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GENERAL WARCRAFT PROFILE Specializations .............................................................................................

17
Progression .................................................................................................. 19
Contents Stormbrew ................................................................................................... 20
CANON .................................................................................................................... 2 DEATH KNIGHTS ................................................................................................ 20
LORE MECHANICS.................................................................................................... 3 Racial Background ..................................................................................... 21
Magical Healing ................................................................................................... 3 Specializations ............................................................................................. 21
Threat Mechanics ................................................................................................ 4 Progression .................................................................................................. 23
Resurrection: The Two Types of Death: .............................................................. 4 PALADINS .......................................................................................................... 24
WARCRAFT MAGIC .................................................................................................. 6 Racial Background ..................................................................................... 24
HOLY LIGHT ......................................................................................................... 7 Specialization .............................................................................................. 25
Elune, the Moon Goddess ............................................................................... 8 Paladin Abilities .......................................................................................... 26
An’she, the Sun ............................................................................................... 8 Progression ................................................................................................. 28
SHADOW MAGIC ................................................................................................. 9 HUNTERS........................................................................................................... 28
ARCANE MAGIC ................................................................................................... 9 Hunter Background .................................................................................... 29
FEL MAGIC ......................................................................................................... 10 Specializations .............................................................................................. 29
LIFE MAGIC ........................................................................................................ 10 Progression .................................................................................................. 31
DEATH MAGIC ................................................................................................... 11 Hunter Pets ................................................................................................... 31
ELEMENTAL MAGIC ........................................................................................... 11 Warlocks ........................................................................................................... 34
LOA & VOODOO MAGIC .................................................................................... 12 Racial Background ..................................................................................... 35
SHARED PROFILES ................................................................................................. 12 Specializations .............................................................................................. 36
CLASS WARFARE .................................................................................................... 12 Progression ................................................................................................... 38
Power extrapolation.......................................................................................... 13 Daemonic Pets .............................................................................................. 38
WARRIORS .................................................................................................... 13 SHAMAN ........................................................................................................... 38
Warrior Background .................................................................................. 14 Racial Backgrounds .................................................................................... 39
Specializations ............................................................................................. 14 Magical Applications.................................................................................... 40
Progression .................................................................................................... 16 Progression ................................................................................................... 45
MONKS .............................................................................................................. 16 DRUID................................................................................................................ 45
Background .................................................................................................. 16 Racial Background......................................................................................... 45
Specializations ............................................................................................... 47 Old Gods & Their Armies .............................................................................. 79
Progression .................................................................................................... 49 The Void ............................................................................................................ 82
Mages ................................................................................................................ 49 Illidan's Forces .................................................................................................. 82
Racial Background ......................................................................................... 50 Zandalar Coalition and Mogu ........................................................................... 83
Progression .................................................................................................... 56 Provincal Threats .............................................................................................. 84
ROGUES ............................................................................................................. 56 LOCALIZED THREATS ......................................................................................... 88
Racial Background ......................................................................................... 56 WARLOCK MINIONS .............................................................................................. 92
Progression .................................................................................................... 59 Felguard/Wrathguard ....................................................................................... 92
PRIESTS .............................................................................................................. 59 Void Walkers ..................................................................................................... 93
Racial Background ......................................................................................... 60 Packs of Imps .................................................................................................... 93
Progression .................................................................................................... 62 Felhound ........................................................................................................... 94
DEMON HUNTER ............................................................................................... 63 Succubus ........................................................................................................... 95
Class Comparison: Alliance and Horde.............................................................. 64 SHIVARRA.......................................................................................................... 95
PROFESSIONS ........................................................................................................ 65 Doomgaurd ....................................................................................................... 96
Herbalism/Alchemy ........................................................................................... 65 Infernals ............................................................................................................ 96
Enchanting ......................................................................................................... 66
Engineering........................................................................................................ 66
Inscription.......................................................................................................... 67 CANON
Jewelcrafting ..................................................................................................... 67
Leatherworking/Skinning/Tailoring................................................................... 67
Mining/Blacksmithing ....................................................................................... 68
ADVENTURERS....................................................................................................... 68
ELEMENTALS ......................................................................................................... 71
PAST OPPONENTS ................................................................................................. 72
COSMIC/PLANETARY THREATS.......................................................................... 72
Burning Legion............................................................................................... 72
THE LEGION & THE AU .................................................................................. 74
Undead Scourge ............................................................................................ 78
There is over 25,000 years’ worth of myth and legend, history and stories within -Positive healing would come
the world of Warcraft, several dozens of novels, statements and confirmations from the druidic, elemental or
made by the many designers that have come and go, and many other sources light based branches of magic,
outside of the game we know and love. The context of this document draws from with certain deities like Elune
a specifically recognized tier of information, where the conflicts of the staggering and Aun’she counting,
mass of known information is cross-referenced with higher, overriding forms of functionally, as Light-based.
lore, in order from most to least… http://wowpedia.org/Lore By calling on these branches a
caster not only heals an ally,
but reinvigorates them as well.
1. Officially licensed lore, from the games, novels, comics, and manga. There is a Druidic and elemental healing
preference on most recently released though the games have precedence when it occurs gradually over time
comes to timelines. (though still effective on the
battlefield) while the healing of
2. Blizzard staff interviews and official statements are considered the utmost of the Light is nigh-instant. An example of which is performed by Anduin below
rule. https://www.youtube.com/watch?v=GM-P-rLCO2I

3. Creators of WOW have explicitly stated that a sizable portion of the game Herbs, alchemy, engineering devices, magical bandages and other tools which
mechanics are not beholden to actual lore and must be treated with caution. At generally don’t have negative connotations can be found here, though these are
the same time is clear that some aspects of gameplay are important from a lore more directly limited by equipment available.
perspective. However, it is useful to use to fill the gaps that are not otherwise -Negative healing comes from the fel, shadow and blood/necromantic branches of
explained in other parts of the lore (such as short stories and novels). magic. All of these invariably have a cost and a requirement. The most powerful of
these branches, the shadow, will heal a target but will cause some level of
4. “Flavor lore”, coming from older, forsaken, or not wholly decolonized lore, residual pain and anguish in doing so. Necromantic and Fel based healing require
mostly composed of the WOW RPG. To use flavor lore, the general rule is that it life siphoned either from the caster or a nearby target, essentially leeching it to
must have existed in other ‘official’ publications or mentions before using its heal another. An example of this can be found in the movie clip below
details to flesh out explanations or examples. Hearthstone, WOW TCG can also https://www.youtube.com/watch?v=eJE3ylWSVKA (3:30)
be put in this category.
Though virtually any practitioner can heal, the efficacy and number healed is
This profile shall incorporate all known information up to the Battle for Azeroth determined by the skill and mastery of the caster. Some wounds are so grievous
expansion, and will canonically be placed in the latter patches of that expansion. only the best healers can repair them (if at all) while most healers could not heal
so many at once like Tyrande and Anduin can.

