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For Dungeons and Dragons 5th Edition

The Drums of War, Thunder Once Again


Four years after the Battle of Mount Hyjal, tensions between the Alliance and the Horde begin to arise once
again.
Intent on settling the arid region of Durotar, Thrall's new Horde expanded its ranks, inviting the
undead Forsaken to join Orcs, Tauren, and Trolls.
Meanwhile, Dwarves, Gnomes and the ancient Night Elves pledged their loyalties to a reinvigorated Alliance,
guided by the human kingdom of Stormwind.

The Faction War


The world of Azeroth is being split in two, because of this you must pick a side, all of the party must be playing
races of the same faction.

Ability Score Generation


Each ability score starts at 10, representing the average, but as you make character choices, you’ll adjust these
scores by applying ability boosts, which increase a score, and ability flaws, which decrease a score. As you build
your character, remember to apply ability score adjustments when making the following decisions.
Race: Each race provides ability boosts, and sometimes an ability flaw.
Background: Your character’s background provides two ability boosts.
Class: Your character’s class provides an ability boost to the ability score most important to your class
Determine Scores: After the other steps, you apply four more ability boosts of your choice (Each must be on a
separate stat. Then, determine your ability modifiers based on those scores
Ability Boosts & Flaws: An Boost or a Flaw either increases or decreases the ability score by 2. However, if an
ability score your boosting is already 18 or higher its value only increases by 1
When your character receives an ability boost, the rules indicate whether it must be applied to a specific ability
score or to one of two specific ability scores, or whether it is a “free” ability boost that can be applied to any ability
score of your choice. However, when you gain multiple ability boosts at the same time, you must apply each one
to a different score. Dwarves, for example, receive an ability boost to their Strength score and their Constitution
score, as well as one free ability boost, which can be applied to any score other than Strength or Constitution.
The Human Spirit: When you are healed by a spell

Classic Races or an ability, you gain temporary hit points equal to


your proficiency bonus.
Human Diplomacy: Proficiency in the Persuasion
The Alliance Skill
The Alliance consists of powerful cultures and Every Man for Themselves: Advantage on saving
groups bound not by desperation or necessity, but throws against the Stun and Paralyzed condition.
by their deep commitments to abstract concepts
like nobility and honour. Humans of Stormwind Allowed Classes
The Alliance was once also known as the Alliance Barbarian, Cleric, Fighter, Gunslinger, Magus,
of Lordaeron when its leadership was centered Paladin, rogue, Scholar, Sorcerer, Warlock, Warlord,
in Lordaeron. However, the Alliance was forced to Wizard.
move the bulk of its forces to Kalimdor and to the
southern Eastern Kingdoms continents of Khaz Dwarves of Ironforge
Modan and Azeroth after the plague of undeath
In ages past, the dwarves cared only for riches taken
ravaged the Kingdom of Lordaeron several years
from the earth's depths. Then records surfaced of a
ago.
god-like race said to have given the dwarves life...
and an enchanted birth right. Driven to learn more,
Humans of Stormwind the dwarves devoted themselves to the pursuit of
Ten thousand years ago, the night elves founded a lost artifacts and ancient knowledge. Today dwarven
vast empire, but their reckless use of primal magic archaeologists are scattered throughout the globe.
brought them to ruin. In grief, they withdrew to the
forests and remained isolated there until the return
of their ancient enemy, the Burning Legion. With no
other choice, the night elves emerged at last from
their seclusion to fight for their place in the new
world.

Dwarves of Ironforge Racial Traits


Ability Score Increase: 1 Constitution Boost, 1
Strength Boost and 1 free boost.
Ability Score Flaw: 1 Charisma Flaw
Speed: Your base walking speed is 25ft
Darkvision: you have superior vision in dark and
dim Conditions. You can see in dim light within 60
feet of you as if it were bright light, and
Humans of Stormwind Racial Traits in Darkness as if it were dim light. You can’t discern
Ability Score Boosts: 2 free boosts colour in Darkness, only shades of Gray.
Speed: Your base walking speed is 30ft Cultural Weapons: Dwarves are proficient in
Cultural Weapons: Humans are proficient in Short, Firearms, Warhammers and Mauls
Long and Great swords Stone form: Once per long rest as a bonus action you
can channel your earthen heritage to take on the
appearance of stone, whilst in this form you have
immunity to critical hits, whilst in this form you are
also immune to poison and the petrified condition. Gnomes of Gnomeregan Allowed Classes
This form lasts for 1 minute or until you fall Artificer, Fighter, Gunslinger, Magus, Rogue,
unconscious Scholar, Sorcerer, Warlock, Wizard
Might of The Mountain: When you critically hit
with a weapon or spell attack you deal an additional Night Elves of Teldrassil
die of damage. Ten thousand years ago, the night elves founded a
vast empire, but their reckless use of primal magic
Cold Weather Training: immune to the effects of
brought them to ruin. In grief, they withdrew to the
cold environments and high altitude.
forests and remained isolated there until the return
Dwarves of Ironforge Allowed Classes of their ancient enemy, the Burning Legion. With no
Barbarian, Cleric, fighter, Gunslinger, paladin, other choice, the night elves emerged at last from
Ranger, Rogue, Scholar, Warlock, Warlord, Wizard their seclusion to fight for their place in the new
world.
Gnomes of Gnomeregan
Though small in stature, the clever gnomes of Khaz
Modan have used their great intellect to secure a
place in history. Their subterranean kingdom
of Gnomeregan is a marvel of steam-driven
technology, and their skill at both engineering and
the arcane arts has been a tremendous benefit to the
Alliance across numerous campaigns.

