Species and Races: Difference between revisions

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==[[Draenei]]==
==[[Draenei]]==
[[File:Draenei.jpg|200px|thumb|right]]
*Affiliation: Tribal
*Affiliation: Tribal
*Size:  
*Size:  
Line 140: Line 141:


==[[Ethereal]]==
==[[Ethereal]]==
[[File:Ethereal.jpg|200px|thumb|right]]
*Affiliation:  
*Affiliation:  
*Size:  
*Size:  
*Capital:  
*Capital: —
*Faith:  
*Faith: —
*Languages:  
*Languages: [[K'areshish]]
*Names:  
*Names:  
**Male names:
**Female names:
**Family names:
*Speed: 30’
*Speed: 30’


Level 1: <br />
Level 1: Gain Magic or Sneak as a bonus skill. Your Dexterity or Intelligence modifier increases by +1 and your Constitution modifier decreases by -1.<br />
Level 2:  
Level 2:


==[[Forsaken]]==
==[[Forsaken]]==
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****[[Sandfury]]: Zul'Farrak, Tanaris
****[[Sandfury]]: Zul'Farrak, Tanaris
****Sandfury separatists: [[Sandmoon Village]], Tanaris
****Sandfury separatists: [[Sandmoon Village]], Tanaris
**[[Zandalari]]: [[Zuldazar]], [[Zandalar]]
**[[Zandalari]]: [[Zuldazar]], [[Zandalar]]
*Faith: [[Loa]] and shamanism
*Faith: [[Loa]] and shamanism
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==[[Worgen]]==
==[[Worgen]]==
*Affiliation:  
[[File:Worgen.png|200px|thumb|right]]
*Size:  
*Affiliation: [[Pricolich]]es of [[Vorgendor]]
*Capital:  
*Size: 6' tall and 250 lb.<ref>{{mg}}, pg. 141</ref>
*Faith:  
*Capital: [[Vorgendor]]
*Languages:  
*Faith: —
**Former faith: [[Elune]]
*Languages: [[Worgenish]]
*Names:  
*Names:  
**Male names:  
**Male names:  
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*Speed: 30’
*Speed: 30’


Level 1: <br />
Level 1: Gain Magic, Punch, or Sneak as a bonus skill. Your Strength or Intelligence modifier increases by +1 and your Wisdom modifier decreases by -1.<br />
Level 2:  
Level 2:


==Endnotes==
==Endnotes==
<references />
<references />

Latest revision as of 8:33 PM, September 18, 2026

This article is a stub. It has incomplete information and will hopefully be done in the near future.

Azeroth has a shocking number of species and races. Countless creatures have evolved over the millennia on this wondrous world, but some have crossed over from other worlds, such as orcs.

  • Affiliation:
  • Size:
  • Capital:
  • Faith:
  • Languages: Ravenspeech[1]
  • Names: Erekem, Grizzik, Ikiss, Iskar, Kirrawk, Kirrik, Ornekka, Parshah, Rilak, Ssarbik, Syth, Viryx
  • Speed: 30’

Level 1: Gain Magic or Sneak as a bonus skill. Your Intelligence or Charisma modifier increases by +1 and your Constitution modifier decreases by -1.
Level 2: You have learned to talk to birds as if they had human intellect, though their interests, knowledge, and desires do not change. If interacting with a kaliri, all relevant skill checks roll 3d6 and drop the lowest die.

