Warcraft Races - Alliance

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Warcraft Races - Alliance

Post by Admin on Mon Aug 22, 2016 6:22 pm


Stormwind Human
Humans (collectively referred to as mankind or humanity) are a resilient species native to the world of Azeroth. Recent discoveries have shown that humans are descended from the barbaric vrykul, half-giant warriors who live in Northrend. Early humans were primarily a scattered and tribal people for several millennia, until the rising strength of the troll empire forced their strategic unification. Thus the nation of Arathor was formed, along with its capital, the city-state of Strom.

After several centuries of peace, however, the increasingly prosperous and independent city-states of Arathor split into separate kingdoms: Gilneas to the west, Alterac, Dalaran, and Lordaeron to the northwest, Kul Tiras to the southwest, and Stormwind to the far south. Strom itself was renamed Stromgarde and remained a significantly powerful kingdom.

But disaster struck when the orcish Horde appeared on Azeroth, reducing Stormwind to ruins during the First War between orcs and humans. The city’s survivors, including the young prince, Varian Wrynn, fled to Lordaeron, where the leaders of the seven kingdoms resolved to unify once again in the Alliance of Lordaeron. Joined together, they succeeded in defeating the Horde during the Second War.

Tensions grew among the kingdoms, however, as the costs for maintaining the Alliance rose much higher than originally anticipated. Unwilling to pay the taxes, the leaders of Gilneas and Stromgarde chose to withdraw their kingdoms from the Alliance. Further disaster came when the kingdom of Lordaeron was decimated by a mysterious plague that killed thousands of humans and converted them into undead servants of the Lich King. Even Lordaeron’s prince, Arthas Menethil, was manipulated by the Lich King, leading Arthas to kill his own father and journey to Northrend, where he merged with his master. For the next five years, the Lich King remained in Northrend, plotting and building up his armies.

But unleashing the plague of undeath was merely preparation for an invasion by the demonic Burning Legion, which had long sought to destroy all life on Azeroth. When the Legion struck, humans banded together with other races and secured a costly victory during the Third War. Recently, members of the Horde and the Alliance launched separate campaigns in Northrend, and their efforts resulted in the Lich King’s crushing defeat.

Since the fall of Lordaeron, the kingdom of Stormwind has become the strongest bastion of humanity and the most powerful force in the now multiracial Alliance. Led by King Anduin Wrynn, the people of Stormwind hold fast to the principles of honor and justice as they defend their settlements and their families.

Though humans are among the younger races on Azeroth, they have faced many challenges with fortitude and resilience. Their continued ability to adapt and rebuild has made them a vital force in an ever-changing world.

Stormwind Human Racials:
- +2 to any single ability score of your choice during character creation.
- Medium Size.
- Humanoid (Human) Type.
- Normal Speed.
- Languages: Members of this race start with Common plus their racial language (if any). Furthermore, choose up to seven languages (except for Druidic or other secret languages). Members of this race with high Intelligence scores can choose from any of these additional languages.
- Diplomacy (Ex): The humans of Stormwind have had a long history of both asking for aid from other nations and running to their rescue, and even the most common of peasants know how to show respect and decorum to others. They gain a +2 racial bonus on Diplomacy checks, which increases to +4 on individuals who are already Friendly towards them.
- The Human Spirit (Ex): Countless years of hardship have allowed the people of Stormwind to continue fighting when other nations would succumb. The humans of Stormwind's Constitution is doubled for the purpose of calculating death saves and the amount of negative HP it takes to kill them.
- Every Man For Himself (Ex): The people of Stormwind are far from selfish, but their will to survive in the face of adversity is astounding. They gain a +2 racial bonus on all saving throws.


Arathi, Kul Tiran, Gilnean or Lordaeronian Human
The surviving bloodlines of Lordaeron and Arathi are few and far between, but the nation of Kul Tiras and Gilneas are known for their ability to adapt to the situations around them, as well as famed for their education systems. The humans of these four nations are unchanged from the humans in the Player's Handbook.


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Re: Warcraft Races - Alliance

Post by Admin on Mon Aug 22, 2016 6:45 pm


Ironforge Dwarves
The stoic dwarves of Ironforge spent countless generations mining treasures from deep within the earth. Secure in their impregnable stronghold of Ironforge Mountain, the dwarves rarely ventured beyond the wintry peaks of Dun Morogh. Even so, when the orcs invaded Azeroth and set out to conquer the human, elven, and dwarven lands, the dwarves offered to join the Grand Alliance. The resilient and ingenious dwarves proved to be the backbone of the Alliance forces and helped usher in victory after victory.