Night Elves of Teldrassil Racial Traits


Ability Score Boosts: 1 Dexterity Boost, 1 Wisdom
Boost and 1 free boost.
Ability Score Flaw: 1 Strength Flaw
Speed: Your base walking speed is 35ft
Darkvision: you have superior vision in dark and
dim Conditions. You can see in dim light within 60
Gnomes of Gnomeregan Racial Traits feet of you as if it were bright light, and
Ability Score Boosts: 1 Dexterity Boost, 1 in Darkness as if it were dim light. You can’t discern
Intelligence and 1 free boost. colour in Darkness, only shades of Gray.

Ability Score Flaw: 1 Constitution Flaw Shadowmeld: Once per short rest as a bonus action
you can turn invisible. You remain invisible as long
Speed: Your base walking speed is 30ft you don’t move, take damage, fall unconscious or
Escape Artist: Advantage on saves against spells or take any other actions. You cannot shadowmeld
abilities that reduce movement, grapple, or restrain whilst resting.

Expansive Mind: Gain proficiency in any Ellusiveness: Proficiency in stealth


Intelligence Based Skill, you also gain access to one Touch of Elune: At night you have a have an
cantrip and 1st level spell from the wizard spell list. additional 5ft of movement, In the day the first
Nimble Fingers: You gain Proficiency in Sleight of attack you deal on the first round of combat deals
Hand, Engineering and Lockpicking an additional 1d6
Night Elves of Teldrassil Allowed Classes
Cleric, Druid, Fighter, Magus, Ranger, Rogue, Scholar,
Sorcerer, Warlord
The Horde
The Horde (also called the New Horde or Thrall's
Draenei of The Exodar
Horde) is one of the major political factions of the
Driven from their home world of Argus, the mortal races in Azeroth, its counterpart being
honourable Draenei fled the Burning Legion for eons the Alliance. The Horde, a faction led by off-worlders
before finding a remote planet to settle on. They and composed of outsiders has survived these
shared this world with the shamanistic orcs and obstacles by bonding together, fighting as family,
named it Draenor. In time the Legion corrupted the comrades, or even uneasy allies. In the Horde, action
orcs, who waged war and nearly exterminated the and strength are valued above diplomacy, and its
peaceful Draenei. A lucky few fled to Azeroth, where leaders earn respect by the blade, wasting no time
they now seek allies in their battle against the vast with politics. The brutality of the Horde's champions
armies of the demonic Burning Legion. is focused, giving a voice to those who fight for
survival.

Orcs of Orgrimmar
The orc race originated on the planet Draenor. A
peaceful people with shamanic beliefs, they were
enslaved by the Burning Legion and forced into war
with the humans of Azeroth. Although it took many
years, the orcs finally escaped the demons'
corruption and won their freedom. To this day they
fight for honour in an alien world that hates and
reviles them.