LORE MECHANICS As for injuries, common infection, one of the biggest killers of ancient times, will
have an almost negligable effect on Azerothians who are wounded but have
access to a healer. Broken bones, cuts, and burns even to vital organs can be
Magical Healing fully restored. Impalement, as long as death doesn’t come too quickly, can be
In lore many Warcraft classes and magic users have the ability to call upon their healed. In one extreme example the Blood Elf faction leader was completely
chosen branch of magic to ally the mechanics of which differ by magic type. I immolated but kept alive by the efforts of six paladins working together while
have split these into two types based on side effects or methods required called, another had Anduin Wrynn breaking nearly every bone in his body before Velen
rather unoriginally, ‘positive’ and ‘negative’ based on the side effects and managed to heal him (though even this wasn’t complete, as it was mentioned that
methodology required. Anduin had and would always have aching pain from the incident). However, the
regeneration of limbs and vital organs (even an eye) seems to unheard of unless
they are biologically capable of it, such as with trolls (though magical healing will Threat Mechanics
speed the process up). Just as in the game, enemies can become distracted by focusing on what they
think is the cause for the greatest deal of damage, spells and actions can raise or
With healing of (often magical) plagues, diseases, corruption and the like it seems lower the perceived threat of certain individuals. Night of the Dragon provides a
like a more difficult task. Comparatively minor diseases would be no issue to heal, good example of this, as a Draenei Priestess lowers her threat level so much she
though death from disease does happen in the lore implying it isn’t as easy as in successfully sneaks past most of the dim-witted guards, even when walking in
the game. Magical curses and diseases can, by definition, be cured with a plain sight of them. Though to a more savvy or intelligent creature, this ability
sufficiently powerful counter-spell so long as sufficient damage hasn’t yet been becomes far more limited and is not foolproof, more likely to affect bestial-minded
dealt (see first paragraph). Corruption too can be cured except for the most creatures of low intellect or discipline.
terrible cases, though it is an ongoing struggle of druid organizations like the
Cenarion Circle to eradicate it from the world. Even very potent diseases that
defy attempts to heal, such as the Scourge zombie disease (which afflicted the Resurrection: The Two Types of Death:
mind, body and soul), was cured after a week of intensive research.
One of the most powerful and contested spells in Warcraft lore is resurrection, or
“She was curled up tightly, protecting herself from—No. Not herself. Mia’s arms,
the various variants between classes, which functionally brings the dead back to
miraculously unbroken, were wrapped around a night elf infant. It was ominously
life. This ability is bitterly contested by Warcraft fans, who point out that if death
still. The coppery stench of far, far too much of his wife’s blood filled his nostrils.
could be reversed so easily than why any fallen figure- from Anduin Lothar or
Her legs were twisted, as if she were a doll that some irate child had broken out of
Orgim Doomhammer- can’t be brought back?
spite. Bone jutted through skin, and there were burn marks—He turned, agonized
and helpless, to Astarii, but the priestess was already murmuring a prayer in her
I think this conundrum can be solved by defining death in two states.
smoke-roughened voice. Light appeared from nowhere, limning her hands. Genn
watched as his sweet Mia’s legs straightened, her bones knitted, her lacerated
The first is cardiac death or the sudden, unexpected cessation of the heart. In this
skin—
state blood stops pumping and bodily organs begin to suffer drastic damage from
Her eyes fluttered open, and the child she held squirmed. Fresh tears, not born of
the lack of circulation. However, the most important organ, the brain, begins to die
smoke, stung Genn’s eyes.
after 4-6 minutes and after that time full recovery is generally impossible (though
“Elune yet hears us,” Astarii said, her face, even here, even now, soft with joy and
exceptions occur, such as frozen environments slowing down the rate of
wonder.” -Elegy
decomposition). Doubtless, the various superhumans of Warcraft would have
In a place where all faction leaders are present and a large portion of their force is
different rules with their heart, and some might be recoverable for longer (or
committed, this group should be well equipped to combat all manner of diseases,
shorter) timeframes than a human. Thus, overall I believe the six minute rule of
corruption, plagues etc., though such attacks can still harm the Alliance or Horde.
resurrection to be roughly accurate in game.
They also make use of magical herbs, alchemy, magically enhanced bandages
and more conventional healing agents.
The ability of a magic user to resurrect someone would depend on their physical
“A stream of silver light…Elune’s light…encompassed the young priestess.
state, the extent of the wounds of the fallen and their power. For example, though
Tyrande radiated as if she were the Moon herself. She felt the glory of the
Anduin could, as a noted embodiment of the light, resurrect potentially dozens or
goddess become a part of her.
hundreds of soldiers at once, however in War Crimes after a long battle and injury
Brox almost pulled away, startled by the wondrous display. To his credit, though,
both he and Tyrande were too exhausted from fighting to heal Jaina Proud
he placed his trust in her, letting her draw his hand as best she could into the
Moore’s wound (Chi-Ji did in his stead).
glow.
And as the moonlight touched his fingers, the burnt flesh healed, the gaps where
The second state is brain death and reviving a figure from that is trickier. Outside
bone showed through regrew, and the horrific injury that Illidan had caused utterly
of death magic, the occasions where a long dead person have been resurrected
vanished.
are extraordinary rare and generally require a ritual. For example, in Natalie
It took but a few scant seconds to complete the task. The orc remained still, eyes
Seline’s case her servants had to preserve her body perfectly for years and then
as wide as a child’s.”- War of the Ancients
send a champion out to the shadowlands to manually find her soul and bring it they are a rarity among the Horde and though Sylvanas has an unknown number
back. of lesser val’kyr she only has four prime val’kyr left(along with an unknown
number of lesser variants). The ability for the Val’kyr to resurrect someone is itself
Other examples include the Lord of the Illidari, whose spirits are bound to the determined by state of decay (or even whether a corpse itself is available), the
Twisting Nether and can return, after a time and Sprit Healers. The Spirit Healers power of a resurrected soul and, likely, the amount of bodies they are forced to
are val'kyr who chose not to join Helya in Helheim after the sealing of the Halls of resurrect at once.
Valor and instead disappeared into the Shadowlands. The few of these val'kyr
who still had nobility in their souls dedicated themselves to watching over the A Valk’yr of the Horde cannot resurrect people into Death Knights, for example,
physical world, and from within the Shadowlands, they would occasionally guide and though they can pretty easily resurrect masses of freshly slain (in terms of
the dead back to the realm of the living. What this means for a campaign hours or days), resurrecting older and more decayed corpses takes more energy
perspective is that very, very rarely (lore wise) an adventurer of some import which probably means more recharge time. In addition, though these Val’kyr can
might spontaneously resurrect. resurrect Sylvanas herself, it requires one of the prime members to sacrifice
herself to do so.

Moreover, this type of resurrection is not always reliable and prone to issues.
Forsaken who have been raised into undeath or "awoken" as the Forsaken call it,
may be terrified, confused, or disoriented by the experience. Part of this stems
from being traumatized by witnessing their own skin and body decaying for the
first time. Other times, it may be because they were raised with some sort of
terrible malady like having only half a brain. Some don't survive the shock, turning
into zombies or ghouls. Others retain just enough humanity to seem normal on the
outside... but they're sick inside.

Moreover, even those that resurrect correctly lose a lot of their original
personalities, a facet acknowledged by the Forsaken themselves. Their ability to
feel positive emotions is dulled, while negative emotions are heightened. Senses,
including the ability to feel pain, are dulled. Personality disorders seem fairly
common and it is said they have both a heightened desire to inflict pain on others
and to eat flesh. While it is not true all Forsaken are sociopaths (indeed, many of
those freed from the Scourge feel terrible guilt and even madness about what they
did as a mindless
Necromancy, referred to as using death magic to bring someone back, is by far zombie), it is clear that
the most infamous means of resurrecting someone who is long dead back to life. many do not view life as a
In BFA it is an important plot point that Derek Proudmoore, brother of Jaina who sacred and freely indulge
died in the second war( almost three decades in the past), is brought back to life in killing.
by the Forsaken to torment the Proudmoore family. However, while any old
necromancer can bring someone back as a mindless skeleton or zombie, it takes While it is possible to
a spectacular amount of power to bring someone back as an independent, lessen these traits
intelligent undead. through embracing the
Holy Light, this is said to
It is an important plot point that really the only groups of individuals reliably come with a significant
capable of such resurrection are the Val’kyr, along with a few spectacularly drawback, in the words of
powerful necromancers like the Lich King. Though common among the Scourge a Blizzard developer, Forsaken who do so “become disgusted with themselves
and are likely to increase attempts at their own self-destruction; for regaining
these senses would force the undead to smell their own rotting flesh, taste the
decay in their mouths and throats, and even feel the maggots burrowing within
their bodies”.

WARCRAFT MAGIC
allows for greater damage done and the front mage being
As a rule magic in Warcraft is high-inclusion, but diluted in capable of more spells before exhaustion..
power. That means that in Warcraft, magic users are while
not common can be comfortably called “uncommon”. Even Historically, this allowed mages in the War of the Ancients
for the low numbers Warcraft generally uses you can clearly to kill dozens of daemons with every single spell. More
see dozens or more in each army, and in game magic users spectacularly a hundred plus mages working together in the
command a respectable presence. The Scourge has many Troll Wars could create massive infernos that gobbled up
magic users, to the point where the reader will find them hundreds or even thousands of troops at once!
interspersed throughout the profile at times, and instead of
all merged in their separate categories. Magically However channeling all energy into one being doesn’t allow
enhanced weapons, armor, items and artifacts, though not for much in the way of free time, and the support mages
common, are nevertheless a feature to be seen on WC doing this will not have time to cast spells on their own.
battlefields with some frequency. They will also exhaust faster, courtesy of pulling their
magical and physical energy into one. Channeling mages
However Warcraft magic is diluted, with many spells only will need to be in close proximity to each other, making
affecting a single person at once, and with most non- them vulnerable to massed attacks.
singular spells affecting a half to a dozen max. Powerful
mages may well affect dozens at a time, with very, very rare Selective Spellcasting: To my surprise I have found
examples of hundreds existing usually only in heroic, instances in Warcraft lore of selective spellcasting-
legendary characters. WC magic users can boost their instances where the spell seems to recognize the intent of
potency slightly via trinkets, enhancement, and “charging the caster and ignores allies to only hurt enemies. This can
up” spells in lore or through power transfusion. “Charging be seen most obviously with the Light, however even
up” refers to the process where the magic user conserves arcane magic can accomplish this when cast by a wizard of
his or her power for a while, abstaining from casting, before sufficient power. Though only the best would have this sort
unleashing a spell that might affect 2-3 times the number it of control.
would affect.
““Belo’vir raised both hands as if cradling a cup and a Rhonin cast his spell.He had hoped to send a withering
swirling ball of fire instantly formed before him. The magi blast at the felbeast in focus, at least wounding it enough for
stationed along the walkway did likewise, creating a battery Brox tofinish the task.What Rhonin achieved instead,
of fiery orbs. Within seconds the flames flattened and however,was far beyond his hopes.An invisible, thundering
spread, connecting to form a ribbon of fire across the wall’s wall of power that caused the very air to ripple madly
length. materialized before him,then raced like the wind toward his
Belo’vir and the magi dropped their hands, and the flames objective. It spread as it moved, covering in the blink of an
unrolled down the wall like a massive blazing tapestry, eye the entire expanse of the glade.
incinerating the entirety of the undead army’s front line. “- Through Brox and the night elf it passed without even the
Blood of the Highborne slightest hint of acknowledgment, but for the three savage
demons in its path the fury that Rhonin had unleashed gave
no quarter. The felbeasts had no time to react, no time to
bring their hungry tentacles into play. They were as gnats in
a raging fire..- War of the Ancients: Well of Eternity
Warcraft Cosmology
Unlike most forms of fantasy, Warcraft divides its sources
and uses of magic into several categories that share a loose
sort of lineage and connection dating back from the creation
of the universe.