Recently the dwarves unearthed a series of ruins that held the key to the secrets of their lost heritage. Driven to discover the truth about his people’s fabled origins, King Magni Bronzebeard ordered that the dwarves shift their industry from mining and engineering to that of archaeology. Magni helped to create the famed Explorers' Guild of Ironforge, a group utterly devoted to plumbing the secrets of the ancient world and delving out the truth of the dwarves’ fabled existence. An integral part of the Grand Alliance, the rugged dwarven armies have been called away to battle the merciless Horde in faraway lands. In these perilous times, the defense of the mountain kingdom falls to brave dwarves. The spirits of the dwarven kings watch over them, and the very mountains are their strength.

Due to recent discoveries that uncovered fragments of their ancient origins (for example, the Discs of Norgannon in Uldaman), the dwarves have undergone a remarkable transformation. The discovery convinced the dwarves that the mighty titans created them from stone when the world was young. They feel that their destiny is now to search the world for more signs and proof of their enchanted heritage and to rediscover the Titans' hidden legacies.

To this end, the dwarves have sent out archaeological teams to all ends of the world in the hopes of discovering new insights into their shrouded past. These journeys have led to dwarven excavation sites all over the known world, some of which serve as outposts and some of which serve as potential hunting grounds for the enemies of the dwarven race.

The dwarves were stout allies of the humans during the Second War, joining the Alliance of Lordaeron after their homeland of Khaz Modan was invaded. Holed deep in their mountainside city-fortress of Ironforge, the dwarves have managed to weather both the Horde invasion and the plague. Still, they are long-lived, slow and careful folk, and children are a rare blessing to them. The dwarves of Ironforge number a mere 60,000.

Still, their tendency to explore is impressive. If about two thirds of the surviving humans now live in the capital city of Stormwind, less then a third of the dwarves are in Ironforge. In fact, there are more dwarves in the dwarven section of Stormwind than Ironforge itself. Now Ironforge is home to the Gnomish population as well, after they fled from their devastated city of Gnomeregan.

Ironforge Dwarf Racials
- +2 Constitution, +2 Wisdom, -2 Charisma.
- Medium Size.
- Humanoid (Dwarf) Type.
- Slow Speed. Ironforge Dwarf speed is never modified by armor or encumbrance.
- Languages: Members of this race start with Common plus their racial language (if any). Furthermore, choose up to seven languages (except for Druidic or other secret languages). Members of this race with high Intelligence scores can choose from any of these additional languages.
- Frost Resistance (Ex): The dwarven capital of Ironforge is surrounded by snowy Dun Morogh, and the dwarves themselves have developed an impressive resistance to the cold. Ironforge Dwarves have cold resistance equal to their level.
- Explorer (Ex): Dwarves are always on the lookout for historic pieces, treasures, or possible threats. Perception is always a class skill, and they gain a +2 bonus on Perception checks.
- Stoneform (Su): Once per day, the dwarf may thicken their skin by calling upon their Earthen heritage. During that time, they gain DR 5/- for an amount of rounds equal to their Constitution modifier.
- Might of the Mountain (Ex): Dwarves are automatically proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.



Wildhammer Dwarves
Wildhammer dwarves are feral and untamed, prone to revelry, shamanism and daring acts of bravery. 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, 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.

Wildhammer Dwarf Racials
- +2 Constitution, +2 Wisdom, -2 Intelligence.
- Medium Size.
- Humanoid (Dwarf) Type.
- Slow Speed. Ironforge Dwarf speed is never modified by armor or encumbrance.
- Languages: Members of this race start with Common plus their racial language (if any). Furthermore, choose up to seven languages (except for Druidic or other secret languages). Members of this race with high Intelligence scores can choose from any of these additional languages.
- Explorer (Ex): Dwarves are always on the lookout for historic pieces, treasures, or possible threats. Perception is always a class skill, and they gain a +2 bonus on Perception checks.
- Might of the Mountain (Ex): Dwarves are automatically proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
- Lightning Resistance (Ex): The highlands where the Wildhammer dwell are known for their incredible storms. Wildhammer dwarves have electricity resistance equal to their level.
- Stormsight (Su): A Wildhammer dwarf can see through 10 feet of magical fog, mist, gas, wind, rain, or similar inclement weather conditions, ignoring any concealment it might grant.


