Playable Races of Azeroth Dwarves "Interest ye' in a pint?" Dwarves are small, but strong beings for their size mostly inhabiting the snowy, mountainous Khaz Modan region of central Eastern Kingdoms. They are shorter than humans, but taller than gnomes, taking advantage of their size when possible and relying on their robustness and strength when not. The average dwarf is steady, observant and composed both during work and combat, yet able to rage with fierce zeal and persistence when the situation calls for it. While a dwarf prefers to plan forward to overcome challenges, many of them easily lose their temperament and self-restraint when exposed to conditions stirring their feelings and concerns. Dwarves are treasure seekers, explorers, and courageous fighters. In past ages, the dwarves rarely left the safety of their mountain fortresses, spending their time on refining metal and stone into powerful weapons and beautiful jewelry. However, when the call to battle sounded, they rose up to defend their friends and allies with unmatched courage and valor. Dwarves are fond of drinking, Mining, and finding treasure. However, they are most interested in their past and their relationship with the Titans. Dwarf Subraces Dwarves in Azeroth are separated in three main subraces: the Ironforge Dwarves, the Wildhammer Dwarves, and the Dark Iron Dwarves. Ironforge Dwarves The dwarves of Ironforge are a proud, stern and determined people with streaks of kindness hidden under the gruff exteriors of their sturdy frames. Their love for battle, invention and exploration impels them ever forward to discover and unearth the mysteries of their heritage, educating them further about those who first created the dwarven race. Only recently have the dwarves discovered the legacy of their ancient progenitors, the Titans. As the dwarves begin to delve deeper into the mysteries of their past, they also begin to uncover deeper enigmas. Still, they keep to the forges and workshops, ever innovating and creating new and more effective ways to destroy. Steam powered technology and fi rearms originate from dwarven inventiveness and creativity. The stout race is renowned for its skills at battle and also as cunning engineers and crafters. The uncovered fragments of their distant past have led the dwarves on an unprecedented exodus of exploration. Seeking out their origins, the dwarves have dispatched prospectors across all of Lordaeron in order to seek out signs of the Titans, the supposed creators of the dwarves. The dwarves have embraced the idea that it is their purpose to search the world for more signs of proof of their heritage. Dwarven outposts exist in the most desolate of places. Here, the dwarves spend their time seeking out the secrets of ancient times, or simply use their outposts as staging grounds for expeditions to clear out their enemies so that they may continue their quest. Apprearance. Ironforge dwarves are stout and powerful, with short muscular bodies. Male dwarves tend to have long hair, and beards or facial hair often tied in ornate braids. Female dwarves also have sturdy muscular frames, but they are buxom and lack facial hair, despite the claims of some of the less educated sages of other races. The average dwarf stands between 4 feet and 5 feet in height and weighs between 140 to 160 pounds. Region. The Ironforge dwarves dwell in and around Ironforge Mountain. The city of Ironforge is a vast subterranean city carved into the depths of Ironforge Mountain. This vast complex has served as the dwarven homeland for thousands of years. The city of Ironforge is not only home to the dwarves, but also their gnomish cousins driven from their capital of Gnomeregan. Ironforge sits north of the Dun Morogh Peaks, located high above Loch Modan in central Khaz Modan. King Magni Bronzebeard presides over the social and cultural matters of the dwarves and rules with a temperament befi tting a dwarven warrior, artisan and explorer. Faith.Dwarven priests deliver the message of the Light to their people. They share this faith with humanity and uphold its precepts and teachings. Some dwarves have recently taken to investigating the past and discovered that the Titans themselves were godlike beings. No one has yet begun worshipping the Titans as gods, for it would seem that the Light prevails over the reverence for the dwarves’ own progenitors. Names. Dwarves typically have names refl ecting the sturdy nature of their past. Many also have surnames that were earned by a member of the family in service during a quest or in a particular moment of notoriety or infamy that has now become part of a family legacy. Male Names: Barab, Aradun, Thorin, Magni, Garrim, Wendel, Thurimar.

Barab, Aradun, Thorin, Magni, Garrim, Wendel, Thurimar. Female Names: Chise, Helge, Ferya, Furga, Krona, Imli.

Chise, Helge, Ferya, Furga, Krona, Imli. Family Names: Thunderforge, Bronzebeard, Hammergrim, Thornsteel, Chunderstout.

Wildhammer Dwarves 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. 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, Falstaad.

Kazdun, Hagrim, Dondar, Soldrin, Falstaad. Female Names: Kella, Lorim, Ar-ya, Senica.

Kella, Lorim, Ar-ya, Senica. Family Names: Beastclaw, Greatbeard, Thundertamer, Windseer. Credit: Matthew McKeown Dark Iron Dwarves 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 attempted to summon a powerful being, but his attempt proved to be a horrible mistake. The creature who answered the summons was Ragnaros the Firelord. Ragnaros’s 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 Nefarian’s 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. Faith. The Dark Irons don’t 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.

Beld, Franclorn, Lokhtos, Grall. Female Names: Aster, Channis, Mogran, Wellia.