Draenei of The Exodar Racial Traits


Ability Score Increase: 1 Charisma Boost, 1
Strength Boost and 1 free boost
Ability Score Flaw: 1 Dexterity Flaw
Speed: Your base walking speed is 30ft
Gift of The Naaru: Your affinity with the Light
beings the Naaru allows you to heal yourself or
others as an action you heal a creature you touch an
amount equal to your level.
Orcs of Orgrimmar Racial Traits
Heroic Presence: Once per short rest you or a Ability Score Increase: 1 Strength Boost, 1
creature you can see within 30ft can automatically Wisdom Boost, 1 Constitution Boost and 1 free
succeed on a saving throw against the frightened boost
condition as a reaction.
Ability Score Flaw: 1 Dexterity Flaw and 1
Gemcutting: Proficiency in Jewel crafting Intelligence Flaw
Shadow Resistance: Resistance to necrotic Speed: Your base walking speed is 30ft
Damage.
Cultural Weapons: You are proficient in Halberds,
Draenei of The Exodar Allowed Classes Battle-axes and Great axe’s
Artificer, Cleric, Fighter, Magus, Paladin, Ranger,
Hardiness: When you are reduced to 0 Hit
Scholar, Shaman, Sorcerer, Warlord, Wizard
Points but not killed outright, you can drop to 1 hit
point instead. You can’t use this feature again until Touch of The Grave: Once per long rest you can
you finish a Long Rest. cause any weapon or spell attack you make to
instead deal Necrotic damage; in addition, you
Blood Fury: Once per long rest you can enter a
regain a number of hit points equal to the damage
berserker frenzy which lasts for one minute, for this
dealt
minute the first attack or spell that deals damage on
each of your turns, deals damage equal to half your Additionally, you have resistance to necrotic damage
level (rounded down.) and don’t need to breathe.
Command: Proficiency in Animal Handling Forsaken Undead Allowed Classes
Orcs of Orgrimmar Allowed Classes Artificer, Cleric, Fighter, Gunslinger, Magus, Rogue,
Barbarian, Fighter, Gunslinger, Magus, Ranger, Scholar, Sorcerer , Warlock, Wizard.
Rogue, Shaman, Sorcerer, Warlock, Warlord
Tauren of Mulgore
The Forsaken Undead Always the Tauren strive to preserve the balance of
Once mindless slaves to the terrible Lich King, the nature and heed the will of their goddess, the Earth
gruesome Forsaken have overthrown his rule and Mother. Many of the nomadic wandering tribes of
now pledge loyalty to the wicked Banshee Tauren have gathered together under a single
Queen Sylvanas. banner to settle in the fertile plains of Mulgore. Were
Under her reign Forsaken armies have reclaimed the it not for the timely intervention of the orcs, the
ruined kingdom of Lordaeron. Every day is a whole race may have been wiped out by marauding
struggle against vengeful humans who wish to wipe centaur. The Tauren honour their blood-debt to this
them out, and a constant battle of wills against Horde
day, fighting alongside the Horde to protect their
allies who distrust the sinister motives of the
land.
undead.

The Forsaken Undead Racial Traits Tauren of Mulgore Racial Traits


Ability Score Boosts: 1 Charisma Boost, 1 Wisdom Ability Score Boosts: 2 Strength Boosts and a Free
Boost and 1 Free Boost Boost

Ability Score Flaw: 1 Strength Flaw Ability Score Flaw: 1 Dexterity Flaw

Speed: Your base walking speed is 30ft Speed: Your base walking speed is 30ft

Will of The Forsaken: You have advantage on Endurance: Your hit point maximum increases by 1,
Wisdom Saving Throws and it increases by 1 every time you gain a level.

Cannibalize: Over the course of 1 minute you can War Stomp: as an action you can stomp causing all
consume the corpse of a Humanoid or Undead creatures within 5ft to make a constitution saving
corpse, if you do so you can spend one Hit Die to heal throw or have their movement reduced to 0 and be
yourself. Roll the die, add your Constitution unable to make reactions til the end of your next
modifier, and regain a number of hit points equal to turn. (DC = 8 + Con Mod. + Prof.) This ability
the total (minimum of 1) recharges on a long rest.
Cultivation: Proficiency in the Nature Skill, and first attack that creature is immune to this effect
Herbalism Kit, additionally you may use Wisdom as until you complete a long rest.
the ability for your Nature skill checks.
Da voodoo shuffle: As a bonus action you can take
Brawn: You count as one size larger when the dodge action this can be done a number of times
determining your carrying capacity and the weight equal to your Dex Modifier per long rest (minimum
you can push, drag, or lift. of 1)

Tauren of Mulgore Allowed Classes Darkspear Troll Allowed Classes


Barbarian, Druid, Fighter, Mags, ranger, Shaman, Barbarian, Cleric, Fighter, Magus, Ranger, Rogue,
Warlord. Shaman, Sorcerer, Warlock, Warlord.

The Darkspear Trolls Blood Elves of Silvermoon


Once at home in the jungles of Stranglethorn Vale, Long ago the majestic high elves created the
the fierce trolls of the Darkspear tribe were besieged splendid golden city of Quel'Thalas, built around a
on all sides by the warring factions. The orcish Horde magical fount of energy known as the Sunwell. When
came to their aid, convincing the Darkspear to sail the Lich King destroyed their capital in the Third
across the Great Sea and settle in the untamed lands War, the survivors turned to the Horde for help.
of Kalimdor. Though they cling to their shadowy
Now known as the blood elves, these refugees are all
heritage, the Darkspear remain vocal advocates of a
that remains of their glorious civilization. They
united Horde, lending the strength of their arms and
strive to rebuild Quel'Thalas while struggling
powerful tribal magics to the common cause.
against a crippling addiction to the very magical
energies that once built their empire.