Dark Iron Dwarves
Just prior to the War of the Three Hammers the Dark Iron clan, ruled by the Sorcerer-thane Thaurissan, inhabited the darkest, deepest crevices of Ironforge. The Dark Iron clan was unsuccessful in wresting control of Ironforge from the Bronzebeard clan and Wildhammer clan during the War of the Three Hammers.

Thaurissan and his Dark Irons vowed revenge against Ironforge. He took his followers south and founded a city (which he named after himself) within the beautiful Redridge Mountains. Despite years of prosperity, Thaurissan and his sorceress wife, Modgud did not soften in their desire to defeat the Bronzebeards and Wildhammers; they launched a two-pronged assault against both Ironforge and Grim Batol. Thaurissan was routed by Bronzebeard at Ironforge, and retreated back to the Redridge Mountains. Modgud's assault on Grim Batol was marginally more effective, though she herself fell in battle.

Moira, the widow of the former Dark Iron Emperor and mother to his child now should hold the right to claim the throne of the dwarven union, being leader of one of the three clans and the heir to a second one, which makes her the most powerful voice in the council. Although, she is determined not only to do this, but also to make sure that her son will be ready to rule all of the clans once the time is ready and he can be considered adult.

Even though weaker in numbers than their cousins, the Dark Iron Clan holds the power of magic in their hands. Powerful elementalists, warlocks, mages, wizards and even necromancers roam in their lines. This is a powerful advantage for them since the others clans know only of regular holy magic, and they always make sure to point that out.

Dark Iron Dwarf Racials
- +2 Constitution, +2 Charisma, -2 Wisdom.
- Medium Size.
- Humanoid (Dwarf) Type.
- Slow Speed. Ironforge Dwarf speed is never modified by armor or encumbrance.
- Languages: Members of this race start with Common plus their racial language (if any). Furthermore, choose up to seven languages (except for Druidic or other secret languages). Members of this race with high Intelligence scores can choose from any of these additional languages.
- Flame Resistance (Ex): The Dark Iron's volcano home of Blackrock Mountain has long inured them from the threat of heat. Dark Iron Dwarves gain fire resistance equal to their level.
- Explorer (Ex): Dwarves are always on the lookout for historic pieces, treasures, or possible threats. Perception is always a class skill, and they gain a +2 bonus on Perception checks.
- Pact with Ragnaros (Ex): Long ago, the Dark Iron dwarves made a pact with the Firelord Ragnaros, damning their descendants but also giving them power. Dark Iron dwarves are treated as +1 level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using bloodline powers of the fire elemental bloodline, using the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage. This trait does not give Dark Iron dwarves early access to level-based powers; it only affects powers that they could already use without this trait. If the character has a Charisma score of 11 or higher, it also gains the following spell-like abilities (the caster level is equal to the user's character level): 1/day—dancing lights, flare, prestidigitation, produce flame.


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Re: Warcraft Races - Alliance

Post by Admin on Sun Aug 28, 2016 1:39 pm


Gnomes
The gnomes are a race of diminutive and highly intelligent humanoids, known for their mastery of technology. They were originally descended from mechagnomes, metallic Titan creations, who were affected by the Curse of Flesh. The early gnomes eventually found their way to Khaz Modan, where they founded the capital of Gnomeregan and became allies with their nearby dwarven cousins. For years the gnomes were based in Gnomeregan, providing technological support to the Alliance during the Second War, until a trogg invasion and treachery from within irradiated Gnomeregan and killed as much as eighty percent of the gnomish population.

Little is known concerning gnomish history previous to the Second War — even among gnomes themselves. Much of gnomish philosophy is focused on forward-thinking, inventive concepts, and little thought has ever been given to history or non-scientific records. It was not until centuries after their transformation into flesh-and-blood beings that gnomes were recognized as a viable and important race. The dwarves were impressed with the ingenuity and quickness of their smaller "kin" (for they had also been titan-forged and similarly cursed), and they assisted the gnomes in constructing a capital city, Gnomeregan, in the foothills of Dun Morogh near the dwarves own capital of Ironforge.

The first detailed historical account of a gnome was a female named Indus, a member of the Council of Tirisfal. 2,600 years before the First War, she was the group's gnomish representative in her day. Not only was she a respected, powerful mage, but following her people's penchant for tinkering, she was also known as "the inventor" in Dalaran. She was an associate of founding Council member Meryl Felstorm (then known as Winterstorm). She, Meryl, and the rest of the surviving Council would empower the first Guardian of Tirisfal, an orphaned half-elf and talented mage named Alodi.