  • Affiliation: Tribal
  • Size:
  • Capital: Tribal enclaves
  • Faith: Shamanism
  • Languages: Draenic
  • Names:
  • Speed: 30’

Level 1: Gain Survive as a bonus skill. Your Constitution or Wisdom modifier increases by +1 and your Dexterity modifier decreases by -1.
Level 2:

  • Affiliation: Ragnaros since 230 BDP
  • Size: Between 4’ and 5’ in height and between 140 and 190 pounds.
  • Capital: Shadowforge City, Blackrock Mountain
  • Faith: Cult of Ragnaros
  • Languages: Dwarven
  • Names:
    • Male names:
    • Female names:
    • Family names:
  • Speed: 20’

Level 1: Gain Craft or Magic as a bonus skill. Your Dexterity modifier increases by +1 and either your Constitution or Charisma modifier decreases by -1. You can see in the dark up to 60'.
Level 2:

  • Affiliation: Alliance of Lordaeron
  • Size: Between 4’ and 5’ in height and between 140 and 190 pounds.
  • Capital: Ironforge, Ironforge Mountain, Khaz Modan
  • Faith: The Light typically, though intense interest in their makers, the Titans, may yet cause worship.
  • Languages: Dwarven
  • Names:
    • Male names:
    • Female names:
    • Family names:
  • Speed: 20’

Level 1: Gain Craft as a bonus skill. Your Constitution modifier increases by +1 and either your Dexterity or Charisma modifier decreases by -1. You can see in the dark up to 60'.
Level 2: Once per day for the duration of the scene, you may turn your flesh to stone. All diseases and poisons are removed and your armour class is increased by 2.

  • Affiliation: Alliance of Lordaeron
  • Size: Between 4’ and 5’ in height and between 140 and 160 pounds. They are leaner than other dwarves.
  • Capital: Aerie Peak, Hinterlands
  • Faith: Shamanism
  • Languages: Dwarven
  • Names:
    • Male names:
    • Female names:
    • Family names:
  • Speed: 20'

Level 1: Gain Ride as a bonus skill. Your Constitution modifier increases by +1 and either your Wisdom or Charisma modifier decreases by -1. You can see in the dark up to sixty feet.
Level 2:

  • Affiliation: Ashen Covenant
  • Size:
  • Capital:
  • Faith:
  • Languages: Thalassian
  • Names:
    • Male names:
    • Female names:
    • Family names:
  • Speed: 30’

Level 1:
Level 2:

  • Affiliation: Usually Alliance of Lordaeron, but some joined the Ashen Covenant
  • Size:
  • Capital: De facto faction capital
  • Faith:
  • Languages:
  • Names:
    • Male names:
    • Female names:
    • Family names:
  • Speed: 30’

Level 1:
Level 2:

Level 1: Gain Magic or Shoot as a bonus skill. Your Dexterity or Intelligence modifier increases by +1 and your Constitution or Charisma modifier decreases by -1. You can see clearly in any light level above complete darkness. Your addiction to magic makes it so that you must spend one hour every day in meditation, attempting to quell your thirst. If you cannot meditate, all saving throws take a -1 penalty; this continues until you can meditate again or gain access to a source of mana.
Level 2:

  • Affiliation: Guardians of Hyjal
  • Size: On average 7’ tall and between 200 and 250 pounds.[2] There is pronounced sexual dimorphism, with males being substantially more muscular than females.
  • Capital: Nighthaven, Moonglade[2]
  • Faith: Elune and the Ancients
  • Languages: Darnassian
  • Names:
    • Male names:
    • Female names:
    • Family names:
  • Speed: 30’

Level 1: Gain Know or Survive as a bonus skill. For male characters, your Strength modifier increases by +1. For female characters, your Dexterity modifier increases by +1. For either, your Intelligence or Charisma modifier decreases by -1. You can see clearly in any light level above complete darkness.
Level 2: Gain Sneak as a bonus skill. When rolling Sneak skill checks, roll 3d6 and drop the lowest die. Upon death, you may choose to become a wisp. If so chosen, you may further choose to explode for DAMAGE. You may never be resurrected afterwards.