HOLY LIGHT
Turning to face the entire assembly, the Archbishop
said, “Brothers—you who have gathered here to bear
witness—raise your hands and let the Light illuminate
Power Transfusion refers to the process where a number this man.” Each of the Clerics and knights raised their
of magic users channel their power into one, usually right hands and pointed toward Tirion. To Tirion’s
extremely experienced or skilled, magic user to greatly amazement, their hands began to glow with a soft,
boost his power. golden radiance. He supposed that, in the excitement
of the moment, his eyes were playing tricks on him.
There are some examples of a group of mages channeling
their energy all into one mage, with notable advantages and Yet, as he watched in wonder, the sunlight that poured
disadvantages. For example a simple fireball spell can be in from above began to move slowly across the floor.
charged into one that induces a massive inferno, or a spell As if in response to the assembly’s command, the light
that causes an explosion can see its effect radius multiplied came to rest upon Tirion himself. Partially blinded by
many times. This can be done even if the one mage would
the intense radiance, Tirion felt his body warmed and
not normally have the skill to attempt such a spell. This
energized by its holy power. Every fiber of his being
was ignited by divine fire. He could sense life-giving prominent against the Undead and Demons, the Light can
energies flowing through his limbs, energies enough to be used to hurt anyone.
heal any wound or cure any disease. He mused that However in one of the oddest contradictions of Warcraft
these energies were enough to burn even the souls of lore, Forsaken priests (Undead
the accursed denizens of the shadow. Despite himself, corpses with free will and
he shuddered involuntarily. — Of personality) can utilize the
Blood and Honor, page 9-10 Light as a weapon through
pure faith and belief. That said,
it apparently hurts like hell for
them to do whereas the Light
In the beginning, there was Light, the first element of has been described as a
creation. Before life began and before even the universe "warm feeling" for still-living
existed, there was only the practitioners.
Light. The Light existed as
a boundless sea of living
energy, swelling across all
of existence, unfettered by Elune, the Moon Goddess
time and space.
Elune is the moon
The Holy Light in its purest goddess, creator of the
form is not a deity or sentient nor comes from any such. Night Elves and
However, embodiments of it do exist. The most famous of supposedly the larger of
these is the Nauru, giant crystals that travels throughout the Azeroth's two moons. In
universe encouraging mortals to worship the Light. The contrast to the asexual
accessing of the Light works through repeated, fervent aspect of the Light, she
prayers and rituals (which are simple and quick enough strongly appeals to a
even to do in the middle of a battlefield), as well as known feminine form, to the point
loyalty or faith towards what is appealed to. But most of all where most of Elune's
its based upon willpower, and there is little that one with a greatest worshipers are
high amount of willpower can't do. female as it is believed only
they can fully understand
The Draenei are the most prolific light-based culture, having her. Like the Church of the
built their society around it that has a tradition dating back Holy Light, there now
25,000 years. Many species in Azeroth such as the Dwarfs, appears to be an organized
Gnomes (some), Worgen, Humans, The High/Blood Elves center of Elune worship based upon the Temple of the
and even some Forsaken follow the Church of the Holy moon at Darnassus, with Tyrande Whisperwind being the
Light, or some derivative of it (the Blood Elves owe no fealty head of such order. Also like the Light, her belief system is
to the Stormwind-based organization) shown to be fairly benevolent and emphasize love and
tolerance for all creatures of Azeroth. That said she is also a
warrior-goddess who encourages her chief adherents (the
Followers of the Church Sisterhood of Elune) to master military aspects in order to
of the Holy Light have a help fight off evil.
core of three virtues:
respect (understanding of Her aid shares similar traits to the Light, though magic
the interconnected nature through Elune is more combat based. Though the
of the self and the priestesses of Elune are known for their healing and
universe), tenacity protection spells they also can call for Elune in combat,
(determination and sending down large solid globes of pure moonlight to smite
doggedness to overcome foes. Thanks to Elune’s extended history in dealing with
resistance when one corruption, her highest-ranking worshippers can fend off the
attempts to make things worst of corruption. They can purge and clean away the
better), and compassion filth, but those who succumb fully can be destroyed utterly.
(learning how to lead Some speculate (notably in the novels) that Elune can
others to an match the combined powers of the Warcraft Old Gods blow-
understanding of the for-blow.
connection between the
self and the cosmos).
An’she, the Sun
The Light as a source of magic primarily offers healing and
protection spells, both physical and to be used against
corruption. It can also be used offensively, blasts of energy
that can blind the eyes and sear the soul. While it is
sometimes known, the shadow. While wielding the Light
requires faith in the element wielding the void requires both
its touch (which isn’t hard to find in Azeroth) and the
willpower to resist its maddening whispers.

Arguably, the Light and Shadow are the two most powerful
sources of magic in Warcraft. With the Light one can bring
back the dead, heal allies, see the probable future, cast
powerful spells of protection, smite foes (bonus if the foe is
unholy), and boost morale and more. Meanwhile, the
shadow can also resurrect the dead (though differently), sap
From Tauren Mythos “The Earthmother's eyes shone down away life, see all possible futures (which the user will then
upon the lands she had breathed into creation. Her right have to sort through), invoke despair or even madness.
eye, An'she (the sun), gave warmth and light to the land.
Her left eye, Mu'sha (the moon), gave peace and sleep to Whereas Light was associated with life, healing, protection,
the stirring creatures of the dawning. Eventually, to better love and other positive emotions the Void came to be
provide for the mortals of the land, these eyes wore torn out associated with undeath, decay, entropy, and negative
and sent across the heavens. “ emotions like panic and despair. In a poetic sense, it can be
said that the emotions which the Light brings about come
The Tauren widely from the "heart," whereas the emotions manipulated by
acknowledge shadow are often based on survival logic, and therefore
Mu’sha as Elune affect the "mind." That said, there are different shades to
and believe her both the Light and Shadow and neither should be thought of
worship is satiated completely evil/order. After all, the Void is a source of free
by the Elves and will while the pure followers of the Light only ever see one
Druids. Thus they path and refuse to accept those that disagree.
worship the Sun to
bring balance to There exists one main religious organization of the Shadow:
the Heavens. In The Cult of the Forgotten Shadow.
terms of powers
they all seem to In the aftermath of the First War, a bishop named Natalie
have the same effect as wielding the holy light. Selene began to explore the Fel magic that the Orc
Neophytes used. Originally seeking to unravel the works of
necromancers to better fight them, she soon grew
fascinated with why these energies existed at all—why she
SHADOW MAGIC saw these energies ebb and flow in the world around her.
She eventually came to the theory that the world can't exist
on just light and dark- there needed to be some sort of
balance between them, a shadow. To Natalie, and to the
practitioners of Shadow magic, the dark energy of the
shadowy arts was just as vital as the practice of the Light—
it was all part and parcel of the balance of reality itself. It is
through Shadow magic that a wide array of diverse effects
can be unleashed, from mind control, life/soul drain, fear, to
simple destruction. Shadow Magic is also more naturally
receptive to the Undead, and can be directed to heal or
even raise the dead.

From this sprang up the Cult of the Forgotten Shadow.


While at first this primarily took off among the Forsaken, it
gradually spread to the other Horde races and then beyond.
Serpentine tentacles of black energy snaked around the While many denizens on Azeroth have mistrust to the
throats of several dozen of those in the shadow, many priests of the holy light acknowledge its
Legion’s forefront. The demons dropped their weapons purpose and (somewhat reluctantly) tolerate its followers.
and shields and tried to tear the tentacles free, but Those who are most fanatically supportive of the Light or
the Shadow (Old God worshippers) are generally opposed
before they could do that, the tentacles burned through
to the rest of Azeroth.
their necks, going through flesh and bone with
little trouble…and eventually decapitating every one of
Illidan’s targets. ARCANE MAGIC
—War of the Ancients, Well of Eternity pg. 188
Originally, Light dominated all. Yet as the ever-shifting sea Baine had watched both friend and foe perish from arcane
expanded, pockets of cold nothingness appeared, giving
birth to a second, opposite force: the Void or, as its magic attacks far too often to feel anything but fury at
what he beheld. The people caught in the blast had been astral dimension of the Twisting Nether the highly chaotic
blown apart inside, as magic distorted and reformed them Fel magic rose into being, formed by the clashes of the light
and shadow. It is demonic, entropic, corruptive and
down to the last drop of blood. The buildings, too, were
extremely volatile. While easier to
remade from the inside. So great had the blast been that
use than arcane, fel brings with it
Baine knew that every creature, every blade of grass, every an extreme risk of corruption,
handful of soil was now rendered dead and worse than though some have gone decades
dead. before this occurs(if at all). Fel is
— Jaina Proudmoore: Tides of War fueled by drawing life from living
beings and consuming their souls
, utterly destroying them in the
process It requires but an
insignificant sacrifice—a living
fish or two, a few strands of seaweed—to fuel the magic.
Only incarnations and gestures are required to utilize this
form of magic.