Darkspear Trolls Racial Traits


Ability Score Boosts: 1 Dexterity Boost, 1 Wisdom
Boost and 1 free boost. Blood Elves of Silvermoon Racial Traits
Ability Score Boosts: 2 Intelligence Boosts and 1
Ability Score Flaw: 1 Intelligence Flaw
free boost
Speed: Your base walking speed is 35ft
Ability Score Flaw: 1 Strength Flaw
Darkvision: you have superior vision in dark and
Speed: Your base walking speed is 30ft
dim Conditions. You can see in dim light within 60
feet of you as if it were bright light, and Arcane Affinity: You gain proficiency with the
in Darkness as if it were dim light. You can’t discern Enchanting Skill
colour in Darkness, only shades of Gray.
Arcane Torrent: As an action against a creature you
Regeneration: When you spend a hit die in any way, can see within 15ft. you can absorb some of their
you can’t roll less than the average for the purposes magical essence, you make an intelligence check
of regaining Hit points against the DC 10 + the spells level. if you succeed
you can take a magical effect of your choice from the
Beast Hunter: Proficiency in the Survival Skill
target and place it on yourself if the target is willing
additionally any attacks you make against a creature
it the check automatically succeeds. if it requires
with the beast type deals additional 1d10, after the
concentration you begin concentrating on the spell Commune with De Loa (7th Level)
for the remainder of the duration. You may attempt Starting 7th level you can cast Commune once per
this once per long rest. long rest, to contact one of your chosen Loa spirits.
Arcane Resistance: Once per short rest you can
Mediator of De Loa (11th Level)
choose to reroll a saving throw against a spell.
Starting at 11th level you can select one Loa to be
Arcane Acuity: You gain cantrip from the wizard list permanently attuned to, in addition to this you can
that requires a spell attack. Additionally, if you attune to another normally.
critically hit with any cantrip it deals an additional
die of damage. Master of De Loa (15th Level)
Starting at 15th level you are granted the greater
Blood Elves of Silvermoon Allowed Classes ability of the Loa you are permanently attuned too.
Cleric, Fighter, Magus, Paladin, Ranger, Rogue, Loa Spirits
Scholar, Sorcerer, Warlock, Wizard
The Loa are powerful spirits which represent
aspects of the world and its culture, they are
Special Archetypes however uncooperative therefore you can only
attune to one Loa at any given time and can switch
These are some class archetypes which are unique on a short rest.
to the lore of World of Warcraft, most of them will
have some sort of restriction to race or faction. Pa’ku The Loa of Winds
Whilst attuned to Pa’ku you and up to 5 willing
Shadow Hunter (Ranger) creatures of your choice gain +10 movement speed.
Restriction: Darkspear Troll Race Master: You gain a fly speed equal to your
movement speed however, you must be on stable
In the old days of trolls, even before the Zandalari
ground at the end of your turn or fall, you can grant
Empire, the shadow hunters were the leaders of the
this to any of the 5 chosen creatures you can see, for
small tribes. Over time, as trolls gathered in great
one turn, however you lose the ability whilst they
cities, their influence was lessened. Despite this, the
have it.
position is still a highly respected one. It
was Sen'jin's (Father of current Troll Leader Vol’Jin) Lukou The Loa of Healing and Respite
dream for trollkind to once again be led by shadow Whilst you are attuned to Lukou up to 5 willing
hunters, as they had in the past. creatures of your choice also gain access to your
Regeneration Troll Racial
The voodoo faith of the shadow hunter deals with
beings they call the Loa. Supposedly, these spirits Additionally, any healing spells you cast, heal an
are mighty entities that grant the faithful additional amount equal to your proficiency bonus.
extraordinary powers. By calling upon these voodoo Each creature can only receive this benefit once per
spirits, the shadow hunter gains special blessings spell.
with which he can combat darkness and help those
in need. The abilities granted vary according to the Master: you and the creatures you choose now roll
Loa the shadow hunter calls upon. maximum on your hit dice when healing during a
short rest. Additionally, any single target healing
Chosen of De Loa (3rd Level) Ranger spell you cast, can target a second creature
Starting at level 3, the damage die of any weapon assuming all other conditions are met.
with the thrown property increases by one size (e.g. Bwonsamdi The Loa of The Grave
1d6 to 1d8), you can also bind up to two weapons Whilst attuned to Bwonsamdi the first attack you
with the thrown property to you whilst they are make against Undead, Fiend or Monstrosities
bound to you if you use them to make a thrown Creatures each turn deal an additional 1d8 radiant
attack they automatically teleport back to your hand. damage
additionally, can choose two Loa to attune too. They Additionally, you can cast spare the dying cantrip
are described at the end of this subclass. these pacts
are binding and cannot be changed. Master: The additional damage increases to 2d8, the
range of Spare the Dying increases to 30ft and can be
You gain an additional Loa to attune to at 7th, 11th used as a bonus action also healing the target for an
and 15th level.
amount equal to your wisdom modifier, a creature Whilst attuned to Krag’wa once per short rest you
can only be healed this way once per long rest. can cast Polymorph, however the only form you can
choose the form of a 1hit point Frog
Additionally, you can cast Revivify Once per Long
Rest Additionally, your jump distance is doubled.
Akunda The Loa of Storms Master: Your strength score increases by 2, to a
Whilst attuned to Akunda when you make a weapon maximum of 22
attack with a weapon that has the thrown property,
Additionally, once per long rest you can cast the
you can choose to make a creature within 10ft of the
Enlarge / Reduce spell, however you can only cast
target to make a dexterity saving throw or suffer 1d6
enlarge on yourself and the spell doesn’t require
lightning damage
concentration.
Master: The lightning damage dealt increases to 2d6
and can affect 3 creatures within 10ft of the original
target, also, the original target suffers an additional
1d6 lightning damage.
Ogoun The Loa of War’
You can use your bonus action to make a weapon
attack or allow a willing creature within 30ft you can
see to make a weapon attack as their reaction you
can do this a number of times equal to your
proficiency bonus per short rest.
Master: This ability is no longer limited. To your
proficiency bonus per short rest.
Elartha The Loa of Spiders and Treachery
Whilst attuned to Elartha or a creature of your
choice you can see have advantage on stealth checks
additionally, the first attack you make against a
creature whilst hidden, must make a con save or be
poisoned til the end of their next turn. A creature
can’t be affected by this ability again until you
complete long rest.
Master: you permanently have advantage on stealth
checks in addition to two creatures of your choice
you can see, additionally whilst a target is under the
effect of your poison, they suffer an additional d6
poison damage from all attacks

