their eyes are small and usually black, while

their massive lower jaws bear great tusks. Half-ogre skin tone is a non-metallic gold
hue, with varying levels of yellow and red admixture. Most half-ogres are mistaken for
small ogres or, rarely, massive orcs.
Region: Half-ogres do not have a region to call their own. Solitary wanderers by nature,
half-ogres are found sporadically in most woods in Kalimdor and Stormwind. Most are
found near major ogre settlements, or former settlements, leftovers from ogre
aggressions and old habits of Legion-affiliated orcs.
Affiliation: Horde. While half-ogres prefer animals to people, they realize that they have
a greater part to play in the world. Following the champion Rexxar, most living halfogres offered their assistance to the Horde. Many half-ogres still refuse to officially join
the Horde, but Thrall knows that he may call upon half-ogres in times of need. Faith:
Almost unanimously, half-ogres revere the nature that feeds and protects them. To
them, the wild is much safer and more familiar than any civilization. Some of the
greatest hunters and druids among the Hordes ranks are half-ogres, who combine both
physical and spiritual strength in ways only the tauren can match.
Names: Half-ogre names are closer to ogre than orc names. Their first names are
almost always single-syllable and guttural. A half-ogres family name, however, always
bears a beast or plant symbol which may be the closest to a family that shes had.
Their surnames reflect their life choices and accomplishments, and the race wears them
as badges of honor. Trials of rights are fought over family names, with the victor earning
the name and the loser shamed.
Male Names: Gaz, Gish, Gorsh, Mag, Tagar.
Female Names: Marr, Flaxxon, Genn, Lokt, Lukks.
Family Names: Bearmaul, Boartusk, Eagle Eye, Rocksnout, Rocmane, Talonfang.
Half-ogre Racial Traits
+2 Strength, 2 Intelligence, 2 Charisma. Like their ogre parents, half-ogres are
powerful, but slow witted and blunt.
Medium: As Medium creatures, half-ogres have no special bonuses or penalties due to
their size.
Half-ogre base land speed is 30 feet.
Low-Light Vision: Half-ogres can see twice as far as a human in starlight, moonlight,
torchlight and similar conditions of poor illumination. They retain the ability to distinguish
color and detail under these conditions
Powerful Build: The physical stature of half-ogres lets them function in many ways as if
they were one size category larger. Whenever a half-ogre is subject to a size modifier or
special size modifier for an opposed check (such as during grapple checks, bull rush
attempts, and trip attempts), the half-ogre is treated as one size larger if doing so is
advantageous to him. A half-ogre is also considered to be one size larger when
determining whether a creatures special attacks based on size (such as improved grab
or swallow whole) can affect him. A half-ogre can use weapons designed for a creature
one size larger without penalty. However, his space and reach remain those of a

creature of his actual size. The benefits of this racial trait stack with the effects of
powers, abilities and spells that change the subjects size category.
Mixed Blood: For all special abilities and effects, a half-ogre is considered both an
ogre and an orc.
A half-ogres thick hide grants him a +1 natural armor bonus to AC.
Automatic Languages: Common and Low Common.
Bonus Languages: Goblin, Orcish, Taur-ahe and Zandali. Their ogre progenitors used
to be a part of the Horde, and some learn the languages of other savage creatures.
Racial Levels: Unlike humans and some other races, half-ogres can take a few levels
in half-ogre as a class to develop their racial qualities more.
Favored Class: Hunter. A multiclass half-ogres hunter class does not count when
determining whether he suffers an experience point penalty for multiclassing (see WoW
RPG, Chapter 3: Classes, Multiclass Characters, XP for Multiclass Characters). Halfogre Levels
Half-ogres can take up to three levels in half-ogre at any time. An individuals
acquisition of racial levels indicates a pursuit of his ogre nature, strengthening both his
physical and spiritual form in the process. The strengthening of his ogre blood slowly
increases a half-ogres size, until he becomes a Large creature by 3rd level. Half-ogre
levels stack with a divine spellcasting class level for purposes of determining caster
level for spells. If the half-ogre has two divine spellcasting classes, add the racial levels
to the higher of the two.
Hit Die: d8.
Skill Points at 1st Character Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Listen (Spt),
Profession (Spt), Spot (Spt), Survival (Spt), and Swim (Str). See WoW RPG, Chapter 5:
Skills for skill descriptions. Starting Gold: A 1st-level half-ogre with a level in half-ogre
begins play with 3d4 x 10 gold pieces.
Weapon and Armor Proficiency: Half-ogres with levels in half-ogre are proficient in the
use of all simple weapons, and with light and medium armor.
Size Increase: At 3rd level, the half-ogres continued growth sends him into Large
creature range. He loses the powerful build ability and his size increases to Large,
which has the following effects:
His space increases to 10 feet.
His natural reach increases to 10 feet.
He takes a 1 size penalty to AC and a 1 size penalty on attack rolls.
He must wield weapons of Large size or take penalties. Similarly, he must wear armor
appropriately sized for him, which costs twice as much as normal.
His lifting and carrying capacities double. Note that the half-ogres gear does not grow
along with him.