On the minor level this results in various physical


characteristics, such as turning green or more serious ones
like spikes being attached to arms. Ultimately, it will turn the
user into a demon if not properly controlled. Like arcane, fel
can be used to control other elements though it ultimately
When the Light and Void clashed, two differing realities and corrupts said forms. Fel can be used to burn, create terrible
sets of magic systems emerged from their struggle. The demonic machines, summons daemons, and steal life and
first, the physical reality, a realty bound by universal laws, more.
would be governed by arcane magic. This magic prizes
order. Arcane magic governs the flow of space and time LIFE MAGIC
and allows the user to control the various elements of the
physical universe, even fel magic to an extent. With Arcane Within the universe
magic one can unleash fire and water spells, manipulate emerged life and with
time, turn someone into a sheep, turn invisible, conjure life came death. The
illusions, teleport, animate golems, power machinery, create forces of Life-
portals, see the future and more. Wielding this magic, drawing, on Azeroth,
however, requires years of study and intense concentration. from the Emerald
Dream, the mystical
Arcane magic combines multiple different forms of other realm of Life without
types of magic, and it can be used notably as a compulsion civilization- help instill
to force the elemental into obeying a mage's command. growth, healing and
Essentially while a Druid or Shaman asks, the Mage takes renewal. That is not to
and is actually much faster about it too. As one can expect say they cannot be
Mages have the quickest spellcasting here, requiring only used to invoke death,
the simplest of gestures and incarnations. just that they do so in
a roundabout way.
By far Arcane is the most diverse field of magic. As one Such as a druid using
can expect Mages have the quickest spellcasting here, his connection with
requiring only the simplest of life to cause massive tree roots to grow and strangle a foe,
gestures and incarnations. or else commanding denizens of the forest to attack.
Wielding this magic,
however, requires years of On Azeroth, the place Druids draw most of their power from
study and intense is the Emerald Dream—an alternate realm of Azeroth in
concentration. which there is no intelligent species, only creatures of the
wild. It is the goal of the Druids to keep the wilderness of the
world as much in tuned with the vision of the Emerald
FEL MAGIC Dream as possible, to achieve a perfect balance in nature.
It’s a unrealistic goal perhaps so long as there is intelligent
As Arcane magic formed in
life however Druids recognize this and seek merely to get it
the physical reality, in the
to as close as it as possible. Just as death and violence can ELEMENTAL MAGIC
be a means to achieving a balance, so to can the druids
summon truly destructive forces of nature such as mini-
tornadoes and hurricanes.

Druids seem to utilize incarnations and gestures, which


while slower (lore) than arcane magic is less destructive.
Nevertheless, druidic magic can be used fairly quickly on
the battlefield, with the most common form involving the
caster shapeshifting into beasts.

There also exist Wild Gods. Wild Gods are primal


manifestations of life and nature. Being creatures of two
realms, the Wild Gods inhabit the physical world of Azeroth,
but their spirits are bound to the ethereal Emerald Dream.
Many of them appear in the form of gargantuan animals,
such as wolves, bears, tigers, or birds. Consider them
At the bottom of the magic pole are the individual elements:
animal gods. Druids can sometimes appeal to them for a Earth, Wind, Fire, Water and two more known as Spirit and
blessing or power up or said Wild God can choose to Decay. The first four are fairly self-explanatory while Spirit
bestow it on a mortal. For example, when Varian Wrynn and Decay are manifestations of life and death respectively
was empowered by the wolf god Lorash, he fought with on the elemental scene. Spirit can be used to connect and
increased ferocity and impeccable endurance. heal the elements while Decay can be used to harm and
control them. Shamans make pacts with the elements to
command their powers in battle.

DEATH MAGIC Each element has a


secondary power to it
other than the obvious.
For example while water
can drown, scald or
freeze it can also be used
to heal and calm. Fire
burns and can be used to
bring about courage and
passion. Air elementalists
can control cyclones but
the freedom of air is also
associated with creativity.
Earth can crush and be
used to bring about
stability. Spirit brings
about bravery while decay
Death, of course, is death. It is an unavoidable force that is actually associated with
breeds despair in mortal hearts and pushes everything efficiency. However too much of something is a bad thing
and each of the six elements has a negative association-
towards a state of entropic decay and eventual oblivion.
Indecisiveness, fury, madness, stubbornness, naiveté and
Masters of death can utilize spells that cause an opponent ruthlessness respectively.
to age rapidly or even fall over altogether, their insides dust.
Yet, just like Life can invoke death so too can death invoke Elements are sentient in Warcraft, both on the individual
life- or at least a twisted parody of it. For the undead may level and, seemingly, on a more gestalt level. These gestalt
have their own consciousness but their bodies and minds elements, in order to aid themselves in performing their own
continue to rot away. functions, make deals with mortals known as Shamans. In
return for helping to maintain the status quo in terms of
elemental balance, the elements will aid the Shaman in his
Necromantic magic has many functions beyond simply or her endeavors which can be everything from putting out
raising the dead. Masters of this tainted field of magic can fires to fighting enemies. The methods of dealing with the
conjure festering diseases, harness the shadows into bolts elements are highly variable, ranging from deep respect to
of incendiary energy, and chill the living with the power of the open scorn a shopkeeper holds for an unruly customer.
death. Necromancy can also be used to reconstruct the It is the deal that matters, not the treatment. Shamanism as
a profession is connected to the afterlife, and thus Shamans
flesh of undead creatures, allowing them to function again
are often seen using spirit based powers.
even after the creatures have been destroyed.
While shamans share the incarnations and gestures of the
other classes they sometimes add pleas and reasoning for
when they really need power. Both methods are capable of
being used very quickly on the battlefield.
SHARED PROFILES
THE FOLLOWING SECTINONS(FROM CLASS WARFARE TO
LOA & VOODOO MAGIC ADVENTURERS) ARE PROFILES OF UNITS THAT EXIST IN
BOTH THE ALLIANCE & HORDE AND SHOULD BE COUNTED
FOR BOTH.

CLASS WARFARE

Loa is the name given by trolls to the beings they worship,


such as the Wild Gods. Countless loa exist, most weak, but
some very powerful. Most are shapeless, whereas others
have animal or creature forms. Some of them are even said
to be ascended trolls and it is hinted Vol’jin might become The term ‘classes’ in Warcraft refers to twelve (at current)
one soon. architypes that encompass a wide variety of different units
and spells, but all of which are bound by similar themes. For
The Loa are as diverse as the trolls themselves in both form
and personality, though generally they are modeled after example, the class ‘Hunter’ is generally a ranged specialist
the personality of the animal form they take (if they take and outdoor survivalist, with variations allowing for bonuses in
one). In terms of powers, A Loa can offer an incredibly marksmanship, outdoor survival or beast mastery. The
diverse selection of powers, depending on which form of ‘Priest’ tends to be spiritual individuals focused on a mixture
magic the Loa itself seeks to utilize. For example adherents of worship and mastery of the Light (or divine creatures that
of Bwonsamdi, the Death God, can use his death magic often use light-based powers, like Elune) with a few balancing
while Rezan allows his prelates to use the Light and so the
worship of the light with the dark, or even embracing the
Loa can be seen as an intermediary between the actual
source and the worshipper. This magic is ‘flavored’ by the darkness entirely.
whims of the god itself.
These individuals can be found throughout the races of
Of all the entities in Warcraft the Loa come closest to Warcraft, either as individuals such as mighty champions or
functioning like a god in Warhammer. Loa gain in strength adventurers (terms that often overlap), as part of the military
and power the more worshipers, offerings, idols and machine or even whole organizations made up near solely of
sacrifices they receive. Conversely killing worshippers, a given class. However, there are differences on racial and
denying sacrifices and desecrating idols can weaken their societal lines, with some classes being quite common in a
power. In the event the Loa is killed their followers are
society, rare in it or even virtually non-existent. For example,
denied its power…mostly. When Rezan was killed a few
prelates were still able to call the Light, though they were in Night Elven society priests and druids are relatively
looked at with suspicion. common and influential, mages are a rarity growing more
common and everything else is exceptionally rare (Death
Voodoo, in Warcraft, refers to a magic that resembles a Knights) or almost non-existent (Warlocks).
dark hybrid of shamanism and traditional druidism merged
into one with unique, mystical, Loa overtones. To power this I shall speak of general commonality on a class by class
magic, the trolls use a dark substance known as ‘mojo’ and basis.
‘juju’ which are believed to be liquefied life sources or even
raw blood. A full description of Voodoo applications can be
found in the Voodoo Priest section of the Horde Profile.
Power extrapolation
Though the classes seen below are composite profiles,
meaning that they contain all relevant information for a given
class, this should not be taken the common portrait of the
average soldier. Any person that knows most or even all of
the spells and abilities listed would pretty much be a
legendary champion, individuals whose actions can change
the fate of entire wars. Though these impressive individuals
are still surprisingly common, they are outnumbered
immensely by the other two categories, troops and elites.

I am thus detailing a separate section for each class called


‘Progression’. This section shall detail how Warcraft classes
function on the troop, elite and champion level, in order to
provide a broad look at how a Warcraft army as a whole
might function. I believe this system is somewhat lore-
backed, with examples occurring as recently as Arathi
Highlands.