  • Affiliation:
  • Size:
  • Capital: —
  • Faith: —
  • Languages: K'areshish
  • Names:
  • Speed: 30’

Level 1: Gain Magic or Sneak as a bonus skill. Your Dexterity or Intelligence modifier increases by +1 and your Constitution modifier decreases by -1.
Level 2:

  • Affiliation: Ashen Covenant
  • Size: Similar or identical height while still living, but of substantially lighter weight generally.
  • Capital: The Undercity, Tirisfal Glades
  • Faith: None usually, some follow the Light still, and others follow the Cult of Forgotten Shadows or Echo of Life.
  • Languages: Any language known for your race in life, such as Common for humans
  • Names: As most Forsaken were human originally, most follow human naming schemes normally and use the names that they had in life. Some cannot remember their living names and so take on something that feels right or choose a new name to reflect a new existence.
  • Speed: 30’

Level 1: You are undead. You cannot be poisoned, diseased, or be made to sleep or fall unconscious. You do not need to eat, drink, or breathe and are indifferent to normal extremes of heat or cold. You stabilise automatically at zero hit points and will self-repair at normal healing rates. Conventional healing does not work on you unless used by you, a necromancer, or someone skilled in working with dead flesh. You gain and lose System Strain as normal. Death has lessened you; pick an attribute and lower its modifier by -1.
Level 2: You have learned to heal yourself by eating the flesh of humanoids or other undead. The body must be largely intact and will be left torn apart after the act. You heal 1d6 hit points and gain one System Strain.

  • Affiliation: Guardians of Hyjal
  • Size: 7’ to 10’ tall and weighing between 300 and 400 pounds, though some reach 500 pounds.
  • Capital:
  • Faith:
  • Languages: Ursine
  • Names: Furbolg names tend to be simple and mark traits that are important to the bearer, so they are often unisex. They do not have family names, but will use their tribe’s name similarly if needed.
    • Given name: Darkmaw, Treebreak, Ragerun, Softstep.
    • Tribe names: Barkskin, Timbermaw, Grizzleweald, Winterfall.
  • Speed: 30’

Level 1: Gain Punch, Stab, or Survive as a bonus skill. Your Strength and Constitution modifiers increase by +1 and your Dexterity and Intelligence modifiers decrease by -1. When rolling Notice skill checks using your sense of smell, roll 3d6 and drop the lowest die.
Level 2: You grow larger. Your unarmoured Armour Class is now 13; if you wear better armour, you get a +1 bonus to its AC. Previously worn armour no longer fits.

Level 1: Gain Craft, Know, or Magic as a bonus skill. Your Intelligence or Dexterity modifier increases by +1 and your Strength or Wisdom modifier decreases by -1. You are too small to effectively use two-handed melee weapons or large bows.
Level 2:

  • Affiliation: Trade Coalition, except for the breakaway Durotar Labor Union that joined the Horde
  • Size:
  • Capital:
    • Trade Coalition: Undermine, Kezan
    • Durotar Labor Union: Sparkwater Port, Durotar
  • Faith: —
  • Languages: Goblin
  • Names:
    • Male names:
    • Female names:
    • Family names:
  • Speed: 20’

Level 1: Gain Trade, Convince, or Craft as a bonus skill. Your Intelligence or Dexterity modifier increases by +1 and your Strength or Wisdom modifier decreases by -1. You are too small to effectively use two-handed melee weapons or large bows.
Level 2:

Level 1: Gain any one skill as a bonus skill.
Level 2:

  • Affiliation: Neutral, except for those who have been enslaved by the naga
  • Size:
  • Capital: Tribal only
  • Faith:
  • Languages: Nerglish
  • Names:
  • Speed: 20’ on land, but 40’ in water

Level 1: Gain Exert, Pray, or Survive as a bonus skill. Your Dexterity or Wisdom modifier increases by +1 and your Intelligence or Charisma modifier decreases by -1. You are able to breathe air and water. You are too small to effectively use two-handed melee weapons or large bows. You can see in the dark up to sixty feet. You must immerse yourself in water for at least one hour every day. If you spend 24 hours without water, you take 1d6 damage and a point of System Strain. This repeats every eight hours thereafter.
Level 2: When rolling any skill checks relating to swimming or prayer, roll 3d6 and drop the lowest die. Your speed on land increases to 30’ and in water to 50’.