Aster, Channis, Mogran, Wellia. Family Names: Angerforge, Darkbargainer, Firesmite, Forgewright. Dwarf Traits Azerothian dwarves share most of their traits with other settings' typical dwarves. Use the traits described in the 5th Edition's Player's Handbook (p.20) for the Dwarves. Ironforge Dwarf Use the Mountain Dwarf traits in the Player's Handbook. Wildhammer Dwarf Use the Hill Dwarf traits in the Player's Handbook, but add the following trait. Gryphon Rider. You have proficiency in the Animal Handling skill. Dark Iron Dwarf The Dark Iron dwarf subrace has the dwarf traits in the Player's Handbook, plus the subrace traits below. Ability Score Increase. Your Strength score increases by 1. Superior Darkvision. Your darkvision has a radius of 120 feet. Extra Language. You can speak, read, and write Ignan. Elemental Resistance. You have resistance to Fire damage.

Forsaken "Dark Lady watch over you." Undead humans and elves freed from the Lich King’s control, the Forsaken are a strange and dark force. Hailing from the twisted, skittering darkness of Undercity, the Forsaken are nominally allied with the Horde but serve only themselves. Their objectives are twofold: eliminate the Scourge, and establish a place for themselves on Azeroth. Description. Four years ago, the high elven Ranger General Sylvanas Windrunner fell in combat against the Scourge. Prince Arthas raised her as a banshee and compelled her to follow his command. When the Lich King’s power waned in the incidents surrounding the Frozen Throne, Sylvanas harnessed her fury and tore herself free from his skeletal grasp. She freed many other undead as well, and recruited powerful allies from the Burning Legion and the surrounding ogre clans. Sylvanas dubbed her new force the Forsaken, and the undead established their capital in the labyrinthine crypts beneath Lordaeron’s capital city. Their sprawling, subterranean realm is called Undercity. The Forsaken made allies of the Horde out of necessity and convenience. They have no love for orcs, tauren or any other living creature, but they need time to strike against the Scourge and allies to help them do it. The Forsaken claim that they joined the Horde to prove their desire to leave their evil ways behind, but no one really believes this. The Horde accepts the Forsaken’s help, as they do indeed have a common enemy: the Scourge. The Horde is leery of the Forsaken’s tactics, however, and keeps watchful eyes on them. This caution is justified. Forsaken culture is strange, a perverse combination of the lives they once knew as mortals and the mindless slavery they experienced in the Scourge, colored by white-hot rage toward the Lich King and an almost equally intense devotion to their queen. Never sleeping, eating or falling ill, abandoned by those they once loved, the Forsaken have a brutal set of priorities. A great portion of their efforts focus on dark alchemy, and the Royal Apothecary Society commands great power in Undercity’s oily tunnels. The apothecaries constantly send Forsaken on missions to gather odd materials for their twisted experiments. Rumors tell that the undead creatures are working to create a plague that will exterminate the Scourge and every living being on Azeroth. Are the Forsaken evil? At times it can be difficult to tell. Some Forsaken attempt to reclaim their humanity by acting in kind and helpful ways. Others allow hatred to fester into cruelty and rage. All that can be said is that the Forsaken follow their own agendas, and the rest of the world be damned. And if they have their way, it could be. Appearance. Forsaken, unsurprisingly, look like dead people. Their skin is gray and rotting, showing bone and flesh in places. Their pupil-less eyes glow with dim, white ghostlight. Their muscles are withered, making them scrawny. Their movements are slow but jagged. Forsaken hardly ever smile (unless their lips have rotted away — then they smile all the time). Necromantic magic keeps them somewhat preserved, but natural decay still proceeds, just slower than normal. Region. Undercity is the Forsaken’s home. They have also taken over Tirisfal Glades and have several towns in that cursed wood. Forsaken patrols have tried to secure Silverpine Forest for the past couple years, but they have not yet been able to do so. Faith. None. Most Forsaken have abandoned religion, just as they believe it abandoned them. They place their faith in their queen and their dark science. Some have turned to the Burning Legion as a source of power, believing that only it is potent enough to defeat the Lich King. Some Forsaken who cling to their past still revere the Holy Light, although they are a rarity. Names. Like their dark lady, Forsaken keep the names they had when they were alive. As most Forsaken are human, these tend to be human names. If a Forsaken cannot remember her name, she may make up a suitable name or read one from a headstone. Some invent surnames that imply their desire to eradicate the Scourge. Male Names: Roberick, Magan, Danforth, Lansire.

Roberick, Magan, Danforth, Lansire. Female Names: Yellen, Limmy, Sarias, Mierelle.

Yellen, Limmy, Sarias, Mierelle. Family Names: Dartfall, Blacksling, Ghoulhunter, Blastlich. Forsaken Racial Traits Although Forsaken were once humans or elves, they are barely recognizeable from their former self. As such, their traits are very different from a human or an elf. Ability Score Increase. Your Constitution increases by 2, and one other ability of your choice increases by 1. Undeath has made your body especially resistant, and you still maintain some form of physical or mental memento of your past life. Age. Forsaken do not age per se. Rather, they decay much, much slower than a normal corpse. Since the Forsaken have only existed for a few years, nobody yet knows the amount of time it takes for the magic animating them to stop functionning. Alignment. The vast majority of Forsaken revere their queen as a way to thank her for freeing them from the Lich King, so they lean strongly toward the lawful alignment. However, very few Forsaken could be qualified as "good-willed", and most tend toward evil behaviours, having little respect for life and showing little to no empathy or pity. Size. Forsaken are the size of a human of elf. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Undeath has granted you the ability to magically see even in total darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Living Corpse. Since you are organically dead, most of the living folk's necessities are of no use to you. You do not need to eat or drink to survive, and you do not breathe. Since you are not being constantly fueled with necromantic magic from the Lich King, you still need to rest. Undead Resistance. You have resistance to Necrotic damage. You are also immune to non-magical diseases. Horrible Face. You have proficiency in the Intimidation skill.