She was followed much later by another gnome named Erbag, also a member of the Council of Tirisfal, during the early days of Aegwynn. He was already inducted eight hundred and forty-four years prior to the Battle of Mount Hyjal. Erbag was described as being highly talkative as well as rather impatient with Aegwynn.

Gnomes have not had kings or queens in 400 years.

Thriving within the wondrous techno-city of Gnomeregan, the gnomes shared the resources of the forested Dun Morogh peaks with their dwarven cousins. Though dwarves also have a propensity for technology and engineering, it is gnomes who provide the critical, visionary designs for most of dwarven weapons and steam vehicles.

Gnome Racials
- +2 Dexterity, +2 Intelligence, -2 Strength.
- Small Size.
- Humanoid (Gnome) Type.
- Slow Speed.
- Languages: Members of this race start with Common plus their racial language (if any). Furthermore, choose up to seven languages (except for Druidic or other secret languages). Members of this race with high Intelligence scores can choose from any of these additional languages.
- Escape Artist: Despite their short limbs and large heads, gnomes are remarkably nimble. Gnomes use their Intelligence in place of their Strength when determining their CMB and CMD.
- Expansive Mind: The Expansive Mind of the gnome race is readily apparent to the casual observer. Many of the Alliance's best arcanists, scientists and tinkers have been gnomes. Gnomes receive a bonus skill point at first level and every level thereafter.
- Arcane Resistance: Gnomes take the same approach to the arcane sciences as they do to other technologies. Their carefulness and precision with magic has given them a slight protection against the arcane. They recieve a +1 bonus on all saving throws against spells or spell-like abilities of arcane spells, but not divine or occult spells.
- Nimble Fingers: Because of their small size, smaller weapons are far more comfortable and easy for them to use. Gnomes gain a +1 racial bonus on attack roles when using a light weapon in one hand.
- Engineering Specialization: Engineering specialization is a defining characteristic of gnome culture, and gnome creations such as the Deeprun Tram regularly make life easier and (more or less) safer for the Alliance's citizens. Gnomes gain a +2 bonus on all Craft checks and Knowledge (Engineering) checks.


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Re: Warcraft Races - Alliance

Post by Admin on Sun Aug 28, 2016 1:54 pm


Kaldorei (Night Elf)
The night elves, or kaldorei ("Children of the Stars" in their native tongue of Darnassian), are a powerful and mystical race whose origin extends back to ancient times. The founders of a magical and advanced civilization which at its peak spanned the breadth of ancient Kalimdor, the night elves came into a horrific conflict with the Burning Legion and achieved a pyrrhic victory that sundered Kalimdor's landmass into the continents of the present age. The devastation wrought by their conceit caused the kaldorei to abandon the ways of arcane magic entirely, and craft a radically different society centered around the worship of Elune, harmony with the natural world and its denizens and Druidism.

The far-reaching and ancient legacy of the kaldorei has shaped them into a race of very self-sufficient and self-conscious individuals, who often display strong streaks of isolationism. The night elves ended a long period of seclusion in the aftermath of the Third War, standing with refugees from the Eastern Kingdoms during the Battle of Mount Hyjal, and began to associate themselves with the Alliance from the Eastern Kingdoms in response to the Horde's presence in Ashenvale.

For more than ten thousand years, the night elves have been bound to nature, shaping their culture into what it is now. Modern night elf society was founded on the very grounds of protecting nature, signified by their connection to the world tree. As one of the longest living races in Azeroth, night elves tend to be slow to change. Slow to anger and slow to cool off, the night elves experience emotions as deeply, or perhaps more so, than the younger races. While generally slow to respond emotionally, their minds have seen much and tend to have a honed wit and sense of humor.