Hakkar The Loa of Blood


Whilst attuned to Hakkar as a reaction you can
choose to cause the last target you hit with a weapon
attack to make a constitution save or suffer 1d8
points of necrotic damage as they begin to bleed.
Additionally, you can cast hold person once per short
rest as long as the creature has blood

Master: When you make a target bleed in this way


you heal a number of hit points equal to the damage
taken.
Additionally, you can now cast hold monster once
per Long rest as long as the creature has blood.

Krag’wa The Loa of Strength


Creation References
Urchin Constitution Dexterity
Slave (D&D:B) Constitution Wisdom
Miner (D&D:B) Strength Constitution
The Following Tables will provide the list of Ability
Boosts for each of the available Classes and
Backgrounds, In addition to their Normal features. Languages of Azeroth
They will also describe the religions, languages and Alliance
tool skills relevant to Azeroth Common: Humans and all Alliance races
Darnassian: Night Elves
Class List
Dwarven: Dwarves
Artificer: Intelligence Boost Gnomish: Gnomes
Barbarian: Strength Boost Draenei: Draenei
Cleric: Wisdom Boost
Druid: Wisdom Boost Horde
Fighter: Strength or Dexterity Boost Orcish: Orcs and all Horde races
Gunslinger: Dexterity Boost Zandali: Trolls
Magus: Boost is based on Order Chosen Taur-ahe: Tauren
Paladin: Strength Boost Gutterspeak: Forsaken Undead
Ranger: Dexterity Boost Thalassian: Blood & High Elves
Rogue: Dexterity Boost Other Languages
Scholar: Intelligence Boost Worgen: Gilnean
Shaman: Wisdom Boost Goblin: Goblin
Sorcerer: Charisma Boost Pandaren: Pandaren
Warlock: Charisma Boost Draconic: Dragons
Warlord: Dependant on Path chosen Eredun: Demons
Wizard: Intelligence Boost. Titan: Titans
Background List Kalimag: Elementals
The following backgrounds provide 2 boosts one of
which is one of the two listed below. The other is a Tools & Professions of Azeroth
free boost of any other ability If you obtain an Artisan tool proficiency from any of
your features replace them with the closest match
Background Boost 1 Boost 2 from this list if possible.
Acolyte Wisdom Intelligence
Anthropologist Intelligence Wisdom Profession Description
Archaeologist Intelligence Constitution Herbalism Locating powerful magical
Charlatan Charisma Dexterity herbs and plants
City Watch Strength Wisdom Mining Mining ores, stones and Gems
Cloistered Intelligence Charisma which can be used for
Scholar crafting
Courtier Charisma Wisdom Skinning Skin the corpses of creatures
Criminal Dexterity Charisma for hide, leather and scales
Entertainer Charisma Dexterity Alchemy Mix Potions, oils, and Flask
Faction Agent Wisdom Faction Dep. Blacksmithing Create weapons and armour
Far Traveller Wisdom Dexterity made of metal
Folk Hero Wisdom Constitution Enchanting Provide powerful magical
Guild Artisan Wisdom Charisma enhancements to a variety of
Haunted One Intelligence Constitution weapons and armour.
Hermit Intelligence Wisdom Engineering Create magical devices, guns,
Inheritor Wisdom Strength Goggles, explosives and
Knight Strength Charisma mechanical creatures.
Noble Intelligence Charisma Inscription Inscribe magical glyphs to
Outlander Strength Wisdom modify spells for casters,
Sage Intelligence Wisdom additionally create scrolls,
Sailor Strength Wisdom staffs and other arcane foci
Soldier Strength Constitution Jewelcrafting Cut and polish gems which
Spy Dexterity Charisma can be socketed into armour
and weapons to augment REPRESENTATIVES
their capabilities. The demons of the Burning Legion and other races
Leatherworking Craft a variety of medium and so suffused with fel magic that they are no different
light armour and some capes. from demons. The Burning Legion (simply the
Tailoring Craft robes and other cloth- Legion or the Burning Shadow) is a vast,
based products including
innumerable army of demons and corrupted races
magical hoods, slippers etc.
who seek to destroy all life. The fallen Titan Sargeras
Archaology Detection and procurement
of powerful ancient artifacts created it with the purpose of destroying all world-
Cooking Combine ingredients into souls in the universe in order to prevent the void
food that can restore your lords from corrupting them, which would lead to the
party and provide buffs. birth of a dark titan, a being of unspeakable evil that
Fishing Fish from lakes and rivers to would utterly dominate the universe. The Legion is