Cannibalism. Forsaken have a different way of healing than living folk. You cannot spend Hit Dice to heal yourself during a Short Rest. Instead, you need to feed on living or recently-dead flesh. You can take one minute to eat the flesh from an incapacitated living creature or from a corpse that has been dead for less than a day within 5 feet of you. When you do so, you may expend up to two Hit Dice and heal yourself for the amount rolled plus your Constitution modifier for each Hit Die spent, as if you had just completed a short rest. You can use this feature any number of times, but each time, you expend your Hit Dice as if you had just taken a short rest. You still regain all your missing Hit Points and an amount of Hit Dice equal to half your level after a long rest. Languages. You can speak, read, and write in Common or Thalassian (choose one), and in Orcish. You can also speak in Gutterspeak, a spoken-only language shared by most Undead. Credit: Dave Kendall

Gnomes "My, you're a tall one!" Gnomes are a diminutive, wiry race of tinkers who live underground. In the Second War, they built vehicles and gadgets for the Alliance — submarines and flying machines — to combat the Horde. They are great mechanics and inventors, and are renowned for their knowledge and eccentric natures. Description and History. The gnomes had a city, Gnomeregan, built into Ironforge Mountain; but invading troggs destroyed it and slaughtered its citizens. Many survivors moved into Khaz Modan and now live with the Ironforge dwarves, and a few traveled with their dwarven friends to Kalimdor. The gnomes are still reeling from the destruction of their home city and are loath to leave the safety of the dwarven tunnels. Most gnomes on Kalimdor remain secluded in Bael Modan. Even after the decimation of their race and the destruction of their city, gnomes are an amiable and kindhearted lot. They make and keep friends easily; others fi nd disliking a gnome to be diffi cult. Gnomes are long-lived and take a fatherly approach to other races, particularly humans. Gnome society is loosely organized. Most live in Khaz Modan and mix freely with the dwarves, sending representatives to speak to the dwarven king on their behalf. Those few gnomes who traveled to Kalimdor live in a similar fashion in Bael Modan. Gnomes are gifted tinkers. They have a penchant for creating radical technology and innovative designs. They often work together with Ironforge dwarves, developing the blueprints and concepts from which the dwarf smiths draw their inspiration. Appearance. Gnomes are small and slight. They somewhat resemble dwarves, but are shorter and not as stocky. They have large noses and ruddy skin. Their hair ranges from white to blond to brown to black. Their ears are large and rounded, and they are often seen with goggles, tool belts and other items related to their technological inclinations. Region. Dun Morogh. Most gnomes still live in Khaz Modan in the dwarven kingdom, safe from the Scourge. Those who traveled to Kalimdor live in Bael Modan, and a few live in Theramore. Faith. Gnomes place their loyalty in themselves, in their friends and in their inventions. A few follow a loftier path and pay their respects to the Holy Light. Since the Ironforge dwarves’ recent discovery of their Titanic origins, the gnomes think that they too may be products of the Titans. This fact is very uncertain, however; if it is true, the gnomes as of yet remain estranged from their ancestral powers. Names. Gnome parents name their children at birth. Gnomes have family names that represent an honored ancestor’s achievements, but they only keep these names until some time in their 30s. At this point, gnome society expects them to have made their own achievements, and thus the gnome invents a new name that represents his own accomplishments. This name then takes the place of his family name. Male Names: Grobnick, Kazbo, Hagin, Snoonose, Pency.

Grobnick, Kazbo, Hagin, Snoonose, Pency. Female Names: Beggra, Nefti, Sorassa, Gamash.

Beggra, Nefti, Sorassa, Gamash. Family Names: Spinpistol, Airslicer, Bombtosser, Greatgear. Gnome Racial Traits Azerothian gnomes resemble gnomes of other fantastical settings. Use the statistics of the Rock Gnome in the 5th edition's Player's Handbook (p.36-37) when you create a gnome character. Change the "Languages" section with the following. Languages. You can speak, read, and write Common, Dwarven and Gnomish.