Kaldorei Racial Traits
- +2 Dexterity, +2 Wisdom, -2 Charisma.
- Medium Size.
- Humanoid (Elf) Type.
- Normal Speed.
- Languages: Members of this race start with Common plus their racial language (if any). Furthermore, choose up to seven languages (except for Druidic or other secret languages). Members of this race with high Intelligence scores can choose from any of these additional languages.
- Low-Light Vision: A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. It retains the ability to distinguish color and detail under these conditions. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light
- Shadowmeld (Ex): Surprise is at the heart of kaldorei battle tactics. A typical attack consists of a group of Sentinels staying hidden, melding with the shadows around them, making a rapid strike, and then disappearing before the enemy can respond. All Kaldorei have Stealth as a class skill, and gain a +2 racial bonus to the skill.
- Elusiveness (Su): The kaldorei are a private race who have hid from the other races for thousands of years. When using the Stealth skill, they treat the ambient light as one category lower than normal, allowing them to attempt stealth even in areas of bright light.
- Quickness (Ex): When an enemy does strike at a night elf they will find that her natural reflexes and quickness make her difficult to hit. They gain Dodge as a bonus feat at first level.
- Nature Resistance (Su): Night elves live alongside nature rather than pushing it away. At first level, choose one of the following: fire, cold, electricity, or acid. The character gains resist 5 to that damage type.
- Touch of Elune (Su): The night elves' goddess Elune grants each of her children a boon: during the day, the night elves gain +1 bonus on attack rolls. At night, they gain a +5ft bonus to their speed.


Highborne
Despite their near-identical physical appearance, the ancient Kaldorei were already split across racial lines as night elves and "Highborne" elves. The Highborne of Zin'Azshari, the Night Elf capital were largely responsible for the War of the Ancients, and most of those Highborne who had allied with the demons and survived the war later became the Naga and the Satyr. Those that allied with the Kaldorei Resistance before the last battle of the war evolved into the modern high elves. During the Great Sundering the Highborne citizens of Suramar crafted a magical shield that kept them protected. Believing the world outside of Suramar had been destroyed, they remained isolated. Under their shield, they would evolve over millennia through the energies of the Nightwell, becoming the Nightborne or Shal'dorei.

Today, they are obsolete as an organization as most became high elves after they were exiled from Kalimdor. Even the high elves are few in number because most survivors declared themselves blood elves after the Scourge invasion. One notable exception is the Shen'dralar, a holdout group against the Legion during the War of the Ancients. They were able to defend Eldre'Thalas (Dire Maul) but became isolated from the rest of night elf society, although they have recently sought to rejoin their kaldorei brethren in Teldrassil.

Highborne Racial Traits
- +2 Intelligence, +2 Charisma, -2 Constitution.
- Medium Size.
- Humanoid (Elf) Type.
- Normal Speed.
- Languages: Members of this race start with Common plus their racial language (if any). Furthermore, choose up to seven languages (except for Druidic or other secret languages). Members of this race with high Intelligence scores can choose from any of these additional languages.
- Low-Light Vision: A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. It retains the ability to distinguish color and detail under these conditions. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light.
- Touch of Azshara (Ex): The access of arcane magic to the ruling caste began to split the Kaldorei nation across racial lines; and despite their outwardly similar physical appearance, those "Highborne" were transformed by the magic flowing through their veins. Families that belonged to the highest caste frequently arranged marriages so as to maximize the magical ability of their offspring. This selective breeding, combined with frequent access to the Well of Eternity, resulted in night elves with progressively stronger magical abilities and greater understanding of how to use those skills. Highborne are so flush will magic that they gain extra bonus spells equal to their casting ability score's modifier for each level of spells, including cantrips for prepared casters. For instance, a Highborne wizard with an Intelligence of 16 would gain 3 bonus spells per day for each spell level, in addition to the bonus spells they would be getting from the high ability score. This is only for arcane casting: a Highborne divine caster does not receive this benefit.
- Gift of Xavius (Ex): Highborne spellcasters seem to gain knowledge of the arcane arts as if it were second nature. At 1st level and every five levels thereafter, the Highborne gains a bonus feat from the following list as long as they have the prerequistites for the fear: Skill Focus (Knowledge: Arcana, Spellcraft, or Use Magic Device), Spell Focus, Greater Spell Focus, Elemental Focus, Greater Elemental Focus, Mage's Tattoo (Varisian Tattoo), any magic item creation feat, any metamagic feat.
- Highborne Privilege (Su): The Highborne can shrug off the spells of lesser beings. They have spell resistance equal to 13+their class level.
- Arcane Addiction (Ex): Giving themselves so fully to magic is not without consequence. The highborne are addicted to magic from puberty, and must cast at least one arcane spell of 1st level or higher every hour or risk withdrawal. This requires a Fortitude save, which increases every hour until the character casts a spell. The first save is against a DC 4, and if failed, the character takes 1 Dexterity damage. The second is against DC 6 (1d3 Dex), third against DC 10 (1d4 Dex, 1d4 Wis), fourth against DC 14 (1d6 Dex, 1d6 Wis, 1d2 Con), fifth against DC 25 (1d6 Dex, 1d6 Wis, 1d6 Con), and sixth is against DC 36 (1d6 Dex, 1d6 Wis, 1d6 Con, 1d6 Str).
Once an arcane spell is cast, the addiction and DC requirements reset, but any ability damage done stays - it cannot be magically healed, only mundane healing will do. It's for this reason that all Highborne are some manner of arcane caster. To have no spells at all risks incredible pain and death.