Half-human:
Half-ogres
Ogres crossed the Dark Portal into Azeroth over 24 years ago, thus half-human halfogres may exist. If the rumors of their existence are true, most half-human half-ogres
are products of ogre aggressions on human villages. If your GM allows you to play a
half-ogre of human descent, the differences are:
The half-human half-ogre looks more like a human, with rounder ears and pinker skin.
Their tusks are also not as predominant, and their eyes are larger.
Instead of the mixed blood racial trait, half human half-ogres possess ogre blood: Ogre
Blood: For all special abilities and effects, a half-human half-ogre is considered a
human and an ogre.
Half-ogre Magi
Ogre magi were creations of Guldan during the Second War, but they refused to mate
with orcs for the purpose of creating moknathal. Half-ogres are considered ogres for
spells and effects, however, and thus they qualify for the ogre mage template (see
Chapter 9). If your GM allows it, you may apply the ogre mage template to a half-ogre
PC. (Though doing so carries the normal level adjustment of the template.)

Half-Orc (Horde Players Guide p. 8)


Description: Orcs and humans can interbreed, and this union creates half-orcs. Humans
and orcs have been enemies for decades, and half-orcs represent something both
races prefer not to think about. Half-orc genesis is usually violent and perverse, and
their appearance too bestial to be human, too clean to be orc reminds the parent
races of the rift between them and the horrible deeds each has performed on the other.
Thus, most humans and orcs ignore half-orcs. Other races are little better, as the
humanorc conflict is only one facet of the AllianceHorde tensions upon which no one
likes to dwell. Conversely, some see half-orcs as symbols of unity. Not all half-orcs are
born to abused or victimized parents; some are the children of clandestine love.
Perhaps half-orcs represent what could be accomplished if the races put aside their
differences and live in peace. After all, if humans and orcs, with their history of hatred
and bloodshed and wildly different origins, can produce viable offspring, perhaps the
races are not as different as they think. Half-orcs face mixed reactions. Even more so
than half-elves, half-orcs are the targets of rage and derision brought about by stress.
Azeroth is a violent place and tensions thrum like taut wires. The Third War lives in
recent memory, and most humans and orcs lost loved ones at the hands of the other
side. Half-orcs find little welcome, though the situation is better in the larger, more
enlightened settlements. Unlike half-elves, who prefer to wander or blend in to avoid
prejudice, half-orcs are vocal, daring and foolishly brave. A product of their parent races
pride, courage and ferocity, half-orcs refuse to accept bias lightly. They demand