Goblins "Time is money, friend!" Goblins are small humanoids, crafty and shrewd, bearing an overwhelming interest in commerce and a strong curiosity about mechanical things. Goblin society is fragmented, defined chiefly by commerce and trade. The ultimate schemers and con artists, goblins are always in search of a better deal. Other races universally view goblins as inventors, merchants and, without exception, maniacs. Description. 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 finished as something else catches their attention. Goblin workmanship has a partially deserved reputation for unreliability, and a goblin device may explode simply because its creator forgot to add a vital release valve. Goblins are envious of the Ironforge dwarves’ invention of firearms, both from a commercial and a technological standpoint. Goblins recognize that firearms represent a new source of power, and he who controls the source controls the gold — which is, to goblins, the ultimate power. Fortunately for the rest of the world, goblin firearm experimentation suffers from the race’s normal laxity — and improperly tended gunpowder experiments continue to end the careers of many aspiring goblin tinkers. However, goblin ingenuity has paid off a few times; goblin gunpowder weapons tend to be inelegant and violently explosive (land mines, rockets and the like). A number of trade princes rule over Azeroth’s various goblin holdings. Though the trade princes all live in the goblin island city of Undermine far from Kalimdor and the eastern continents, each controls his own private army and trade fleet. Each trade prince has his own specialty, monopolizing trade in a certain area, such as mining, deforestation, slavery or poaching. The trade princes are the most cunning of their race and stop at nothing to amass their fortunes and power, whether through legitimate means or via black markets and treachery. Goblins encountered on Kalimdor and the eastern continents are freelancers, privateers or agents of Undermine’s trade princes. Goblins are tenacious fighters. They attack from range with crossbows or firearms (making individual modifications to dwarf-made weapons) and use maces, short swords or bizarre, home-brewed steam weaponry in melee. When attacked in their warrens, they fight with tools as well. Goblins have a good grasp of tactics and strategy, and are masters of siege warfare. Their love of large machines makes them ideal mercenaries for attacking fortifications. Goblins are shrewd in business, and clients who believe they walked away with the upper hand are almost always sorely mistaken. “To cheat a goblin” is a dwarven idiom meaning “to do what is practically impossible.” (“Gamgi cheated a goblin when he escaped that cave-in!”) Goblins are also consummate tricksters and con artists. Their mission in the world is to create incredible new inventions, accrue the resulting wealth, and cause as much subtle mischief as possible along the way. 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 green skin. Their arms are long and slender and their fi ngers deft. They tend to wear leather clothing, often cut into aprons to protect against caustic fl uids. Goggles usually cover their eyes, and various technological devices are strapped across their bodies. Region. Goblins are a wily, cunning race of traders and tinkers whom adventurers typically encounter as parts of trading envoys… or on pirate raids. Goblin ships frequent the seas, ferrying or seeking riches, slaves or exotic wares. Kalimdor’s main goblin port is the party town of Ratchet, a harbor city located on the eastern shore of the Barrens directly between Durotar 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 Ratchet’s streets, keeping tabs on the various Horde and Alliance visitors. Traveling goblin merchants employ bodyguards to protect them and their wares. Affiliation. 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 justified 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 ancestor’s 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.

Zautso, Beedle, Chizbolt, Nuzak. Female Names: Lystis, Mefeero, Sazai, Rossa.

Lystis, Mefeero, Sazai, Rossa. Family Names: Steamgear, Boltnose, Manclamp, Leafgrinder. Goblin Racial Traits Your goblin character has certain characteristics shared among all other goblins. Ability Score Increase. Your Intelligence score increases by 2 and your Dexterity score increases by 1. Age. Goblins mature around age 15 and can live up to 80 years. Alignment. Goblins are loyal to one thing: money. Most goblins encountered around a city or settlement will be chaotic, relying only on himself and his wallet. Goblins are rarely good, but are not evil either. They do what they must to keep the money flowing. Size. Goblins are between 3 and 4 feet tall and weigh around 40 pounds. Your size is Small. Speed. Your base walking speed is 25 feet. Able "Negociator". You have proficiency in the Persuasion and Deception skills. All goblins are crooks at heart. "I got the best deals anywhere!" You can add your Proficiency Bonus on any Intelligence check made to appraise a item. If you are proficient with tools that would allow you to create such an item, you have advantage on the check. Dangerous Tinker. You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 15 gp worth of materials (at least 5 gp must be gunpowder or another explosive) to construct a Tiny device (AC 5, 1 hp). This device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functionning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. The device is unstable, however, and is at risk of blowing up. In addition of the effects described below, any device you create has a 25% chance of blowing up after 24 hours or when you dismantle it. If the device blows up, the materials used to create the device are lost, and anyone and anything within 5 feet of it must make a Dexterity Saving Throw (DC 10) or take 1d6 fire damage. Unattended objects automatically fail this Saving Throw. You can have up to three of those devices active at the same time. When you create a device, choose one of the following options: Clockwork surprise. You create a clockwork toy with just enough gunpowder inside to blow up an unfortunate lad's hand. When cranked and placed on the ground as an action, it moves 5 feet in a random direction every round for 1 minute, after which it must be cranked again. If the toy encounters an obstacle or is picked up or touched during this minute, it explodes. Anyone and anything within 5 feet of it must make a Dexterity Saving Throw (DC 13) or take 2d6 fire damage, or half on a successful save. Unattended objects automatically fail this Saving Throw, and flammable objects are set ablaze.

Flashbang lighter. You create a lighter that doubles up as a flashbang. This device produces a small flame, big enough to light a candle, torch, or campfire. Using this device requires an action. Once lit, the flame can be locked on "lit" and the device can be thrown like a small grenade (range 10/20). If the device hits a hard surface, it explodes in a brilliant flash. Anyone facing the direction of the device must make a Constitution Saving Throw (DC 13) or be Blinded until the end of their next turn.

Smoke box. You create a small music box that can be used to create a smoky distraction for a quick escape. When opened, the box plays a simple song at a moderate volume. The box stops playing when it reaches the song's end (around 1 minute) or when it is closed. On the side of the box, a small button can be pressed to light up the gunpowder inside the box. As an action, you can press the button and open the box, releasing a small cloud of smoke in addition to the lovely tune. The cloud expands 5 feet per round in every direction until it reaches a radius of 15 feet, then remains for 1 minute or until moderate or stronger winds (at least 10mph) disperse it. The area of the cloud of smoke is heavily obscured. You may be able to create other kind of devices at the DM's discretion. Languages. You can speak, read, and write Common, Orcish and Goblin.