There, Dwarf Shadowcasters troops seek to dislodge


attempts to occupy the province, attacking with deadly
shadow bolts. Occasionally, veteran Shadowcasters emerge Role: Line Infantry/Shock troopers
to lead them, and these can summon mighty Infernals down Training: Ranges from 5- 7
from the sky. Even rarer are Shadowcaster Champions, who Mobility: 4-5
have even more powerful abilities. As other characters in Role: Melee Specialist
Arathi and Island Expeditions show, these champions are Basic Description
more likely to have thoroughly unique mounts and abilities, For as long as there have been fighting individuals have
like an Orc champion in Arathi riding a giant scorpion or a struggled to master their arms to allow them mastery in
Gnome in Island Expeditions having a tricked out battle. The so-called "Warrior Class" is a culmination of this,
Mechastrider with lasers and turbo-boosters built in. combining strength, leadership, and knowledge of arms to
inflict havoc in glorious battle. Some protect from the front
Just as Warcraft has higher troop numbers than what can be lines with shields, locking down enemies while allies support
shown on screen, it can be surmised that if an elite the warrior from behind with spell and bow. Others forgo the
Shadowcaster knows a powerful spell like ‘summon infernal’ shield and unleash their rage at the closest threat with a
they would know a great deal of lesser spells or even some variety of deadly weapons. The warrior’s battle cries
on the same level. Champions would know most if not all embolden friends and leave foes cowering in fear. With
abilities available to a class. legendary precision, warriors target the smallest gaps in
armor and slice at hamstrings in a blur of steel.
WARRIORS
Every dragon slain, corrupted tyrant toppled, and demon
banished from Azeroth has trembled in the face of these
lords of war.

Warriors are the quintessential fearless fighters on the


battlefield, and their pure martial prowess inspires courage
in allies and despair in enemies. Experts in all manner of
melee weaponry and possessing incredible physical
strength and skill, Warriors are perfectly suited to serve as
frontline combatants and battlefield commanders skies. However by far the most prolific warrior culture on
Azeroth is that of the Vyrkul, who shall be discussed in the
Valajar section.

Specializations

There are generally three “styles” or specializations that a


warrior can opt for, with varying abilities depending on said
specialty.

Arms: Across culture and kingdom, men and women who


demonstrate great
physical aptitude are
Warrior Background transformed into mighty
warriors through tests of
Warriors in lore are generally highly skilled individuals
strength, endurance, and
attached to their armies, filling what role is needed and
fighting capability. Their
serving as combat specialists. In contrast to the Footman,
friendships are forged not
which often serves garrison duty and may have another job
in the classroom, tavern,
to go back to after his term of service is over; the Warrior
or workshop, but in the
dedicates him or herself entirely to battle. They have been
dueling pits and on the
likened to “Lords of War” which allows them to compete in a
arena floor. As a
realm where magic is common.
childhood of sparring
defines a warrior’s
There exist warriors for every single race in the Alliance and
destiny, so too does one’s choice of weapon determine their
Horde, though known examples of warriors for some races
role on the battlefield. Arms warriors gravitate toward two-
are more common than others. For the Alliance it is by far
handed weapons instinctively. It’s more than a matter of
the Humans and Dwarfs who have the most storied warrior
preference—it speaks to the character of the wielder. Arms
traditions and the most numerous warrior examples.
warriors are patient in a fight, waiting to capitalize on
Throughout history dwarfs have idolized their Mountain King
moments when an opponent is left exposed. Two-handed
heroes while Humans celebrated the legacies of such
weapons allow them to deliver devastating, overpowering
legendary warriors as Anduin Lothar and Thoradin. The
blows, fully exploiting their enemies’ weaknesses.
Worgen, being humans turned into Werewolves who
specialize in close quarter-tactics, likely also have relatively
In game an Arms warrior hits the heaviest among the
common warriors. The other races are all less common.
specializations, his blows having the best chance to ignore
While Night Elves favor traditionally the bow over melee
or bypass armor thanks to sheer force behind them.
their sentinels are renowned for their agility and training and
some have opted for more regular combat in melee.
Gnomes are not well-known for melee fixation, while
Draenei favor the Vindicators (Primarily Paladin class).

Admittedly the Horde, as the more ‘primal’ faction, likely


possesses a greater quantity of warriors than their rivals.
The Tauren, Orcs and Trolls all come from tribal
backgrounds which emphasized physical strength and
aptitude. The Forsaken too continue the warrior legacy from
their human past while the Blood Elves have noted cadres
of melee specialists in their ranger corps. Only the Goblins
place less emphasis on warriors.
Fury: On the battlefield and in the arena, the most feared
combatants are often the furious berserkers who lust for
Many of the neutral factions also have storied warrior
battle and thirst for blood. Through a lifetime of training and
traditions. It was after all Ogre centurion legions that formed
sparring, these merciless warriors have become masters of
their great Gorian Empire while the Arrakoa have quick,
carnage—often wielding a weapon in each hand to
lithe and agile blade dancers that bring death from the
maximize the destruction. Even without the protection of a
shield, the fury warrior leaves little opportunity for an knives or axes at range, with some specialists using
opponent to strike without suffering grievous wounds in powerful thrown stormhammers to stun foes.
return—delivered in a whirlwind of blades that dooms
anyone its wake. Brute force becomes a breathtaking Sometimes warriors will carry full-blown ranged weapons
display when fury warriors relentlessly dive into the fray. like bows, guns and crossbows, though it should be noted
again that the primary purpose of a warrior is always going
Described as a relentless death dealer, Fury warriors can to be melee combat, and thus these weapons will have
be compared to a berserker, for they specialize in rage and limited use.
inflicting as much carnage as possible.

Protection: Like their


counterparts, protection
warriors are virtually bred
for physical dominance,
having been raised in the
art of close-quarters
combat—but their
measured approach to
battle is what
distinguishes them from Primarily they can be given just about any melee weapon
their comrades-in-arms. They demonstrate an uncanny that can be thought of. Axes, halberds, spears, swords
knack for blade and shield, nullifying an opponent’s (potentially dual wielded), glaives act, all can be used by
advances and creating opportunities for counterattacks. For Warriors. Different races are, lore wise, more likely to pick
the protection warrior, being the toughest soldier on the different weapons than others. For example Night Elves are
front means nothing if allies are left vulnerable to the traditionally depicted with Glaives, Orcs axes, Humans with
enemy’s attack. Stalwart defenders are integral to the swords etc.
success of any military campaign—the protection warrior
seeks to be an unbreakable wall. Defense: Generally, one can expect the Warrior to wear
heavy plate or mail. They can be equipped with a shield and
Essentially, the archetypical sword and shield warrior. have various defensive techniques in combat to lessen or
avoid damage. This is what helps the Warrior continue to
compete effectively in a world inhabited by many magic
users.

LOADOUT:

“Many of our kind resort to the arcane and divine as a


means to give themselves strength, but we know better,
don't we, we know that our weapons are our holy symbols,
our shield is our spell book, and our mail is our wisdom.” –
Dannal Stern
Offensive: Warriors have been known to use throwing
Progression -Varian Wrynn; Blood of Our Fathers

Troop Level: As a Warrior grows through training and


experience they will become increasingly better fighters as MONKS
they master the flow and art of combat. A novice warrior on
the battlefield is already going to possess a sort of skill that
defies most ordinary soldiers, being accomplished with
parrying, blocking and disarming. They can charge in with
force enough to smash and stumble enemies.

Role: Melee Specialist


Preferred Range: Melee
Training: 5-8
Elite Level: As they get better and better their knowledge of Mobility: 7
the bodies’ weak points is going to increase the chances of
a fatal strike, as will the anticipation and study of a body's Background
movements in blocking an upcoming blow. They will even
be able to throw their
weapons accurately if When the pandaren were subjugated by the mogu millennia
need be. ago, it was the monks that brought hope to a seemingly dim
future. Restricted from using weapons by their slave
Champion: A master masters, these pandaren instead focused on harnessing
warrior is going to be a their chi and learning weaponless combat. When the
truly awe-inspiring opportunity for revolution struck, they were well-trained to
presence, raising the throw off the yoke of oppression. For over ten millennia
morale of his own side as since these Pandaren practiced their martial arts in solitude,
much as intimidating the refining their technique while hidden behind the mists of
enemy. Armor almost Pandaria. Roughly two years before this profiles conception
becomes a non-issue the mists faded, allowing contact with the rest of Azeroth for
against him and the very the first time in ten millennia. Feuding foreign powers and
best can transform into a daring adventurers flocked in vast numbers to this new land,
powerful Colossus, eager to explore its secrets. In return the Pandaren monk
increasing size slightly masters were eager to teach those students willing to listen.
and temporarily making Some adventurous trainers even traveled far, going to the
him far more powerful. Essentially whole hordes could fall homelands of the foreigners themselves to train prospective
before such a powerhouse. Examples include Varian students.
Wrynn, Varok Saurfang and Grom Hellscream Though the majority of monks are still Pandaren, in those
two years countless individuals of the Alliance and Horde
"In a blinding rush, he closed the distance between them races have been trained as monks, with some even
instantly and crossed blades with both rogues at the same mastering the craft. There are also Hozen and Jinyu monks
time, knocking them back with his fury. His surprise charge though the rarity of the latter and the ill-disciplined nature of
left the two stunned and open to attack, if only for just a brief the former ensure monks of such races are rather
moment—but that was all Varian needed. uncommon. The Vyrkul have their own martial arts traditions
With a war cry from the depths of the Maelstrom, Varian spun dating back millennia with at least one brewmaster joining
in a whirlwind of deadly blades, sundering armor and then the mainstream monk temples in Legion, to teach the
decapitating both assassins simultaneously, their shocked monks there of a Vyrkul superweapon: Storm Brew.
expressions never changing as their heads fell to the earth."
The only two races that do not have known monks are the summon the Black Ox statue which protects allies and the
Lightforged and Zandalari. Brewmaster for a certain amount of damage. These
Brawlers are comparably usually non-lethal but
nevertheless tough fighters, and Chen Stormstrout, one
adventurous Brewmaster, was able to take Goblin
Shredders down by himself. Brewmasters practice the Ox
Style martial arts and revere Niuzao, the Black Ox.