attention. Half-orcs commit to audacious dares and acts of suicidal bravery to prove
their worth to their parent races. Occasionally they succeed.
Appearance: Half-orcs are a bit taller and heavier than humans, standing around 6-
feet in height and weighing 200 to 250 pounds. Males are noticeably taller and heavier
than females. Half-orc skin ranges from light green to grayish brown; half-orc hair is
coarse like an orcs and ranges from brown to black in color. The orc lineage is
unmistakable, but half-orc features are not as pronounced as those of the orc parent
a half-orcs ears are not quite as large, the nose not as piggish, and the tusks jut far
less. Both humans and orcs view half-orcs as physically ugly, a view which infects some
half-orcs with self-loathing. Half-orcs live longer than their orc parents, with life spans
equivalent to a humans.
Region: Refer to the human and orc racial entries. If raised by humans, a half-orc most
likely makes Theramore or Stormwind her home. If raised by orcs, she probably comes
from the city of Orgrimmar in Durotar.
Affiliation: Alliance or Horde. A half-orcs affiliation depends upon where and how she
was raised. Still, half-orcs more often find a place within the Horde. Orcs are more
accepting, as they remember when they were lost to the Burning Legion. Orcs believe
that everyone deserves a chance in these times, whereas most humans find it difficult to
ignore a half-orcs obviously orc qualities. Elves and dwarves lump half-orcs in with the
orc side of things, while tauren and goblins prove more tolerant. Half-orcs can find
kindred spirits in half-elves, who may be shunned in the same way. Faith: Since many
half-orcs belong to the Horde, they study the shamanistic practices of their orc
forebears. They find the spirits more accepting than any earthly race. Half-orcs are also
curious about the Holy Light, and those raised among humans may follow this
philosophy.
Names: Half-orcs take the naming practices of the race in which they were raised. Halforcs raised in human lands often take orc first names to display their heritage, and vice
versa.
Male Names: Galmak, Rogar, Dargal, Heiros.
Female Names: Gauna, Bodi, Imarelle, Seera.
Family Names: Dimmul, Blackaxe, Fierceblade, Greatarm.
Half-orc Racial Traits
+2 Stamina, 2 Spirit. Half-orcs retain the toughness of their orc heritage and are
smarter than their orc parents, but are given to rash actions to prove their honor and
courage.
Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to
their size.
Half-orc base land speed is 30 feet.
Low-Light Vision: Half-orcs can see twice as far as humans in starlight, moonlight,
torchlight, and similar conditions of poor illumination. They retain the ability to
distinguish color and detail under these conditions.

Orc Blood: For all special abilities and effects, a half-orc is considered both a human
and an orc.
Furious Strength (Ex): Half-orcs can draw a small amount of rage from their orc
legacy. Once per day, on her turn as a free action, a half-orc may gain a +2 bonus to
Strength. This bonus lasts for 1 round +1 round per point of Stamina modifier (minimum
1 round).
+2 racial bonus on saving throws against fear related spells or effects. Debate
continues over whether half-orcs are fearless due to some aspect of their human
parentage, or if this trait is simply another way in which they prove that they are the
equal of the other races.
+2 racial bonus on Intimidate and Sense Motive checks. Half-orcs are as intimidating
as their orc parents, and have learned to look beyond surface appearances in order to
survive. These skills are also class skills for all half-orcs.
Automatic Languages: Common and Orcish.
Bonus Languages: Any unrestricted. Half-orcs learn many languages, like their human
parents.
Favored Class: Any. A multiclass half-orcs highest level class does not count when
determining whether she suffers an XP penalty for multiclassing (see WoW RPG,
Chapter 3: Classes, Multiclass Characters, XP for Multiclass Characters).

Pandaren (Dark Factions p.16)


Description: Pandaren are much like furbolgs in that they display bearlike traits while
being a humanoid race. While pandaren are similar in appearance to furbolgs, they do
not possess the feral qualities of the coarse furbolg race. Indeed, pandaren are
significantly calmer and more graceful. Pandaren are often found in the company of
dwarves in the Eastern Kingdoms. Many have made journeys to Khaz Modan. While
pandaren are neutral in the affairs of Horde and Alliance, they have aided both sides in
matters of great importance. Whatever their relation to the Alliance, it does not seem
that the pandaren will join the humans, elves and other Alliance races in their struggle
against the Horde. For the pandaren, the internal politics of the Alliance are another
noisome formality they must endure while learning all they can of the races that occupy
the land.
Appearance: Where the furbolgs are broad shouldered and muscular, powerful and wild,
pandaren are round shouldered, with a stocky build and blunt, ursine face. All pandaren
have a short-furred, soft white pelt with black markings around eyes, ears and nose, as
well as dark fur sleeves marking their arms and legs down to the prehensile paws they
have for hands, and their feet. They favor garments of finely wrought silk or cotton, with
pandaren ascetics often wearing canvas cloth robes made from rice flax. The typical