High Elves (Quel'dorei) "For the memory of Quel'Thalas!" The ancient origins of the high elves are a legacy of tragedy and conflict, a series of events that has profoundly affected the development of the Quel’dorei. The high elves are a stark contrast to their nocturnal cousins, the night elves (or Kaldorei). Embracing the light of the sun and forsaking the night, the high elves are the descendants of the very elves who served Azshara in the time of the Well of Eternity. The Kaldorei regard the high elven penchant for using arcane magic as careless, akin to a foolish child playing with fire. Description and History. The schism that separates the Highborne elves and the night elves is one so ancient that no amount of diplomacy or offerings of peace can soothe the scars of history. The arrogance of the high elves led to the War of the Ancients and ultimately to the downfall of the golden age of elven civilization. Through the reckless use of arcane magic, the high elves allowed darkness to seep into the world and corrupt Azeroth. Even now, the high elves fi nd themselves enslaved to the very thing that often destroys them. Arcane magic is a powerful drug to the high elves, and it can be a lure to a dark and perilous path. Yet too many wield it as if they were doing no harm, and few but the oldest and most sage can recall the true reasons why the use of such magic is a dangerous and potentially damning practice. Regardless of the risks, some high elves press onwards to revel in the euphoria and power that the use of magic brings them. The high elves are a tragic example of a race in decline. Their centuries of arcane practice have led them into an ever-tightening downward spiral. Now there are few true Quel’dorei left. Most have gone with Kael’thas Sunstrider to become the blood elves, and in doing so have allied with the sworn enemies of elvenkind, the naga. Now the scant remaining Quel’dorei are typically those who have embraced the Light and seen past the powers of arcane magic and darkness. Distrusted by almost all of the races, the remaining high elves are pariahs in an age when there is little left for them but a life of mistrust and woe. Appearance. High elves stand slightly taller than humans do. A high elf is usually a little over 6 feet in height and weighs between 100 to 175 pounds, depending on gender. The elves are slim, with sharp symmetrical features, often an exaggeration of perfect beauty. The high elves are uniformly fair in complexion, with white to fl axen colored hair. Their eyes are incredibly intense in color, seeming to glow with an inner light. While many high elves have blue or green eyes, violet and red are not unheard of. Region. The high elves are a people without a home, now dwelling in the lands of humans after the forces of Prince Arthas and the lich Kel’Thuzad destroyed the city of Quel’Thalas. Now, most of the remaining true high elves dwell among humans, living in small communities and villages. Many of the high elves journeyed with Prince Kael’thas, the last leader of the Sunstrider dynasty, to join with Illidan and the naga. These elves eschewed their high elven ancestry in search for some way to placate their magical addiction and became the blood elves. This change has forced the high elves into decline, causing them to doubt the future of their onceproud race and drawing animosity toward them from other races who feel that the high elves have betrayed the Alliance. Faith. High elves who embrace the path of religion take on the mantle of the Holy Light, sharing in the same faith as dwarves and humans. While this philosophy does not penetrate deeply into high elven society, those who do follow the path of the Holy Light are much more approachable than most. Names. The past is a burden to the high elves, yet they maintain naming rituals that are millennia old. Many of the names of elven priests and heroes have become the names used for elves in modern times. The high elves share a connection with the sun that is quite prevalent in their choice of family names. Male Names: Mariel, Athaniar, Anandor, Tharama, Viridiel, Malanior.

Mariel, Athaniar, Anandor, Tharama, Viridiel, Malanior. Female Names: Anarial, Freja, Driana, Coria, Alanassori, Azshara.

Anarial, Freja, Driana, Coria, Alanassori, Azshara. Family Names: Boughstrider, Dawnblade, Lightbringer, Morningray, Suntreader. High Elf Racial Traits High elves share a deep connection with arcane magic, and even an untrained elf can use it to some extent. Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom score increases by 1. Age. High elves reach maturity around the same age as Humans, but they live much longer. A high elf can live close to 3000 years. Size. High elves are usually over 6 feet tall and weigh between 100 to 175 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. High elves maintain some traits with their nightly cousins, one of them being their ability to see in darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Arcane Adept. You have proficiency in the Arcana Skill. Magic Resistance. You have advantage on all Intelligence, Wisdom, and Charisma Saving Throws against magic. Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow. Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. Languages. You can speak, read, and write Common and Thalassian.

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

Merander, Gyram, Darrick, Hebry. Female Names: Lilla, Merian, Richelle, Ammi.

Lilla, Merian, Richelle, Ammi. Family Names: Renn, Townguard, Silversmith, Runetouch. Human Racial Traits Humans in Azeroth represent the typical human in fantasy settings. The Human traits in the 5th Edition Player's Handbook are to be used to create a human in Azeroth.