obtain food, and occasionally responsible for the annihilation of countless species
sunken treasures. and some entire planets across the Great Dark
First Aid Craft and apply non magical Beyond, and it transcends all universes destroying
healing and curatives. their possible worlds in the grand Burning Crusade.
Lockpicking Unlock, Chests, Doors, Thrice it has invaded Azeroth and was only beaten
lockboxes and disarm traps back at a terrible cost every time. Much of Azeroth's
Poisons Create poisons which can be history — including the First, Second, and Third War
used to a variety of effects on — was due to the Legion's influence. It can be said
a target.
that the Legion is Azeroth's nemesis, since it caused
Riding Your ability to ride a variety
the Sundering of Kalimdor, corrupted the orcs and
of mounts in different
sent them to invade Azeroth, created the Lich King,
environments. Separated into
various categories e.g. and was the source of most of Azeroth's scars.
Ground and Flying Finally, it should be noted that Azeroth is the only
known planet that the Legion has ever failed to
conquer.
Deities of Azeroth
ANCESTOR WORSHIP DRUIDISM AND ELUNE
TENANTS PRIESTHOOD
Ancestor worship has no set tenants save for that of
individual ancestors, as just as some shamans TENANTS
negotiate with the spirits and channel their Respect for the wilds, reverence of Wild Gods, with
ancestral echoes to utilize shamanistic abilities, so Elune as a prime among them.
exist dark shamans who bind and force the
elements to do their bidding.
REPRESENTATIVES
Fey and beings from the Emerald Dream Druidism
REPRESENTATIVES and the Priesthood of Elune is a spiritual path:
Elementals and spirit animals are often considered firstly, acknowledging and honouring each spirit as
representatives of shamanism. Shamanism an individual life; secondly honouring the Wild Gods,
intersects with ancestor worship on many levels, as which is headed by the Moon Goddess Elune (known
the dance of the elements include the spirits of to the Tauren as Mu'sha), the only true deity on
earth, fire, air, water, and life. Azeroth. Druidism is historically tied to
worshipping Elune and the rest of the Wild Gods,
and both faiths are close enough to be considered
BURNING LEGION one. The druids and priestesses seek guidance —
TENANTS
The Burning Legion believes that to purge the or interference — from the spirits, asking the small
cosmos of all life is better than to leave it ripped spirits for small tasks and entreating Elune or one of
apart by the Void, for they believe no other force can the other wise and powerful spirits of the forests for
more significant tasks. They see their forests as
stop the Void, but they despise all others.
havens for living spirits, and as such are bound to
defend them. It has become the highest priority for
the Cenarion Circle to heal the corruption of their REPRESENTATIVES
precious forests caused by the demonic and undead Naaru, providing healing and protection The holy
invasion of the Third War. As the spirits have served light whispers and grants power to those who
them for thousands of years, the druids seek to give follow their ideals, regardless if they show the same
back to the spirits by healing the very living woods. alignment as the entity itself. In a dark world with
few good forces, the holy light is one of the few
FORGOTTEN SHADOW shining sources of goodness in the world, with its
representatives. The Holy Mark is an upright line
TENANTS middling two half-circles one pointing up, and one
The three virtues of the Forgotten Shadow are death pointing down (or as the Celtic Cross without the
(where death is the gateway to ascension, but must middle line).
be balanced with life), compassion (though often LICH KING
reserved for other cultists, the forgotten shadow
TENANTS
believes that bettering the self positively influences
The Lich King has no real tenants but idolizing him
the universe in a positive cycle), and ascension
as a paragon of mastery over death led to the
(where the follower of the forgotten shadow gains
development of the priesthood of the Forgotten
the power to transcend death, becoming
Shadow. The Lich King himself desires complete
invulnerable, invincible and eternal. In essence, he
dominion over Azeroth and banishing the Burning
becomes a god.)
Legion from it. Whether the army he builds is to