pandaren male is between 5 feet and 6 feet in height and weighs between 200 to 300
pounds. Pandaren females are similar in stature, with slighter, more feminine builds,
being from 160 to 240 pounds.
Region: Pandaren dwell in the isolated and insular reaches of Pandaria. This nation
remains undiscovered to this day. Pandaren society has changed over the course of its
long history. Where once the pandaren had a mighty empire, standing proud beside
their kaldorei allies (so scholars believe), now they are a simple people who want only
peace and a safe home. Yet the world is a dangerous place, and only through an
acceptance of the violence that comes with life can the pandaren continue to prosper.
Each pandaren belongs to a shaodin, which is their word for clan. Pandaren society
is, in many ways, compartmentalized. At their core, the pandaren treasure peace and
creativity. Most pandaren are poets and singers, and the craftsmen of their culture are
revered. The dangers of Azeroth, however, necessitated the evolution of a class of
warriors to defend those ideals it is these warriors, from the simplest pikeman to the
great shodo-pans, who ensure that pandaren culture survives.
Affiliation: Neutral.
Faith: Pandaren have a fierce and deep belief in the connection of the material and
spiritual worlds. In many ways their faith mirrors the ancient beliefs of the night elves,
and the tribal beliefs of the tauren, troll and orc races. However, pandaren veil their
beliefs in the trappings of a mystical and ancient method called geomancy. Geomancy
teaches that the land is a refl ection of the spirits, but that spirits are also a refl ection of
the land.
Names: Pandaren naming practices are simlar to those of humans: each pandaren has
a given name and a surname. The names themselves, of course, are different.
Male Names: Chen, Jinto, Kesha, Masha, Mushi, Polo, Sinjo.
Female Names: Huan, Jiang, Lian, Mei, Ping, Shui, Zi.
Surnames: Earthsong, Greentouch, Honeybrew, Lightgrace, Reedwine, Sweetbarrow,
Swiftpaw.
Pandaren Racial Traits
+2 Stamina, +2 Charisma, 2 Intellect. Pandaren are tough and quite friendly, but their
isolated culture has limited their exposure to intellectual stimulation.
Medium: As Medium creatures, pandaren have no bonuses or penalties based on their
size.
Pandaren base land speed is 30 feet.
+1 natural armor bonus to AC.
All pandaren gain Dodge as a bonus feat, even if they do not meet the prerequisites.
Pandaren have a +2 racial bonus on Listen and Spot checks. Pandaren are attuned to
the world around them.
Automatic Language: Common and Pandaren.
Bonus Languages: Any unrestricted. Pandaren enjoy learning new languages.

Racial Levels: Unlike humans and some other races, pandaren can take a few levels
in pandaren as a class to develop their racial qualities more fully.
Favored Class: Warrior. A multiclass pandarens warrior class does not count when
determining whether he suffers an XP penalty for multiclassing (see WoW RPG,
Chapter 3: Classes, Multiclass Characters, XP for Multiclass Characters).
Pandaren Levels
Pandaren can take up to three levels in pandaren at any time. Pandaren have a
millennia-long history from which they draw their beliefs, philosophies, and combat
styles. Pandaren levels represent the individual focusing upon his cultures heritage and
training. Pandaren levels stack with a divine spellcasting class level for purposes of
determining caster level for spells. If the pandaren has more than one divine
spellcasting class, add the racial levels to the highest.
Hit Die: d8.
Skill Points at 1st Character Level: (2 + Int modifier) x 4.
Skill Points at Higher Levels: 2 + Int modifier.
Class Skills: Climb (Str), Jump (Str), Knowledge (nature) (Int), Listen (Spt), Spot (Spt),
Survival (Spt), Stealth (Agy), and Swim (Str). See Chapter 5: Skills in WoW RPG for skill
descriptions.
Starting Gold: A 1st-level pandaren with a level in pandaren begins play with 5d4 x 10
gold pieces.
Weapon and Armor Proficiency: Pandaren with levels in pandaren are proficient with all
melee and thrown martial weapons and with light armor and shields (but not tower
shields).
Combat Expertise (Ex): The pandaren gains Combat Expertise as a bonus feat, even if
he does not meet the normal prerequisites.
Attuned Defense (Ex): Pandaren are attuned to their surroundings, which helps them
avoid blows. They sway to the side or spin to the back just before attacks strike them,
moving with practiced grace. At 3rd level, as long as the pandaren wears light armor or
no armor, he adds his Spirit modifier (if it is positive) as an insight bonus to his AC. This
bonus applies to both his fl at-footed and touch AC.