Brewmasters carry by default a large keg filled with many


different liquids on his back. Outside of combat this brew
brings good health, alertness and morale bonus to troops,
ensuring the brewmaster is a popular companion to any
Horde or Alliance squad. In combat these magical brews
can help mitigate damage, restore energy and pain or even
Monks are consummate melee specialists, able to destroy temporarily turn the Pandaren’s skin to stone. At least one
even armed troops with just their bodies. They are masters special brew has healing powers! If unhappy, they can
of Martial Arts, able to tear down a whole armored squad breathe fire or smash a keg onto someone. The most skilled
with just their fists, and are familiar with all the key martial of Brewmasters can summon an effigy of the Black Ox, the
arts concepts such as pressure points. One monk, Chen master and original teacher of their fighting style to attack
Stormstrout, was able to defeat Mechanized Goblin enemies as a magical spirit ox.
Shredders with just his staff! Though monks are known for
their use of the staff and fists, they can use a variety of It should be noted that while Pandaren Monks do love to
other weapons and even traps too, as Voljin: Shadows of drink, they have developed a technique that allows for “state
the Horde shows us. of enlightenment and goodwill without the loss of judgment
and self-control typically experienced by heavy drinkers”.

Specializations “Then, in a burst of light and flickering flame, Chen


exploded onto the island. As one of the true Zandalari
turned toward him, Chen again breathed fire. The troll’s face
ran like melting wax, his hair a torch and his flesh sizzling
sweetly. “
pg. 284-5, Voljin: Shadows of the Horde
Mistweaver
‘Mistweavers are unique among those who heal. The
energies they channel are mysterious, oftentimes
misunderstood by commoners—who rarely travel beyond
the borders of their homelands—as some form of folk
medicine. But those who weave the mists wield the power
of life’s essence, using a mixture of preventative and
restorative spells to mend their allies’ wounds. The inner
tranquility that guides mistweavers allows them to sustain
Brew master
their healing for long periods of time, and gives them the
“The brewmaster is a quirky character, though dangerous
strength to care for multiple injured allies.’
when underestimated. Brewmasters may seem to struggle
with balance as they chug their concoctions in the middle of
a fight, but this unpredictable behavior is far from
foolhardiness. Most opponents barely have time to process
the erratic nature of the brewmaster’s fighting tactics before
they find themselves laid low—possibly the result of a keg
smash to the head. When an opponent actually manages to
land an attack, it’s often unclear how much the brewmaster
feels it. . . if at all.”
The Brewmaster uses intoxicating and potent brew to fight
like a brawler, with the ale granting certain abilities such as
becoming more durable or breathing fire. And yes, as the
description states, when they are done with the brew they
are very likely to smash a keg on someone. They can
Masters of parrying and delivering mortal blows alike, the
Windwalkers are probably the best of all monks at fighting
and killing. Employing everything from devastating precision
strikes to the throat, dragon punches and all sorts of fancy
kicks, the Windwalker can even kill with a touch in a
move tellingly known as the ‘Touch of Death” or redirect
damage from themselves to the enemy with the Touch of
Karma. While the Touch of Death may not kill the strongest
foes Windwalkers can follow up with a devastating series of
punches known as the Fists of Fury or the Spinning
Crane Kick. Masters of Windwalking have even learned a
unique move that splits off three elemental spirits from their
own for a limited duration. These do roughly half the
damage of the Windwalker and mimic his moves
exactly. Other Windwalkers can summon a small tornado
(several yards) around themselves, summon a tiny portion
of the mystical White Tiger to attack enemies or have up
to four basketball sized orbs of energy manifest around
them, which explode as a fireball into the enemy if the latter
gets too close.
https://www.youtube.com/watch?v=AZmLhuvjG2U

LOADOUT: Monks sometimes use ranged weapons, like


the ability to summon cackling Jade Lightning.. The Rope
spear is a unique weapon among them—in addition to its
ability to presumably impale someone can be aimed to hook
a foe’s weapon and shield and disable them. But the vast
Mistweavers combine their knowledge of herbs and martial majority of the Monk’s skills are in close combat, training in
arts to become master healers, improving the longevity of several martial art styles and defeating myriads of stronger
their allies. Relying on the teachings of the jade Serpent and numerous foes on bare fists (err, paws?) alone. Their
and the Red Crane, Mistweavers employ soothing mists, strikes can break through steel armor in a single punch and
healing elixirs, healing touches and other such Pandaren their legs are no less deadly. Even their foreheads are
techniques. They can also cast spells to protect their potent weapons, cracking stone apart! Another time an
allies from damage or make them faster and harder to adventurer trained as a monk was swallowed by a massive
hit. Some use Mistweavers can give their mists multi-story monster and broke his/her way out with fists. Any
hallucinogenic properties that will put enemies that breathe weapons they do use in their native land are based on
it in to sleep. Some have become attuned enough with Asian-themed weapons, such as wooden staves, qiang-like
their aspects that they can summon effigies of Chi-Ji or the spears, ninja-like dagger claws, and katana.
Jade Serpent statue to help heal nearby allies. https://www.youtube.com/watch?v=AZmLhuvjG2U
Monk training relies heavily on excessive practice, with one
Windwalker monastery encouraging students to practice up to 10,000
strikes per day. As one form is mastered they will then
‘Among monks, none have mastered the martial arts as the move onto the next. These forms include those designed for
windwalkers have, and few across Azeroth can fight with the perfection of one on one combat and against multiple
their grace. Windwalkers possess unparalleled physical foes. In terms of discipline and focus they quickly learn to
finesse, and are capable of overwhelming their enemies ignore outside distractions and even to an extent be
with a dizzying flurry of punches and kicks. Their skill comes resistant to pain. Their sense of balance and mastery of the
primarily from a lifetime of intense training and discipline, senses is likewise improved, and one test shown in the
but the power they exhibit is shrouded in more mysticism game has them deflecting objects blindfolded and fighting
than meets the untrained eye. The combination of their on a very wicket poll. Master monks can carve through steel
peak physical conditioning, state of inner calm, and while lesser ones can still break wood and stone.
leveraging of mystical chi makes windwalker monks a true There appear to be several forms of martial arts used by the
force to be reckoned with.’ monks, each based on one of the four sacred Pandaren
August Celestials and each with some real world basis.
-Ox Style(Zui Quan) : The primary martial arts of the have split an elf in two had his target not jumped backward.
Brewmasters and named in honor of Niuzao, the Black Ox, But she did not retreat. She jumped at him so boldly that he
which in real life their stance is supposed to be modeled did not have time to react. Her heel slammed just above his
after Zui Quan which emphasizes drunken motions, armor into his bare temple. Saurfang staggered back, bright
unpredictability in combat and rolling with punches. This stars in his vision. Only sheer will kept him conscious.
deceptive stance makes the opponent actually think the She came after him again, her fists a blur. She is
Brewmaster is drunk. However despite its appearance, the unarmed! But the pain in his head suggested that wasn’t
stance requires incredible agility and precision likely helped quite true, was it? A monk’s hands and feet were weapons
by the fact that Brewmasters brew magical drinks. in their own right.- A Good War

-Tiger Style(Wing Chun): The primary martial arts of the DEFENSE: Pandaren traditional armor is described as
Windwalkers and named after Xuen, the White Tiger, this composed of a quilted silk layer underneath followed by
martial arts style is modeled after Wing Chun. Wing Chun is strip scale metal and a lacquered leather breastplate. If not
based on the concept of using precise, coordinated blows this armor then likely some form of leather, sometimes
and exploiting openings with flurries seen in the move set. magically enchanted. Their agility is also a spectacular
Wing Chun is also very forward-focused, relying on a defense and even with this armor strapped on they are
concept known as 'center line' to prevent the user from ever described as being able to dodge powerful overhand thrusts
over-extending by measuring the distance and angle to an and even being able to leap in the air and stand on an
opponent before committing to an attack. opponent’s sword. Some monks have the ability to call upon
- Serpent Style (Snake Kung Fu): This is a stance inspired their chi to reduce magical damage to themselves or even
by Yu'lon, the Jade Serpent, and it seems to be based on a turn it upon the caster!
myriad of serpent styles in Chinese martial arts. Snake
style is based on whipping or rattling power which travels
up the spine to the fingers, or in the case of the rattler, the
body shakes which travels down the spine to the tip of
the tailbone. The form emphasizes fluidity, grace and
targeting weak points on the enemy such as the groin, joints
and eyes.