Night Elves (Kaldorei) "Elune guide your path." The Kaldorei are an ancient and reclusive race born during the waking of the world. Their ancient heritage has shaped them into a devoted warrior race, with a reverence for nature and animistic mystical forces. The Kaldorei are practical but superstitious, and often a paradox. They are a people possessed with a deep spiritual passion and a desire to fi nd solace. Description and History. In the time before, the Kaldorei were immortal, their powerful magic recklessly unleashed by the Quel’dorei. This careless use of magical might allowed the Burning Legion to invade the world, and finally led to a catastrophic battle known as the Sundering. This battle changed the face of Azeroth for all time, and resulted in the creation of the continents of the world, tearing the land apart and forming the vast nexus of energy at the center of the ocean known as the Maelstrom. The night elves are honorable to a fault, and they are a just and sometimes compassionate people. Still, they do not trust many of the lesser races of the world, whom they see as foolish and too short-lived to recall the mistakes they made in the past. Many of the night elves consider it their duty to ensure the safety and balance of the world. Because of this perceived air of superiority, many of the younger races mistrust the night elves, if not for their shadowy magic then for their aloof and judging demeanor. Appearance. Night elves are imposing in stature, males being on average 7 feet tall. Male Kaldorei are very muscular, with broad chests and shoulders, indicative of the strength that lies within both their minds and bodies. Female night elves are lithe and curvaceous, yet still muscular and strong. The race’s prominent eyebrows, long pointed ears and natural aspects imply a feral grace. Skin tones range from pale white to blue or even ruddy red, and their hair ranges in color from bright white to woodland green to lustrous black. Region. Night elves dwell within the island continent of Teldrassil, where the night elf capital of Darnassus houses massive temples and a well-provisioned trade district. The massive column of Teldrassil is one of the last refuges of the night elf race and is home to dryads and keepers of the grove. The “Crown of the Earth” is not without its own problems, however. Furbolg driven by some maddening force, bloodthirsty harpy tribes and diabolical satyrs seek to corrupt, kill or harass the Kaldorei. Most inexperienced Kaldorei adventurers cut their teeth opposing such threats. Although the night elves’ allies within the Alliance are valued and trusted, few humans or dwarves have ever laid their eyes upon Teldrassil. Few of the Alliance races have ever seen the most sacred moonwells. High elves are not trusted at all and never allowed within night elf lands. Should a high elf trespass into the lands of the Kaldorei, the arrogant Highborne would meet a swift and vicious end. Faith. The night elves worship the Ancients, who are nature deities attuned to the forest and the hunt. Elune the moon goddess and Malorne the Waywatcher are the most prominent figures of worship. While Cenarius has died, and the night elves will never forgive the orcs for this, his children live on and gain power each passing year. The night elves venerate the children of Cenarius as he was venerated, and perhaps one day these children of the slain demigod will aid the night elves in repaying the orcs for the transgressions of the past. Names. Night elf names always have a special meaning. First names derive from an elven word or the name of a famous hero having a totemic or ancestral connection. Surnames are indicative of the family line and often date back millennia. Male Names: Ilthilior, Mellitharn, Khardona, Andissiel, Mardant, Tanavar.

Ilthilior, Mellitharn, Khardona, Andissiel, Mardant, Tanavar. Female Names: Keina, Deliantha, Meridia, Freja, Alannaria, Nevarial.

Keina, Deliantha, Meridia, Freja, Alannaria, Nevarial. Family Names: Moonblade, Glaivestorm, Proudstrider, Oakwalker, Nightwing, Staghorn.

Night Elf Racial Traits All night elves are at home in the forest. As such, they thrive when they are in this environment. Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1. Age. Night elves mature around the age of 20. Since the night elves' immortality has only recently vanished, it is impossible to know for certain how long a night elf can live. Many night elves have been alive for more then ten thousand years. Size. Your size is Medium. Speed. Your base walking speed is 35 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Keen Senses. You have proficiency in the Perception skill. Nature's Resilience. You have advantage on saving throws against being charmed. Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow. Shadowmeld. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Also, at night, you can use an action to become invisible for as long as you do not move or take actions. Once you use this action, you cannot use it again until you complete a short or long rest. Languages. You can speak, read, and write Darnassian and Common.