Murloc (Dark Factions p.10)


Description: Murlocs are fish like humanoids who dwell throughout Azeroth. They hate
most other races and attack intruders on sight, viciously defending their territories. Most
other races consider murlocs a nuisance but not a real danger, as murlocs tend to be
weak individually and their tribes are not large enough to pose a threat to the civilized
world. Still, to a group of adventurers who accidentally stumble into a murloc village,
murlocs can be deadly. Murlocs appeared on land only recently, leading some to
speculate that the race is newly formed or, at least, their ability to move about on

land is a new development. Some experts believe that the murloc race, in its current
form, is far, far older than this, perhaps predating even the kaldorei empire of 10,000
years ago. If this is true, then they must have good reason for clambering onto dry land.
Many murloc tribes exist, and the tribes get along with each other reasonably well.
Members of a single tribe are usually similar in appearance. Multiple tribes in the same
area are organized into clans, and every so often a clan meets to discuss issues of
importance though exactly what is important to a murloc is a matter of some debate.
Appearance: Murlocs look like fi sh crossed with humans. They stand 6 feet tall, but
walk with a hunch, making them appear shorter. Their hands and feet are webbed, and
fi ns run along their heads and backs. Their mouths are wide and set with numerous
sharp teeth; their eyes are large, and set on opposite sides of their heads. Murlocs are
scaled in almost every color imaginable purple, orange, green, yellow, and many
others. Their bodies are marked with patterns as well; many murlocs bear stripes, spots,
swirls and similar markings. Their bellies are often of a different, lighter color than the
rest of their bodies. In addition, murloc scales shine like fish scales in the light, turned
at certain angles, they glimmer with all the colors of a rainbow.
Region: As far as anyone knows, murlocs dont have a single region they call their
homeland, but they exist on coastlines throughout the world Azeroth, Kalimdor, and
Northrend all boast tribes of murlocs. They live in both freshwater and saltwater, and
many tribes exist inland, around lakes and marshes. They are particularly plentiful in the
South Seas.
Affiliation: Independent. Murlocs hate all other races, though they occasionally work with
powerful aquatic races (like naga) out of fear or misguided religious fervor. Each murloc
tribe has its own agenda, though scholars dont agree on whether these agendas are
ever more than just existing and killing anyone who comes close. Every once in a while,
a murloc leaves the tribe to embark upon adventure, but a murloc joining the Alliance or
Horde is unheard of.
Faith: Murloc faith is strange. Some accounts report that religion plays a dominant role
in their society, but they do not revere a common deity at least, as far as anyone
knows. Murloc beliefs incorporate powerful creatures that live around them, and their
pantheons are dynamic, changing as the surroundings do. A tribe may venerate a whale
(or may even raise its status to whale-god) until a giant sea serpent drives it away, at
which point their beliefs change to incorporate the sea serpent as the chief object of
their reverence. Some whispers assert that all murlocs honor an entity above all these
others accounts of murlocs occasionally speaking of the One in the Deeps is,
supposedly, evidence of this. Whether this is true or not, and, if it is, whether the One in
the Deeps is simply a representation of the ocean or if it is an actual entity, is unknown.
Names: If fish gave themselves names, they would be similar to murloc names. Their
names contain many wet, soft sounds; SHs, Ls, and Ms are common. Their tribe
names recall something of the tribes accomplishments, appearance, history, or
tradition.

Male Names: Ashmol, Loshof, Molgloo, Shlesh.


Female Names: Malash, Orgloom, Seeshen, Shyresh.
Tribe Names: Blindlight, Bluegill, Greymist, Saltspittle.
Murloc Racial Traits
faster than most people realize, even above the water, and surprisingly focused and
strong-willed. Their appearance makes most surface-dwellers uncomfortable, however.
Medium: As Medium creatures, murlocs have no special bonuses or penalties based
on their size.
Murloc base land speed is 20 feet. Murloc base swim speed is 30 feet. Like all
creatures with a swim speed, a murloc can move through water at her swim speed
without making Swim checks. Murlocs gain a +8 racial bonus on any Swim check to
perform some special action or avoid a hazard. A murloc always can choose to take 10
on a Swim check, even if distracted or endangered. A murloc can use the run action
while swimming, provided she swims in a straight line.
Monstrous Humanoid: Murlocs are monstrous humanoids, not humanoids. As such,
they are immune to hold person and other effects that specifically target humanoids.
Aquatic Subtype: Murlocs have the aquatic subtype.
Darkvision: Murlocs can see up to 60 feet in total darkness. Darkvision is black and
white only, but it is otherwise just like normal sight.
Amphibious: Murlocs can breathe both air and water indefinitely. They are
uncomfortable on land, but can function on it.
Dehydration: Murlocs must immerse themselves in water for at least 1 hour once per
day. A murloc who spends 24 hours without immersing herself in water takes 1d6 points
of damage and a 1 penalty on attack and damage rolls, skill and ability checks, and
saving throws. Every 8 hours thereafter, the murloc takes the same damage and
penalties, which stack. Damage from this effect cannot be healed by any means until
the murloc immerses herself in water for at least 1 minute for every hour she was out of
water.
Swim is a class skill for all murloc characters.
Automatic Language: Nerglish.
Bonus Languages: Common, Dwarven, Nazja and Zandali. Murlocs sometimes learn
the languages of the creatures with which they interact.
Racial Levels: Unlike humans and some other races, murlocs can take a few levels in
murloc as a class to develop their racial qualities more fully.
Favored Class: Scout. A multiclass murlocs scout class does not count when
determining whether she suffers an experience point penalty for multiclassing (see
WoW RPG, Chapter 3: Classes, Multiclass Characters, XP for Multiclass Characters).
Murloc Levels Murlocs can take up to three levels in murloc at any time. Murloc racial
levels represent the individual drawing upon her mysterious heritage and training in the
unique ways of her race. Murloc levels stack with a divine spellcasting class level for