-Crane Style (Fujian White Crane): This is a stance


inspired by Chi-Ji, the Red Crane; this form seems to be
based off of Fuijan White Crane which is a style that takes
its name from the martial artists using a ‘flapping ‘motion in
combat. It is a form that emphasizes distance, rapid strikes
and evasion while also focusing on the weak points of the
enemy. SPECIAL
They have a gifted knowledge of herbs and brews that can
-Other Martial Arts: The above listed martial arts are by far both raise their morale or even make their skin harder to
the most popular forms of martial arts however they are not wound. Some can use their chi to form ranged attacks, such
the only such forms, for Azeroth is an incredibly varied as Jade Lightning, the Chi Blast (concentrated ball of Chi),
place. The Shado-Pan, for example, appear to use a or the Chi Wave, which travels through allies healing them
different form of martial arts that (based on their even as it is harmful to enemies. A few have short ranged
characterization in lore and real world inspiration) is likely teleportation, in one instance allowing the monk to teleport
based on Ninjistu. San Soo, a no holds barred martial arts behind an ongoing battle.
that incorporates many weapons into its regimen, also
appears in game by name.

It should be noted that for all martial arts shown in Warcraft


Progression
that they are using ‘Chi’ or spirit as a basis for many of
their greatest attacks, so expect strikes from Warcraft
Troop: Warcraft monks channel heavily the superhuman
martial artists to likely be more lethal than in the real world.
legends of eastern martial artists and this is reflected even
https://www.youtube.com/watch?v=AZmLhuvjG2U
in game. As shown by the Peak of Serenity and the Savior
of Stoneplow questlines, early monk training emphasizes
He ran, charging straight into the fighting. An arrow clanged
speedy reflexes, quick thinking and conditioned skill. An
off the armor across his throat—close one—and he rotated
incredible deal of practice and commitment is required with
his axe, holding the blade low. He swept upward, and would
one monastery encouraging students to practice 10,000 the world had ever known…right as the Legion invaded the
strikes per day, until they have mastered combat against Wandering Isles.
singular and multiple foes, learning multiple forms along the
way. Novice monks can carve through wood and some Fortunately, with the help of the new brew the Order of the
even stone with fist or forehead. Those of the Broken Temple repelled the invasion, even annihilating its
specializations would start learning the basics like healing commander. Using the Stormstout Brewery they then began
and potent brews. to mass produce the concoction. This brew boosts both
durability of its drinker to superhuman levels, allowing
As a result, even novice monks are shown to be above them to withstand far more punishment while
many foes in melee. Indeed there are tales of Pandaren simultaneously boosting their perception and reaction
Monks defeating dozens or even hundreds of lesser time to make their blows more powerful. At least one
untrained foes- as children. Even Li-Li Stormstout, a 12 year version of Stormbrew sped up the monk’s movement
old Pandaren at the time, has shown that she had little and combat speed so fast that ordinary daemons were
trouble handling pirates in combat. incapable of seeing or even reacting to them. Oh, and
anyone daemonic who drinks it dies immediately. A
Elite: At this point, a monk is trained enough to deflect barrel of this stuff functions, essentially, like a bomb to
objects and fight competently while blindfolded, balance and daemons.
duel on a narrow rickety poll, carve through steel with a
single fist, disarm enemies of weapons and mentally phase DEATH KNIGHTS
out a lot of pain. They will have learned not only how to
control their own actions fully, but how to direct their
opponent in battle. Such monks are masters of many forms
of unarmed combat, and would know the more powerful
techniques of their specific specializations (healing spells,
touch of death etc.).

Champions: See Chen Stormstout, Monkey King Etc. Such


individuals are some of the most legendary fighters in the
whole world and would have a complete mastery over their
chosen specialization.

ADDITIONAL FACTORS
As a minor weakness, Monks require room to maneuver
to perform many of their more advanced strikes and attacks,
doing better on open ground and not as well in a cramped,
urban environment. All Monk orders are, at current, unified
by the Order of the Broken Temple.

Stormbrew
Role: Death Dealers
During the events of WOW: Legion the Order of the Broken
Max Range: Bow
Temple, seeking a weapon that can help turn back the tide
Preferred Range: Melee
of the Legion, looked deep into Vyrkul legends and
Training: 6-7
discovered rumors of a brew powerful enough to turn
Mobility: Varies
soldiers into living legends. The champion of the monk
order sought out this mysterious brewmaster, Melba, only to
Though the Orc Horde once had corrupted Death Knights in
discover that she had been treacherously slain long ago.
the Second War, the modern Death Knight are former
However her apprentice, Aegria, still lived and struck a deal
minions of the Undead Scourge, corrupted and controlled
with the Order leader whereupon the Order would help her
by the Lich King, Arthas. Originally comprised mainly of
in a quest for vengeance, as well as gather the necessary
Human and Elven champions the Lich King did not
ingredients, whereupon in return she could brew the drink.
discriminate in terms of fighting capability and would raise
After running rampage through a Vyrkul town, killing
any powerful champion that fell before him or his army.
Melba’s betrayer, heading to the Halls of Valor to collect
There they would be forced to serve him and commit
Odyn’s own cauldron and meet with Melba herself the deed
unspeakable atrocities in his name.
was done. Aegria set to work brewing the mightiest brew
As fate would have it a good percentage of them were Death Knights may endure prejudice among their respective
freed at the battle of Light’s Hope Chapel by the actions of racial factions as a result of their undead status (though
Tirion Fordring. Now free, they quickly formed an probably less so with the Horde) but they nevertheless have
organization, the Death Knights of Archeus, dedicated been formally accepted by both faction leaders. Some, such
solely towards vengeance on the Lich King. This was as Thrassallian and Kolita, are aligned with their partisan
achieved by Fordring himself in the very fortress of the Lich factions however the majority seems to be neutral in the
King. conflict. All Death Knights, regardless of faction orientation,
From the Official site “Frost sharpens their strikes; blood are part of the Ebon Blade which is the original organization
fortifies their bodies; and undeath allows them to erupt in that defected from the Scourge.
unholy rage in the heat of battle. A thousand atrocities are
etched in the eyes of every death knight, and foes who gaze
into them too long will feel the warmth pulled from their
bodies, replaced with cold steel.”

Being undead changes them both biologically and


psychologically. Lore wise they seem to be more durable,
stronger willed (as the weak undead are put down in
training) and able to go without basic functions such as
sleeping (though they are capable of doing so).
Psychologically their personalities have been radically
altered with Death Knights being capable of positive
emotions only briefly and barely while negative emotions
are felt with full intensity.

Since the Death Knights are already undead, they can be


resurrected more easily than those who had just died for
the first time, so long as their bodies are intact and their
souls can be retrieved. For this reason, practically every
member of the Ebon Blade that initially defected from
Arthas is still alive. They numbered only in the hundreds
then so as of WOW: Legion they have begun to (secretly)
recruit additional Death Knights from fallen Horde or
Alliance champions to bolster their numbers.

Specializations

Racial Background
The Lich King showed little prejudice in terms of race, only
combat prowess. Any Alliance or Horde main race can be
found within their ranks, though to date there is only one
example of a known Pandaren. Humans and Blood Elves
almost certainly have the highest numbers of Death
Knights, given the destruction of Lordaeron and Quel’thalas
respectively. Only the Allied Races were safe from the Lich
King’s attentions, as many were not even on Azeroth at the
time. Unholy
“While free from the Lich King’s grasp, some death knights
still embody the ever-corrupting nature of the Scourge
plague that once threatened to consume Azeroth. No matter warriors wield dual
their allegiance or cause, they remain defilers of life; and blades to strike with
nowhere is their callousness more on display than when ferocity and inflict
threatened. Inflictors of the most aggressive of diseases— deathly cold upon
and masters of raising unhallowed minions from the anyone who would
ground—these unholy death knights are vicious melee stand against them.
combatants, capable of striking with the force of an undead
legion and unleashing pestilence that would bring their foes Frost Death Knights
to ruin. have a mastery over
ice that surpasses,
"Unholy death knights are vicious melee combatants, somewhat, even the
capable of unleashing pestilence that would bring their foes mages of the Kirin
to ruin" Tor. In lore we have
instances of them freezing their weapons to cause deadly
Unholy Death Knights are natural necromancers. Either by hypothermia with every hit, creating giant ice walls or even
resurrecting from the fresh dead or by pulling souls out of makeshift bridges over small seas. They can freeze their
the shadowlands they can raise undead goons in the form blood and nerves to dampen pain, ‘brain freeze’ enemy
of durable zombie like beings known as ghouls or Skeleton spellcasters (not fatal but incredibly painful and distracting),
warriors, including archers. These reanimated corpses can blind enemies with frost, conjure ice to shackle their legs or
be mindless or sentient as the manga shows. The life force summon a maelstrom of frigid winds that blast. Perhaps the
of these minions can be drained at any time to heal the single most powerful spell is ‘Remorseless Winter’ which
Death Knight. Furthermore they can attempt to take control summons a magical blizzard around the Death Knight that
of other undead, even those bound by the Scourge, drains all warmth from enemies in his immediate vicinity.
depending on the willpower of the Death Knight and the
target. Some Death Knights can also summon BLOOD In undeath, some death knights find a special
Abominations, Valk’yr and Gargoyles. affinity for the blood and bone of the living. They carve into
their enemies, sustaining themselves with deadly sanguine
Unholy Death Knights also use a fair amount of pestilence strikes, while using the bloody, shattered remains of the
based attacks of fast acting diseases designed to gradually dead to fortify their own defenses. These crimson-soaked
ruin the vitality of the target. These include the infliction of knights bend the very rules of mortality to control the
instant festering (septic) wounds with bursting sores, the frontlines of the battlefield.
infliction of fast acting plagues that quickly spread between
enemies and the ability for the infliction of such pestilence to
empower the Death Knight directly. Some Death Knights
will also upgrade their undead minions with highly infectious
attacks. Lastly, they have shadow attacks that drain life
from the enemy such as Death Coil