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Re: Warcraft Races - Alliance

Post by Admin on Sun Aug 28, 2016 1:56 pm


Draenei
Long ago, on the world of Argus, the brilliant and magically gifted eredar race drew the attention of Sargeras, the Destroyer of Worlds. Sargeras offered untold power to the three leaders of the eredar–Kil'jaeden, Archimonde and Velen–in exchange for their unquestioning loyalty. A troubling vision soon came to Velen, who saw the eredar transformed into unspeakable demons–the first sentient members of the Legion, which would grow to immense size and decimate all life. Despite Velen's warnings, Kil'jaeden and Archimonde decided to accept Sargeras' offer. Velen despaired at his former friends' decision and prayed for help. To his surprise and relief, he was answered by one of the benevolent naaru. These energy beings had, like Velen, foreseen the formation of the Burning Legion.

The naaru offered to shepherd Velen and other believers to refuge. Velen quietly gathered those of his fellow eredar who seemed trustworthy and dubbed them the draenei, or "exiled ones." As Sargeras returned to Argus and transformed many willing eredar into demons, the draenei narrowly escaped their homeworld. Furious, Kil'jaeden vowed to track Velen to the ends of creation. Even as the Burning Legion chased the draenei across the cosmos, the naaru instructed the exiles in the way of the Light. Deeply affected, the draenei vowed to honor the Light and uphold the naaru's ideals. In time the draenei settled on a remote world and met the shamanistic orcs who inhabited it. The draenei came to call their new home Draenor or "Exiles' Refuge."

Kil'jaeden continued to hunt the exiles, however, and he eventually learned of the idyllic world and its unsuspecting inhabitants. Working through the shaman Ner'zhul, the demon lord gradually began corrupting the orcs. When Ner'zhul refused to serve the Legion's agenda past a certain point, Kil'jaeden turned to Ner'zhul's apprentice. Gul'dan worked the orcs into a frenzy of bloodlust, and the newly formed Horde began slaughtering the peaceful draenei. The orcish campaign against the draenei was brutally effective. Over eighty percent of the draenei race was destroyed, though a small group of survivors remained, including the noble Velen. The orcs went on to invade Azeroth through Medivh's Dark Portal. Years later, after the Second War, Ner'zhul's additional portals would tear Draenor to pieces.

Recently Velen and the remaining draenei survivors gained control of one of Tempest Keep's satellite structures and used it to escape to Azeroth. Now they search for allies in their never-ending battle against the Burning Crusade.

Draenei Racial Traits
- +2 Strength, +2 Charisma, -2 Dexterity.
- Medium Size.
- Outsider (Native) Type.
- Normal Speed.
- Languages: Members of this race start with Common plus their racial language (if any). Furthermore, choose up to seven languages (except for Druidic or other secret languages). Members of this race with high Intelligence scores can choose from any of these additional languages.
- Low-Light Vision: A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. It retains the ability to distinguish color and detail under these conditions. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light.
- Gift of the Naaru (Su): The naaru have taught draenei a great deal of things. With the help of the naaru every draenei has learned a basic spell for healing in the form of Gift of the Naaru. On a touch, the draenei can restore a target of an amount of health equal to their level times their Charisma bonus per day. The draenei can split this pool of healing out however they wish.
- Gem Mastery (Ex): Draenei have worked with gems for centuries in a variety of ways such as jewelry or power sources, so they have more skill in gemcutting than any other race. The draenei gains the Master Craftsman feat at first level in jewelry-making.
- Resist Corruption (Ex): The draenei are so devoted to the Light and the ways of the naaru that all draenei have a slight resistance against the darkness. Draenei have Spell Resistance equal to 20+their character level against any spells with the [Evil] descriptor.
- Heroic Presence (Ex): The draenei's stalwart stance against chaos and darkness has an inspiring effect on others who share their devotion. Good-aligned characters within 10ft of the draenei gain the draenei's charisma bonus as a dodge bonus to their armor class. Neutral characters gain half this benefit. Evil characters are penalized, getting the draenei's charisma bonus as a negative to their armor class.