purposes of determining caster level for spells. If the murloc has more than one divine
spellcasting class, add the racial levels to the highest.
Hit Die: d8.
Skill Points at 1st Character Level: (2 + Int modifier) x 4.
Skill Points at Higher Levels: 2 + Int modifier.
Class Skills: Concentration (Sta), Spot (Spt), Stealth (Agy), Survival (Spt), and Swim
(Str). See Chapter 5: Skills in WoW RPG for skill descriptions.
Starting Gold: A 1st-level murloc with a level in murloc begins play with 1d4 x 10 gold
pieces.
Weapon and Armor Proficiency: Murlocs with levels in murloc are proficient in the use of
simple weapons and shields (but not tower shields).
Bonus Weapon Proficiency: A 1st-level murloc gains proficiency with tridents. A 3rd-level
murloc gains proficiency with nets.
Improved Darkvision: A 1st-level murlocs darkvision increases to 90 feet. A 3rd-level
murlocs darkvision increases to 120 feet.
Increased Swim Speed: A 1st-level murlocs swim speed increases to 40 feet. A 3rdlevel murlocs swim speed increases to 50 feet.
Bonus Feat: A 2nd-level murloc can choose one of the following bonus feats: Point
Blank Shot, Quick Draw or Track.
Increased Land Speed: A 2nd-level murlocs base land speed increases to 30 feet.

Half-Elf (Alliance Players Guide p.11)


Discription: Humans and high elves can produce offspring and the product of such a
union is a half-elf. High elves are not prolific, especially after QuelThalass decimation,
and they do not look favorably upon those who couple with other races. As such, halfelves are rare.
History reveals certain prejudices against half elves. Humans are jealous of half-elves
extended life spans. Night elves are suspicious of their high elf heritage. High elves see
them as proof of their races weakening blood. In recent years this bias has waned wars and strife show how petty such prejudices are. In large cities, which consider
themselves enlightened, half-eleves, find little of the historic discrimination. Still, many
individuals, particularly high eleves, remain scornful of half-eleves and may or may not
attempt to hide thier hard feelings. Tensions with the Horde and other forces strain
relationships among all races, and some allow this stress to manifest itself in anger
against anything different from themselves.
Appearance: Half-eleves have the builds of slight humans or heavy high elves. Like
their high elf parents, they have fair skin and hair, and brilliant colored eyes, usually blue
or green. Though lacking his elf parents longevity, a half-elf still enjoys a long lifespan,
reaching maturity at 20 years of age and living for two or three centuries.