  • Affiliation: Nazjatar Empire primarily, some with the Illidari or the Burning Legion
  • Size: On average 6’ 6”, with males being considerably bulkier than females.[3]
  • Capital: Nazjatar
  • Faith: Queen Azshara
  • Languages: Nazja
  • Names:
    • Male names:
    • Female names:
    • Family names:
  • Speed: 20’ on land, but 30’ in water.

Level 1 (female): Gain Magic as a bonus skill. Your Intelligence modifier increases by +1 and your Strength modifier decreases by -1. You are able to breathe air and water. You can see in the dark up to 60'.
Level 1 (male): Gain Stab or Punch as a bonus skill. Your Strength modifier increases by +1 and your Intelligence modifier decreases by -1. You are able to breathe air and water. You can see in the dark up to 60'.
Level 2: Your speed in water increases to 40’. The unstable magics in your body cause you to mutate. Choose one of the following:

  • Your scales have hardened. Your unarmored Armour Class is now 13; if you wear better armour, you get a +1 bonus to its AC.
  • Your vision in darkness now extends to 120’.
  • Your claws sharpen. Your unarmed attacks now do damage equal to 1d4 plus Punch skill.
  • You increase in size dramatically. All weapons effectively gain the long weapon trait and weapons already with this trait add another 5’ to their range. Your Armour Class decreases by -1 due to your sheer bulk. Previously worn armour no longer fits. Male only.
  • You grow two more arms. These additional arms can hold and manipulate things; up to four Stowed objects can be held Ready by these limbs without counting against your Readied Encumbrance limit. These extra limbs cannot effectively employ extra shields, perform additional attacks or actions, or do other things that require significant focus beyond your current action. Female only.
  • Affiliation:
  • Size:
  • Capital: Clan strongholds or Orgrimmar
  • Faith:
  • Languages: Ogre
  • Names:
    • Male names:
    • Female names:
    • Family names:
  • Speed: 20’

Level 1: Your Strength modifier increases by +1 and your Dexterity and Wisdom modifiers decrease by -1. Choose one of the following:

  • One-headed: Gain Punch or Stab as a bonus skill. Your Constitution modifier increases by +1.
  • Two-headed: Gain Magic as a bonus skill. Your Intelligence modifier increases by +1.

Level 2: You increase in size dramatically. You may now carry twice as many Stowed items as normal. Your Armour Class decreases by -1 due to your sheer bulk. Previously worn armour no longer fits. Your speed increases to 30’.

  • Affiliation: Horde
  • Size:
  • Capital: Orgrimmar
  • Faith: Shamanism and ancestor worship, but demon worship among those who did not turn away from bloodlust and the Burning Legion.
  • Languages: Orcish
  • Names:
    • Male names: Grom, Thrum, Drog, Gorrum, Harg, Thurg
    • Female names: Hargu, Agra, Dragga, Grima
    • Family names:
  • Clan: The base societal division is the clan, though orcs born into internment camps after the Second War may not know their heritage. Each clan has its own traditions and behaviours. Some have not joined the modern Horde and have different affiliations. Choose one:
    • Unknown: You were born in the internment camps or perhaps are the child of those who were. The Horde as a whole is your clan, though you are permitted to petition one for membership.
    • Blackrock:
    • Black Tooth Grin:
    • Bleeding Hollow:
    • Bonechewer:
    • Burning Blade:
    • Dragonmaw:
    • Frostwolf:
    • Laughing Skull:
    • Mag'har:
    • Redwalker:
    • Shadowmoon:
    • Shattered Hand:
    • Stormreaver:
    • Thunderlord:
    • Twilight's Hammer:
    • Warsong:
  • Speed: 30’

Level 1:
Level 2:

  • Affiliation:
  • Size: Between 5’ and 6’ in height, with males weighing between 200 and 300 pounds and females weighing between 160 and 240 pounds.
  • Capital:
  • Faith: Geomancy[4] with a philosophy of reacting, not acting first.
  • Languages: Pandaren
  • Names:
    • Male names: Chen, Jinto, Kesha, Masha, Mushi, Polo, Sinjo
    • Female names: Huan, Jiang, Lian, Mei, Ping, Shui, Zi
    • Family names: Earthsong, Greentouch, Honeybrew, Lightgrace, Reedwine, Sweetbarrow, Swiftpaw
  • Speed: 30’

Level 1: Gain Notice as a bonus skill. Your Dexterity or Wisdom modifier increases by +1 and your Strength or Intelligence modifier decreases by -1.
Level 2: Your nimbleness improves. When making an evasion saving throw, roll 3d6 and drop the lowest die.

  • Affiliation: Neutral
  • Size:
  • Capital: Sporeggar, Zangarmarsh, Outland
  • Faith: —
  • Languages: Sporeling
  • Names:
    • Male names: Coosh’coosh, Fahssn, Gshaff, Gzhun’tt, Khn’nix, Msshi’fn, Mycah, T’shu
    • Female names: Hch'uu
  • Speed: 20’

Level 1: Gain Heal or Survive as a bonus skill. Your Wisdom modifier increases by +1 and your Strength modifier decreases by -1.
Level 2: The first time each day that you are reduced to zero hit points by an injury, you instead survive with one hit point remaining. This ability cannot save you from large-scale, instantly-lethal trauma.

  • Affiliation: Horde
  • Size: Males average 7’ 6” tall and 350–400 pounds, while females are usually shorter and somewhat lighter.[5]
  • Capital: Thunder Bluff, Mulgore
  • Faith: Shamanism and ancestor worship
  • Languages: Taur-ahe
  • Names:
    • Male names:
    • Female names:
    • Family names:
  • Speed: 30’

Level 1: Gain Pray or Survive as a bonus skill. Your Strength or Constitution modifier increases by +1 and your Dexterity modifier decreases by -1. You can carry an additional two Stowed items over your normal encumbrance.
Level 2:

Level 1: Gain Pray or Survive as a bonus skill. Your Dexterity or Wisdom modifier increases by +1 and your Intelligence modifier decreases by -1. You can see clearly in any light level above complete darkness.
Level 2: You regenerate from wounds faster. Instead of naturally healing an amount equal to your level after a night’s rest[6], you heal for an amount equal to twice your level.

  • Affiliation:
  • Size: Between 4’ 3” and 5’ 5” in height and between 400 and 800 pounds in weight.
  • Capital:
  • Faith:
  • Languages: Tuskarr
  • Names:
    • Male names:
    • Female names:
    • Family names:
  • Speed: 20’ on land and in water

Level 1: Gain Survive or Work as a bonus skill. Your Constitution modifier increases by +1 and your Dexterity or Intelligence modifier decreases by -1. You can hold your breath underwater for up to 10 minutes. You are indifferent to normal extremes of cold, but intolerant of extreme heat.
Level 2: Gain Exert or Know as a bonus skill.

Level 1: Gain Magic, Punch, or Sneak as a bonus skill. Your Strength or Intelligence modifier increases by +1 and your Wisdom modifier decreases by -1.
Level 2:

Endnotes

  1. ↑ "Whispers of the Raven God", Blade's Edge Mountains
  2. ↑ 2.0 2.1 Warcraft: The Roleplaying Game, pg. 44
  3. ↑ Alliance & Horde Compendium, pg. 19
  4. ↑ Dark Factions, pg. 16. Alliance & Horde Compendium also noted (pg. 74) that they worship the Earth Mother “like the furbolgs, tauren and Wildhammer dwarves”.
  5. ↑ Warcraft: The Roleplaying Game, pg. 53. World of Warcraft: The Roleplaying Game, pg. 47.
  6. ↑ "Natural Healing", Worlds Without Number, pg. 48
  7. ↑ Monster Guide (2007), pg. 141