REPRESENTATIVES stand against the Void Lords’ attempts to take over
The cult is acknowledged only in the lands of the the planet and conquer the world-spirit Azeroth for
Forsaken. The Cult of Forgotten Shadows (or Cult of himself is known only to him.
the Forgotten Shadow) is a group considered
heretical by most, who believe that dark energy REPRESENTATIVES
practitioners are just as vital to the survival of life The Scourge and the Cult of the Damned Created
and reality (which they call "the Shadow") as initially as the precursor to an invasion by the
wielders of the Light. The cult preaches balance, Burning Legion after their previous failures, the
mandating that shadow priests must never forget Scourge broke free from their demonic masters and
the dangers of falling too deep into the dark energies aided in the Legion’s defeat at Mount Hyjal in the
they manipulate, for it is often too hard to find one's Third War. Under the iron rule of the dread Lich
way back to the Shadow from the deep reaches of the King, a being formed of Ner’zhul (the former orc
darkness. Those who upset the balance end up mad, shaman and warchief of the Shadowmoon clan) and
or worse, serving the Void Lords. The Cult of Arthas Menethil (the former human paladin and
Forgotten Shadow teaches that the Forsaken of crown prince of Lordaeron), the Scourge built up
Azeroth were too weak to ascend. Their undead their power base on the Arctic continent of
state is a curse brought on by that weakness. Once Northrend. Their influence spreads throughout
the Forsaken learn to master themselves and control Northrend, as well as the Plaguelands in northern
the world around them, they shake off that curse Lordaeron and southern Quel’Thalas, and even
and become what they always should have been. Kalimdor to a small degree. A terrifying and insidious
enemy, the Scourge remains perhaps the most
HOLY LIGHT dangerous threat to the world of Azeroth.
TENANTS
The three virtues of the Holy Light are respect TITANS
(where one must respect all that is, and the TENANTS
connections things share with one another in the The virtues of titans are order (banishing chaos and
universe), compassion (as a follower of the holy ordering the Great Dark Beyond), compassion
light believes that bettering the universe benefits (imbuing their power and protecting lesser races
himself in return as a positive cycle), and tenacity until they reach their full potential), and
(training under the Holy Light that weeds out the preservation (destroying corruptive influences such
unfaithful, for true dedication takes years, and as Old Gods, Void Lords, and demons of all kinds).
positivity prevents time eroding an adherent’s will).
In some respects, it can be described as divine
humanism.
REPRESENTATIVES nightmarish outer realm. Merciless and cruel
The creations of the Titans are usually considered beyond imagination, they seek only to twist reality
their representatives. Although most are missing in into a realm of eternal torment, and ultimately to
Azeroth, there are yet relics left from the primordial devour all matter and energy and the universe itself.
days where Titans visited the planet. The titans are However, only the most powerful of the void lords
a race of colossal, planet-sized cosmic beings, can actually manifest in the physical universe, and
composed of arcane magic and the primordial only for limited amounts of time for their energies
matter from which the universe was born. They quickly seep into nothingness. They thus must
roamed across the cosmos like walking worlds, consume untold amounts of matter and energy to
imbued with the raw power of creation itself. The maintain their presence.in their struggle to impose
titans used this incredible force to find and awaken dominion over reality, they conflicted with the
others of their kind. Hailing from the far reaches of Titans, and, lacking the power to subdue or
the cosmos, they shaped and brought life and order dominate them, have targeted them in their infancy,
to countless worlds across the Great Dark Beyond. corrupting still-sleeping World-souls. Void Lords
They were described as perfect and majestic beings send seeds of corruption and create servitor beings
who are akin to gods. Knowledge of them is very in other realms, creating the Old Gods, monstrous
scarce, and there are more legends and theories of beings of ancient power that spread across a World-