Region:Theramore serves as the home base for half-elves on Kalimdor, although few
spend a great deal of time there. Stormwind has the largest half-elf population
anywhere in the world, and a few live in the remaining alliance settlements in
Lordaeron. A struggle with personal identity and occasional discrimination leads many
half-elves to a life of wandering and adventure. Some wander the Ghostlands of
QuelThalas, learning what they can of their fallen legacy. Some become scouts simply
to spend long periods of time away from other people. On the other hand, many halfelves establish themselves in major cities, where prejudice is not as large a problem as
it is in backwater villages.
Affiliation: Alliance. Half-elves heritage places them in the Alliance at both ends, and
many served in the First, Second and Third Wars. Half-elves socialize with humans
more than with high elves, as the former are generally more accepting - and easier to
find. In their wanderings and search for self, some half-elves join the Horder or become
independent.
Faith: Like their parents on both sides, half-eleves revere the Holy Light. Half-eleves
are particularly fond of this philosophy, as it links them inextricably with both their
human and elf parents. The Light can give half-eleves an identity that they otherwise
lack.
Names: Half-elves follow the naming practices of the culture into which they were born.
Many take human first names and elven family names.
Male Names: Gaimus, Zorias, Mendell, Barrim.
Female Names: Adelle, Meerith, Illin, Shereen.
Family Names: Goldleaf, Stormdancer, Swiftwright, Sunbow.
Half-Elf Racial Traits
Medium: As Medium creatures, half-elves have no special bonuses or penalties due to
their size.
Half-elf base land speed is 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in starlight, moonlight,
torchlight and similar conditions of poor illumination. They retain the ability to distinguish
color and detail under these conditions.
Elven Blood: For all special abilities and effects, a half-elf is considered both a high elf
and a human.
One extra feat at 1st level. Half-elves are adaptable and capable.
+2 racial bonus on Gather Information and Sense Motive checks. These skills are
considered class skills for all half-elf characters. Half-elves have learned to be wary of
deception and the possibility of persecution.
+1 racial bonus on Concentration, Knowledge (arcana) and Spellcraft checks. These
skills are considered class skills for all half-elf characters. Their high elf heritage grants
half-elves a natural talent with magic-related skills.
Automatic Languages: Common and Thalassian.

Bonus Languages: Any unrestricted. Half-elves are versatile wanderers and pick up
many different languages.
Favored Class: Any. A multiclass half-elf s highest-level class does not count when
determining whether he suffers an XP penalty for multiclassing (see Chapter Three:
Classes, Multiclass Characters).
Half-Night Elves
Only four years have passed since the Horde and Alliance joined forces with the night
elves to repel the attack upon Nordrassil. As such, night elves and humans have not
found sufficient time to mingle and produce adult offspring. This does not mean that
half-night elves cannot exist, though they would be far rarer than the typical breed of
half-elf.
If your GM allows you to play a half-elf of night elf descent, the mechanical differences
are:
The half-elf looks more like a night elf and is treated as a night elf for all special
abilities and effects (as appropriate for his elven blood racial trait).
Instead of a bonus on Concentration, Knowledge (arcana) and Spellcraft checks, halfnight elves have a +1 racial bonus on Knowledge (nature) and Survival checks. These
skills are class skills for all half-night elf characters.
Instead of the Limited Arcane Ability feat (see Chapter 2), half-night elves can take the
Limited Shadowmeld feat, listed on the next page.
Instead of Thalassian, the half-elf has Darnassian as an automatic language.
Half-Blood Elves
Since the blood elves came into existence only four years ago, they certainly have not
had time to mingle with humans and produce adult offspring. This does not mean that it
cannot happen, however; and if your GM sets his campaign 20 years in the future it is
possible. Half-blood elves have only the following mechanical changes: they are treated
as blood elves for all special abilities and effects (as appropriate for their elven blood
racial trait); and if an individual selects the Limited Arcane Ability feat (see Chapter 2),
he can select his spell from the warlock spell list.
Limited Shadowmeld [General] Drawing upon your night elf heritage, you can blend into
shadows. Prerequisites: Half-elf of night elf descent. Benefit: At night or in low-light
environments, you gain a +6 circumstance bonus on Stealth checks to hide when you
are not moving.

Goblin (Core Manual p.41)


Description: Goblins are small humanoids, crafty and shrewd, bearing an overwhelming
interest in commerce and a strong curiosity about mechanical things. Goblin society is

fragmented, defi ned chiefl y by commerce and trade. The ultimate schemers and con
artists, goblins are always in search of a better deal. 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. 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 fi nished 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 fi rearms, both from a
commercial and a technological standpoint. Goblins recognize that fi rearms 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 fi rearm
experimentation suffers from the races 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). A number of
trade princes rule over Azeroths 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 fl eet. Each trade prince has his own
specialty, monopolizing trade in a certain area, such as mining, deforestation, slavery or
poaching. The trade princes are the most cunning of their race and stop at nothing to
amass their fortunes and power, whether through legitimate means or via black markets
and treachery. Goblins encountered on Kalimdor and the eastern continents are
freelancers, privateers or agents of Undermines trade princes. Goblins are tenacious fi
ghters. They attack from range with crossbows or fi rearms (making individual modifi
cations to dwarf-made weapons) and use maces, short swords or bizarre, home-brewed
steam weaponry in melee. When attacked in their warrens, they fi ght 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 fortifi cations.
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.