Orcs "Lok'tar ogar! Victory or death!" To their enemies, they are brutal and fearsome opponents, without parallel in their ferocity and cunning. To their allies, they are noble and honorable, following the traditions of a rediscovered past. The orcs of Lordaeron are part of a race that has once again found its true spirit, shunning the cruel practices of arcane and demonic magic for the paths of wisdom and power. Some orcs still hang on to the arcane practices of the past, but their time is fading. Description and History. Though brutal in combat, orcs fi ght with a feral grace and a brutal passion that equals the fi nest fencing of an elven noble. For an orc, skill in battle brings great honor. It is the concept of personal honor that pervades orcish society, a concept that has made the race more cohesive and more of a threat to their adversaries in the Alliance. The concept of honor pervades all echelons of orcish society. Even the naming of an orc is temporary until he has performed a rite of passage. Once an orc has brought honor to his name and the name of his clan, the elders give him a second name based upon his deed. For an orc, honor is as important as his clan, and most will die defending either clan or personal reputation. This is a new development for the orcs; before, when led by the forces tainted by the Burning Legion, the orcs were a bestial force barely controlled by demonic magic. While the orcs might seem quick to anger, they are tempered by the wisdom of their leaders and their shamans. There are few of the demon-worshipping clans now, for the Alliance or the Horde itself has hunted down most of the remnants of such clans. Now, most of the orcs have embraced a life led by wisdom, honor and the values embodied in the leadership of Thrall as taught by his mentor, Orgrim Doomhammer. The orcs are one of the most populous races on the world of Azeroth. While many of the Alliance races perceive them to be brutish and savage, the orcs have undeniably spawned a complex society that embraces many occupations and many different races. No doubt the leadership of Thrall and the support of the tauren and jungle troll elders has aided in this solidarity, but it is quite apparent that humanity has underestimated the ability of the orcs to unify and create their own distinct and powerful culture. Perhaps in time, the two factions might come to an understanding, but with the current division of Alliance and Horde, no one can say how that peace might come about or when. Appearance. Orc males are massive and brutish looking creatures. Weighing in at 250 to 300 pounds and standing from 6 to 7 feet in height, they are not a small race. Even orc women tend to be only a half-foot or so shorter than most males (and some of them are equal in stature to their male counterparts), having broad shoulders and muscular, powerful bodies. Orcs tend to have bristly hair and beards, often black or brown in color. Their skin ranges from a light green to a dark drab olive. Eyes range in color from a fierce red to a pale blue. Orcs have broad, flat noses, tusk-like teeth jutting from their lower and sometimes upper jaws, and large, pointed ears. They favor clothes of hide, and armor and arm themselves with a variety of gear. Region. Durotar, in Kalimdor, is the seat of the orc nation. Named by Thrall in honor of his father, Durotan, the land of Durotar occupies the east coast of Kalimdor. Here, young orcs fi nd many places to prove their honor by fi ghting the remnants of the quilboar tribes and meeting various threats to the orcs that rise from the Barrens. The more civilized jungle troll tribes co-exist with the orcs in Durotar, facing a minimum of inter-clan rivalry. The city of Orgrimmar serves as the center of civilization in this arid and hostile land. Orgrimmar stands as one of the mightiest warrior cities in the world. Shamans council the young and train the spiritual leaders of the future while warriors hone themselves in gladiator pits and fi erce contests of skill and battle. Faith. Orcish religion takes the form of an animistic faith that draws strange parallels with the practices of the Kaldorei. The shamans of the orcs find their power in the spirits of nature, forming an intimate connection with the very world that surrounds them. This awareness has led to even more revelations of their race’s true nature, as the orcs realize that they live more in harmony with the world itself than many of the races of the Alliance who would claim otherwise. Names. Most orcish names derive from words in their language that have some complex meaning or hidden signifi cance to their families. Typically, this is the name of a favorite thing or relative. Family names don’t exist; most orcs have last names related to some great deed of heroism or honor. However, in the case of truly incredible deeds, an orc might take on the last name of his father to ensure that the chronicle of that terrifi c deed lives on. Male Names: Grom, Thrum, Drog, Gorrum, Harg, Thurg, Karg.

Grom, Thrum, Drog, Gorrum, Harg, Thurg, Karg. Female Names: Hargu, Igrim, Agra, Dragga, Grima.

Hargu, Igrim, Agra, Dragga, Grima. Family Names: Doomhammer, Deadeye, Foebinder, Elfkiller, Skullsplitter, Axeripper, Tearshorn, Fistcrusher. Orc Racial Traits To make an orc character, use the Half-orc traits in the 5th Edition's Player's Handbook, replacing the height ranges with the ones in the Appearance section of this text, and replacing the Languages section with the following: Languages. You can speak, read, and write in Orcish and one other language of your choice.

Tauren "Walk with the Earth Mother." The plains of Kalimdor have long been a home to these tremendous nomads. The tauren are a race of shamans, hunters and warriors who long ago developed a complex culture and system of living without the aid of stonework, steel or conquest. This is not to say that the tauren are a race of pacifists, for when they are angered they are capable of retaliating with swift and decisive brutality. Description and History. Tauren are, in a word, stoic, embodying the strong and silent type with their quiet contemplation. This introspective air combined with their immense size can lead a person to understand how many regard the tauren as a wise and dangerous race. Tauren rarely speak unless there is a true reason to, preferring to act instead of talk. However, once a tauren has learned to interact with a companion, there seems to be a more open and enthusiastic exchange of words. Since tauren warm slowly to non-tauren, however, they are usually silent, and sometimes appear brooding. If anything, a person could attribute the silence of the tauren on the strife of recent times. Tauren have no love for bloodshed, as their deep spiritual beliefs don’t have a place for warfare. The elders of a tribe solve most issues, or two tauren might resolve a confl ict with a ritual challenge resembling a duel. Having become members of the Horde has led the introspective race into more and more conflict, creating a demand for tauren warriors and healers. Many must spend time putting great thought into the actions they perform on the field of battle. Taking another life, whether it is man or beast, is an act filled with great significance to the tauren. Appearance. Tauren are large, muscular humanoids with bull-like heads. Males average 7 1/2 feet tall and 400 pounds, while females are usually a bit shorter and lighter. Tauren are mostly muscle, having incredibly developed physiques and brawny frames most suitable for combat. Soft, downy fur (usually quite short) covers the tauren body, with manes growing along head and neck, the lengths of the arms, and the shins. Coloration can range from solid black to blond and even to white, or mottled pelts with a range of spots and different colors. Horns are most prominent on males, although all tauren have horns. Tauren wear natural clothing — leather or hide, and some cloth. They prize jewelry, designing fine trinkets of ivory, bone and amber. From these materials they make bracelets or necklaces, and sometimes adorn their horns or locks with such beautiful displays of artistry. Region. After living as nomads for generations, the tauren have formed a new home amid the mesas of the vast plains of Mulgore. Thunder Bluff is the single largest tauren camp, a permanent settlement built atop a nearly impenetrable mesa deep in the southern regions of Mulgore. Most younger tauren travel there after questing for a time in Redrock Mesa, a place reserved for training youths to hunt, fight and commune with the spirits. Faith. For the tauren, nature is the mother of the world, and their faith holds a deep and resonant tone within their hearts. Tauren are connected to the ebb and fl ow of the world. They revere the spirits of the land and of their ancestors, and they turn to these spirits for wisdom and guidance. This connection manifests in their deeply animistic culture, where druids and shamans stand side by side with warriors and hunters. Tauren do not see a separation between the veneration of nature and the hunt; to hunt is to honor the spirits of nature. Names. The language of the tauren is often harsh and low sounding, which is reflected in the names of their children. The last name of a tauren is usually a family name, handed down through the generations. If the tauren has performed some act that has made an impression on the elders of his tribe, however, he may choose to take on his own last name to commemorate that act. Male Names: Bron, Turok, Garaddon, Hruon, Jeddek.