them than facts, with the only ones who have an soul’s surface, eventually corrupting the Titan
inkling of their powers (or even their existence) are sleeping within into rising as a Dark Titan who
beings the Titans directly interacted with eons ago, serves the Void Lords. The Void Lords are a font of
such as the leaders of the Dragon flights, the Old shadow power, being what could be considered the
Gods, and the Titans’ creations (such as the Earthen). true embodiment of the Forgotten Shadow’s ideals.
Unknown to most in Azeroth, the Titans are heavily However, that is not the only interpretation.
tied to the cosmic force known as the arcane. In fact, Followers of the Forgotten Shadow may wish to
it is their very lifeblood, for the original Well of struggle against the wills of the Void Lords and the
Eternity, an enormous lake of volatile arcane Old Gods, just as the practitioners of fel magic may
energies, was literally the literal blood of Azeroth's struggle against the influence of the Burning Legion.
world-soul. They are also uniquely susceptible to fel Perhaps, when all is said and done, the Forgotten
magic. A world-soul is the name given to the spirit of Shadow is able to distance itself as a philosophy
a titan. The first and most vulnerable stage of a from its origin as an expression of the Void Lords’
titan's life, world-souls are powerful, nascent titan will.
souls who originate as masses of energy spun out
into the cosmos at the moment of its creation,
eventually finding comfort in the warmth of a sun. In VOODOO AND THE LOA
time, a planet coalesces around the newly formed TENANTS
world-soul, protecting it as it grows. These nascent Voodoo is a type of nature worship, where sacrifices
titan souls exist within the fiery cores of a small and cannibalism intertwine. It is a type of dark magic
number of worlds scattered throughout the Great that keeps high reverence for nature and its wilds
Dark Beyond; there they slumber for ages, suffusing such as animals. While the practice can be
the planets they inhabit with Spirit energy as dangerous, it is known to greatly benefit its
generations of life live and die upon them, before practitioners. Trolls specifically, have always been
eventually awakening as living worlds, and followers of this ancient craft. Those trolls who
emerging as titans. Azeroth is one such world, and practice the voodoo magics hold it to high regard and
the titan within it is feared to possibly be the greatest are a very important part of troll society. While it is
titan of all, should he awaken. a form of magic, it is only an extension of its masters,
the Loa spirit
VOID LORDS REPRESENTATIVES
TENANTS
Polar opposite of the Holy Light Shadow Hunters, Troll High Priests (discipline
priests), and Witch Doctors Voodoo and Loa worship
REPRESENTATIVES
is a syncretic faith, mixing elements of Druidism
The Old Gods and their servants the void lords are
(following the Wild Gods, except Elune) and
monstrous entities composed of pure shadow
Ancestor Worship (venerating ancestors who are
energy who dwell within the Void, a terrifying and
now immortal in the Shadowlands, such as
Bwonsamdi and Lukou). Followers of the Loa and
users of voodoo worship the Wild Gods directly,
except Elune, instead admiring the savagery and
viciousness of the ancient beings. All Wild gods are
Loa, but not all Loa are Wild gods, however, as the
Loa spirits such as Bwonsamdi and other various
Loa resembling spirits of trolls have no connection
to the Wild gods or the Emerald Dream. They are in
fact, ancient and powerful troll ancestors that now
live in the Shadow Lands. Not all trolls that die
become Loa. What makes a troll spirit a loa is a
mystery, though it is speculated that it has some
thing to do with the amount and type of magics they
acquired during life. There are several known Loa,
including but not limited to the following

• Hakkar the Blood God

• Shirvallah, the Tiger.

• Rhunok, the Arctic Bear.

• Lukou, Loa of Healing and Respite.

• Ogoun,

• Loa of War

• Dambala, Loa of serpents and treachery.

• Bwonsamdi, Loa of the cemeteries and the


restful sleep of the dead.

• Shango, Controller of the Realm of Storms.

• Zanza, worshiped by the Zandalar Tribe.

• Gonk the Great Hunter is an ancient spirit


Zandalarian tales.

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