Appearance: Goblins are slight and wiry, averaging 3 feet in height and weighing
between 30 and 50 pounds.They have long, sharp noses, chins and ears, and
greenskin. Their arms are long and slender and their fingers deft.They tend to wear
leather clothing, often cut into aprons to protect against caustic fluids. Goggle Eyes, and
various technological devices are strapped across their bodies.
Region: Goblins are a wily,cunning race of traders and thinkers whom adventurers as
part of trading envoys or on pirate raids. Goblin shipsfrequent the seas, ferrying
orriches, slaves orexotic wares. Kalimdors main goblin port is the party town of
Ratchet,a harbor city located on the eastern shore of the Barrens directly between and
Theramore. Goblin trade outposts are found everywhere,including all major cities and
such inhospitable realms as Northrend and Stranglethorn Vale. Their zeppelins run a
wealthy business ferrying passengers across kingdoms and continents. Goblins are
neutral and take pains to make sure their nearby customers play nice with each other.
Goblin guards patrol Ratchets streets, keeping tabs on the various Horde and Alliance
visitors. Traveling goblin merchants employ bodyguards to protect them and their wares.
Affi liation: Independent. Goblins hired themselves out to the Horde in the Second War,
but now they belong only to themselves and whoever pays them. Constantly building
and inventing requires massive resources, both for creating the machines themselves
and maintaining those that actually work. Cannibalizing old machines only partially
sustains this fervent activity of creation, so goblins rely on trade with as many races and
cultures as possible. They are the quintessential merchants, peddling all manner of
exotic goods for the highest possible prices. Goblin mechanical and mercantile pursuits
are not always (or even often) performed within the bounds of polite society. Though not
evil, goblins are willing to embark on shady business ventures slavery, deforestation,
poaching, smuggling and oil drilling, for example to accomplish their goals. They are
opportunists to the core and revel in bartering the better deal at every turn. Goblins try
to get along with all other races. Doing so is part of their business. Nevertheless,
everyone views goblins with justifi ed suspicion. Night elves in particular dislike the
goblins because the little creatures have no respect for nature or natural resources.
Faith: Goblins place their faith in themselves and in gold. They raise eyebrows at
insubstantial concepts such as shamanism and the Holy Light, preferring gods they can
see, weigh and spend. Names: Every goblin has a given name and a family name. The
family names portray some ancestors achievement, though a goblin may take a new
family name if he feels he has made an accomplishment that outstrips that of his
eponymous forebear.
Male Names: Zautso, Beedle, Chizbolt, Nuzak.
Female Names: Lystis, Mefeero, Sazai, Rossa.
Family Names: Steamgear, Boltnose, Manclamp, Leafgrinder.
Goblin Racial Traits
+2 Agility, 2 Strength. Goblins are deft and nimble, but not terribly strong.

Small: As a Small creature, a goblin gains a +1 size bonus to Armor Class, a +1 size
bonus on attack rolls, and a +4 size bonus on Stealth checks; a goblin also suffers a 4
penalty on grapple checks. A goblin hero must use smaller weapons than humans use,
however, and his lifting and carrying limits are three-quarters of those of a Medium
character.
Goblin base land speed is 20 feet.
Low-Light Vision: Goblins can see twice as far as humans in starlight, moonlight,
torchlight and similar conditions of poor illumination. They retain the ability to distinguish
color and detail under these conditions.
Weapon Familiarity: Goblins treat flintlock pistols and long rifles as martial weapons
rather than exotic weapons.
A goblin gains one bonus technology feat at 1st level (see Chapter 6: Feats). All
goblins pick up some mechanical skills.
+2 racial bonus on Appraise, Craft (alchemy), Diplomacy and Listen checks. These
skills are class skills for all goblin characters.
+3 racial bonus on Craft (technological device) checks. Craft (technological device) is
a class skill for all goblin characters. Goblins are master craftsmen.
+2 racial bonus on all Craft checks involving adamantine items. Goblins have a long
history of forging adamantine arms and armor (due to their marketability) and are skilled
in working it.
Automatic Languages: Common and Goblin.
Bonus Languages: Any unrestricted. Goblins know myriad languages in order to trade
with as many races as possible.
Favored Class: Tinker. A multiclass goblins tinker class does not count when
determining whether he suffers an experience point penalty for multiclassing (see
Chapter 3: Classes, Multiclass Characters, XP for Multiclass Characters).

Potrebbero piacerti anche