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Re: Warcraft Races - Alliance

Post by Admin on Sun Aug 28, 2016 2:36 pm


Greymane Worgen
Long ago, amid a brutal war between the night elves and the demonic satyrs in Kalimdor, a group of druids practiced a powerful yet unwieldy form that embodied the fury of the wolf Ancient, Goldrinn. Taught by Ralaar Fangfire, these Druids of the Pack sought to temper the uncontrollable rage inherent in their chosen form. To do so, they willingly submitted to the energies of the Scythe of Elune, a mystical artifact created from Goldrinn's fang and the staff of Elune.

Rather than abate the druids' fury, however, the weapon transformed Ralaar and his followers into worgen: bestial humanoids enslaved by their own primal instincts. Blinded by all-consuming rage, Ralaar's druids tore through friend and foe alike during battle with the satyrs. Night elves wounded by the unruly beasts contracted a virulent curse that turned them into worgen as well. Desperate to stanch the affliction’s spread, Archdruid Malfurion Stormrage mournfully banished the worgen beneath Daral'nir within the Emerald Dream, where they would be in peaceful slumber for all eternity.

Years later, several individuals started investigating about the worgen. Ur, a mage of Dalaran, did research on worgen but never summoned them. He found out that the worgen seemed to hail from a dark and treacherous world, from which there was no corner which was truly safe. It is likely that what Ur actually saw was the Emerald Nightmare, which humans would not have known about at the time. Another of these individuals was Archmage Arugal. Frustrated by the destruction of Dalaran by the Scourge and against the advice of his peers, Archmage Arugal elected to summon an army of the extra-dimensional entities by using Ur's research. With King Genn Greymane's blessing, these original worgen—cursed druids from Azeroth's ancient past—were then released from their prison.

The summoned worgen fought at first against the undead armies, but quickly turned on the wizards themselves. The curse of the worgen rapidly spread among the human population, transforming ordinary men and women into ravenous, feral creatures. They sieged the keep of the noble Baron Silverlaine. Situated above the tiny hamlet of Pyrewood, the keep quickly fell into shadow and ruin.

Driven mad with guilt, Arugal adopted the worgen as his children and retreated to Silverlaine's former mansion, the estate now known as Shadowfang Keep. It is around this time that Arugal was introduced to Ralaar Fangfire, now calling himself Alpha Prime. Arugal swore fealty to Alpha Prime and the two of them created a Wolf Cult to search for the missing Scythe of Elune. He then cursed the village people of Pyrewood to turn into worgen whenever the sun went down. The curse, however, was not contained.

The worgen curse has spread into the secluded kingdom of Gilneas, transforming many of its inhabitants into worgen, called the Greymane worgen. However, with the help of their night elf allies, they have developed a partial cure to the curse which allows them to retain their sanity even while transformed.

After the Shattering, the Greymane Wall was destroyed, allowing the Forsaken to attack and invade Gilneas unhindered. The Greymane worgen have been fighting the Forsaken in Gilneas and Silverpine Forest ever since, but most of their non-worgen citizens had to flee Gilneas to the safety of Darnassus. The night elves, who created the curse in the first place, felt obliged to help the Greymane worgen. They created a dwelling in Darnassus for them to seek refuge in as the war for their home rages on. Afterwards, Gilneas was re-inducted into the Alliance.

The Gilneans, many of which are now infected with the worgen curse, are now found across the world, fighting for the Alliance in the Southern Barrens, Ashenvale, Felwood, and many other areas. In Silverpine, former rebel leader Darius Crowley is leading the Worgen offensive to defend Gilneas, with the help of Ivar Bloodfang and the Bloodfang pack. Recently however, agents of Sylvanas Windrunner kidnapped his daughter Lorna Crowley, holding her to ransom in exchange for Crowley's surrender. Darius ultimately chose to surrender and fled into Gilneas. However Bloodfang continues to the fight against the Forsaken in the Hillsbrad Foothills and has even recruited the aid of the Stormpike Guard dwarves.

Many worgen have taken up the druidic arts as a way to cope with their transformation, to help control their animalistic side or even to learn more about themselves and the powers that helped their race begin.

According to Denmother Ulrica in Talonbranch Glade, with the bringing of the Gilnean worgen into the Alliance, it appears that even the feral worgen of Kalimdor have joined the fold. These worgen would be the original night elves of the Druids of the Pack, who caused the worgen to come into existence to begin with.