Bron, Turok, Garaddon, Hruon, Jeddek. Female Names: Argo, Serga, Grenda, Beruna, Halfa.

Argo, Serga, Grenda, Beruna, Halfa. Family Names: Darkthorn, Thunderhoof, Stormhorn, Quillsplitter, Stonebreaker, Plainstalker, Spiritwalker.

Tauren Racial Traits Your tauren character has certain traits shared among all others of your race. Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1. Age. Tauren reach maturity around age 15 and can live up to 150 years. Size. Your size is Medium. Speed. Your base walking speed is 30 feet. Plainsrunning. Your nomadic heritage makes you especially fast when traveling. When traveling on normal terrain, you cover 1.5 times the distance of a normal day of travel every day. Horns. You are never truly unarmed. You are proficient with your horns, which are a melee weapon that deals 1d8+STR piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself. Goring Rush. When you use the Dash action on your turn, you can make a melee attack with your horns as a bonus action. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Languages. You can speak, read, and write Orcish and Taur-ahe.

Trolls, Jungle "Taz'dingo, mon!" Several troll subspecies exist, and they are — almost — universally evil and depraved. Jungle trolls are wily humanoids that live in Azeroth’s wilderness. During Thrall’s exodus from Lordaeron, the Horde rescued the Darkspear tribe of jungle trolls from the mysterious Sea Witch. The Darkspear tribe owes Thrall and the orcs a great debt, and allied themselves with the Horde in gratitude. Their relationship with the noble orcs and tauren has begun to change the Darkspear trolls’ savage natures. Most PC jungle trolls are Darkspears. Description. Jungle trolls are sly and cunning, and their society is tribal and highly regimented. Males control everything; females exist only to make more trolls. Each tribe includes a chieftain, who is either the most powerful warrior in the tribe or the most accomplished witch doctor; the chieftain leads his soldiers in raids against other creatures. The tribe also includes one or more witch doctors who assist the chieftain with advice and spells. Trolls are adept hunters and daring adversaries. Most jungle trolls are vicious, brutal and evil. They wage constant war against civilization and attempt to reclaim their past glories. Trolls are a lurking menace in any wilderness area and willingly ally themselves with o t h e r dark powers to achieve their goals. Darkspear trolls, however, deny this legacy. The Horde has taught them camaraderie, restraint and, to a lesser extent, kindness. Trolls are famous for their ability to heal their wounds rapidly. Appearance. Trolls are monstrous in appearance. Skin color varies greatly based on subspecies, and jungle troll hides tend to be light blue to dark gray. Trolls have pointed, almost elfl ike ears, long noses, and elongated, sharp faces. Troll teeth are myriad and pointed. They are lean and wiry, averaging 7 feet tall and 200 pounds. A troll’s body has no excess fat. They are remarkably acrobatic, able to perform back fl ips from a standstill. Region. live across Azeroth in a variety of climates; jungle trolls, as their name implies, live in jungles. Many jungle trolls live on tropical islands and fi ght constantly with murlocs, naga and other foul creatures. The Darkspear tribe has a small village in southern Durotar. The village is called Sen’jin, named after the Darkspears’ fallen elder. Faith. Since their alliance with the Horde four years ago, many Darkspears have learned shamanism from the orcs and tauren. This path proves worthy and valuable, but most jungle trolls follow their ancestral faith — voodoo. This malign practice involves brewing noxious potions, ritualized dances and music, and the construction of small effigies. Voodoo taps into dark spirits that other races prefer to avoid. Trolls particularly adept at voodoo become witch doctors or shadow hunters. Names. Troll names look simple but are surprisingly complex. Their language is largely syllabic, and various syllables can be added to the beginning or end of a troll’s name to denote status and ability. The suffix “’jin,” for example, refers to a tribal chief or elder, while the prefix “Zul’” describes a voodoo master. Troll given names are usually only one syllable, to facilitate the additions of these titles. Some trolls drop their given names altogether and are known purely by their titles; a great tribal witch doctor, for instance, might be called “Zul’jin.” Troll naming practices also vary by subspecies, tribe and occasionally by family. Some trolls ignore them altogether. Troll names are a complex subject. Male Names: Vol, Ros, Mig, Gal.

Vol, Ros, Mig, Gal. Female Names: Shi, Mith, Hai, So.

Shi, Mith, Hai, So. Family Names: Trolls do not have family names, though they occasionally use their tribe’s name in its place.