Worgen Racials
- Special Ability Score Modifiers: Worgen gain +2 Wisdom, –2 Intelligence, and +2 to one physical ability score while shapechanged (1 RP).  While in their bestial form, they gain a +2 racial bonus to either Strength, Dexterity, or Constitution (see Two Forms).
- Medium size.
- Aberration (shapechanger) type.
- Darkflight: Worgen have a 40ft move speed.
- Languages: Worgen speak Common. Worgen with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
- Low-Light Vision: Worgen can see twice as far as humans in conditions of dim light.
- Two Forms (Ex): A worgen can change shape to and from a partially worg form as a standard action. In bestial form, a worgen gains a +2 racial bonus to either Strength, Dexterity, or Constitution (chosen at first level). While in this form, a worgen also takes on an animalistic feature that provides a special effect. Each time a worgen assumes bestial form, she can choose to gain one of the following features:
2 claw attacks that each deal 1d4 points of damage
Darkvision to a range of 60 feet.
+1 racial bonus to natural armor.
These benefits last until the worgen returns to her humanoid form as a swift action. A worgen must first return to her humanoid form before changing to bestial form again to change benefits.
- Running Wild (Ex): The worgen in their bestial form can crouch down and run on all fours - the worgen gain the Run feat at first level, for as long as they are in bestial form.
- Viciousness (Ex): Worgen are brutal combatants that strike to kill. Worgen gain a +4 bonus on rolls to confirm critical hits.

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Re: Warcraft Races - Alliance

Post by Admin on Sun Aug 28, 2016 3:08 pm


Tushui Pandaren
Couched in myth and legend, rarely seen and even more rarely understood, the enigmatic pandaren have long been a mystery to the other races of Azeroth. The noble history of the pandaren people stretches back thousands of years, well before the empires of man and before even the sundering of the world.

Denizens of a wondrous and fertile land, the pandaren once labored under the oppressive thumb of a monstrous race of ancient warlords known as the mogu. Through tenacity, diplomacy, and a unique form of unarmed combat, the pandaren staged a successful revolution that deposed the mogu and established a pandaren empire that would prosper for thousands of years. During the bleak days that preceded the sundering of the world, when demons flooded onto Azeroth and threw the entirety of the mortal realm into jeopardy, the last Emperor of the pandaren discovered a way to protect his land from the devastation. His deal with fate shrouded his land within an impenetrable mist for ten thousand years, but the nature of his transaction has left Pandaria haunted ever since...

It is the rare pandaren indeed who sought a way beyond the mist. Generations ago, pandaren explorers began to gather on the back of a giant turtle: Shen-zin Su. The great sea turtle roamed Azeroth's oceans, perhaps the only contact pandaren had with the outside world. Eventually, they too lost contact with their mist-shrouded homeland.

The pandaren who join the Grand Alliance are practitioners of the path of Tushui, living a venerable life through meditation, rigorous training, and moral conviction, and doing what is right above all else. Aysa Cloudsinger is their representative.

Tushui Pandaren Racials
- +2 Constitution, +2 Wisdom.
- Medium Size.
- Humanoid (pandaren) Type.
- Normal Speed.
- Languages: Members of this race start with Common plus their racial language (if any). Furthermore, choose up to seven languages (except for Druidic or other secret languages). Members of this race with high Intelligence scores can choose from any of these additional languages.
- Epicurean (Ex): Pandaren are well known for their love of good food and drink, and actually seem to gain impressive benefit from it: after eating a high-quality meal (worth 50gp or more), the pandaren gains a +2 morale bonus on all d20 rolls for six hours.
- Gourmand (Ex): Pandaren's love of meals have become a part of their very life. Pandaren gain Skill Focus (Craft: Cooking) as a bonus feat at first level.
- Bouncy (Ex): Pandaren bodies are structured differently than other species, and they take considerably less damage from impacts. The pandaren gains DR against bludgeoning weapons and nonlethal damage equal to their Constitution score. In addition, the pandaren can fall an extra 10ft per point of Constitution before calculating fall damage.
- Tushui Inner Peace (Ex): The pandaren who practice the Tushui path gain inner peace through contemplation and moral conviction. Once per day, the Tushui Pandaren can spend 1d6 rounds planning a Moment of Absolute Perfection. Should they do this without interruption, their next round of actions are treated as if all rolls are maximized: d20's are treated as 20's and so on.

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Re: Warcraft Races - Alliance

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