Frost
Combining martial
prowess with
supernatural cold, frost
death knights leave
their enemies chilled to
the bone—and broken
of the will to fight.
Unlike mages who Blood attack types is defined as the ability to corrupt life
learn to harness frost energy to sustain oneself. It is very much similar to shadow
magic to great effect, damage, and in fact many of its spells or plagues (which in
these death knights are game are low-damaging but persistent type attacks) have
born of it, rime gripping the exact same type of damage as shadow. However
their decaying hearts. sometimes the ability seems to be literal, as Death Knights
These frozen undead have the ability to literally boil the blood of their enemies.
They can manipulate their own blood to increase their
stamina and make them more durable to attacks or even
become immune to any stunning effects. Death Strike shadow energy around them to empower their strikes with
charges the Death Knight’s blade with terrible power that at the element of decay, ‘force pull’ foes in from afar, or even
the same time leeches life from an enemy. temporarily step into the shadowlands, increasing their
speed and allowing them to bypass traps. They can use
Masters of manipulating blood and life force, these death some basic frost spells, such as disrupting an enemy
knights are stronger, faster, possess attacks much more mage’s concentration by giving them a painful brain freeze,
difficult to perform and possess greater stamina than their boost durability by freezing their blood. Each is capable of
counterparts elsewhere. Hell, some of their attacks heal some basic necromancy.
them! They can summon a parasite which gorges on enemy As Death Knights are by their nature the elite of the elite
blood before healing allies. For defense they can summon a (the Lich King has rigorous tests to root out weaklings) the
second rune weapon to fight around them or a wall of bones reverse is going to be true from the other profiles; expect
to serve as a sort of shield. Death Knights to know pretty much everything below.

LOADOUT: The main weapon of the Death Knight is the = ADDITIONAL FACTORS =
rune blade. It is through the rune blade that a Death Knight
can wield his magical powers Some of them, thanks to their long tutelage under the legion
and it can be further modified of the damned, can construct unique devices such as
for magical effects. These scrying stones, “freedom rods” (which, used on a singular
weapons not only have undead character after death, can free the character from
phenomenal ability to bypass an overriding will). Like the Scourge that they originated
armor, they can also leech from Death Knights can use blight to defile the land and
attributes and power to the enemy supplies.
Death Knight wielder. Such
is the attachment of the Death Knights are rather reserved fighters, having
Death Knight to their experienced the full horrors of war during their tenure under
runeblades that they wield it the Lich King. Having vowed never to let that happen again,
in the same way one would a they are among the hardest to mind control, stuns, or
limb, rather than as a tool. ensnare in the Azerothian armies. However, Death Knights
have one major weakness: If death knights do not regularly
Armor: Saronite Plate inflict agony upon another creature, they begin to suffer
Armor: See “Materials” wracking pains that could drive them into a mindless, blood-
supplement section for how seeking hysteria. Thus they must always fight.
powerful saronite is.
Furthermore the Death ==THE LICH KING CONNECTION==
Knight is undead, meaning an inherent resistance to both As of Legion the Death Knights of the Ebon Blade have
injury and attacks on its life (as well as Holy spells being formed an alliance with the new Lich King of the Scourge,
more effective on the DK), in fact allowing them to survive Bolvar. Recognizing that Bolvar is nowhere near as
wounds that would kill other mortals. They are immune to malevolent as Arthas was the Ebon Blade reached an
any and all fear effects and highly resistant to pain. agreement; the Lich King would confine his armies to
Northrend if the Ebon Blade would serve as his instruments
Death knights are one of the few classes with explicit rules of vengeance outside of it.
regarding their resurrection. Namely, so long as their body This has given the Knights of the Ebon Blade access to a
is intact their spirits remain attached; they can be greater degree of undead than was hereto available, as a
resurrected fairly easily. This has only improved with the result of them improving their powers and the clandestine
alliance with the new Lich King. alliance. The Lich King himself often whispers tactical
advice to the Ebon Blade and even serves to direct them
Perhaps the most potent defense the Death Knight has is towards particularly useful servants.
the ability to create an anti-magic zone around themselves
or over a large 40 yard area over squad mates. Such anti- Progression
magic drastically lowers the lethality of all but the most
overpowered enemy spells. Death Knights also have their Elites: Unlike all other classes bar one, the entirety of the
auras to improve movement or attack speed. Death Knight class can be qualified as elite or champion.
Special This is due to their background, as only the greatest
Though the abilities of Death Knights are split heavily into warriors and champions of the mortals are deigned worthy
different specializations, all Death Knights do have some of enough to undergo the taxing Death Knight resurrection.
the same basic capabilities. They can harness the latent They are then forced to undergo a vigorous and fast paced
training regimen that roots out the weak. Thus, even newly
resurrected Death Knights can be considered highly trained calling that the faith of the Paladin cannot even be
and knowledgeable of their spells. questioned, for if they did not have the necessary faith, they
wouldn't be able to wield their powers. For that reason they
Champions: The best of the best. See the Four Horsemen, are near-immune to any and all attempts to strip them of their
Thrassalian, Kolita (Alliance and Horde profiles) as powers, even from other stronger Paladins. So long as they
examples. have faith; they can use everything available to them.

PALADINS
Originally in the First War a group of clerics tried and failed
to stem the advance of the Horde, suffering heavy losses in
the process on account of little armor. Realizing that they
had to change, the order, led by Uther the Lightbringer and
Archbishop Alonsus Faol merged the idea behind clerics
with knights, inventing the Paladin class. In the second war
they were instrumental in the Alliance's victory over the
Orcish Horde.

A Paladin is a holy warrior, one who wields both plate armor


and powerful weapons yet at the same time has the ability
to command the power of the Light. At a prayer a Holy spell
can spell doom for the unworthy, or else bring an ally back
from near death. Holy area of effect spells, known as auras,
can be enacted that make the Paladin's very presence
either hostile to enemies or beneficial to allies. The Paladin
is a specialist against undead and demonic foes, for the
light is inherently antagonistic to both.

Racial Background
“In all things, paladins must reflect the Light, which
supplements our strength. To strive to be divine for one of The Alliance in particular is well-known for their paladins;
our kind does not mean we strive for godhood—we strive to given the history its member nations have spent
be good in all actions. Although called upon to smite evil in worshipping the light. For the past two decades, Human and
later Dwarf Paladins have stood prominent among the
these harsh times, you must always remember that it’s
Alliance, serving pivotal roles in the Second and Third roles.
aiding others that will truly set you apart from the other The ranks of holy warriors have been bolstered further by
citizens. Compassion, patience, bravery—these things mean the arrival of the Draenei, whose holy warrior ethos
as much to a paladin as strength in battle.” permeates their culture on all levels. Their Vindicators are
— Tome of Divinity so common as to place them in Line Infantry. As can be
imagined the overwhelming majority of the Army of the Light
Training: 5-7 are paladin based. There is some evidence that a Night Elf
version of the Paladin, likely based on Elune, is starting to
Mobility: 4 (8-10 mounted)* form based on their allies.

Max Range: A few yards


The number of Horde Paladins is less than the Alliance, and
Preferred Range: Right up front concentrated into two groups: the Sunwalkers, who worship
the Sun God Aun’she, and the Blood Knights, the elite
Role: Holy combat specialist, Heavy Infantry, Anti- military force of the Horde. Further information regarding
demonic/undead force these two groups shall be covered in their profiles. The
greatest Paladin organization of all is the Knights of the
The Paladin is an Silver Hand, which started out as an Alliance organization
exemplar within the before coming to encompass all factions. Historically a
Church of the Holy Zandalari troll version of the Paladin has existed, based on
Light, a zealot among the Loa Rezan, but at the moment this order is in disarray
all true believers. Such with few capable of wielding their powers with Rezan’s
is the demands of the death.
Light to protect themselves and allies, being masters in the
Divine Protection based area. Just as normal Paladins
empower their weapons with the Light, so too do Paladins
Specialization empower their physical shields with it to improve both
defense and make any bashing attacks that much more
painful. As stated in the description they can make the
ground hazardous to walk on for the non-holy or weaken
Holy: Like priests who serve the Light, holy paladins are enemies around them so their attacks are less powerful.
devout in their faith. After spending much of their lives in
hallowed halls studying divine doctrine, those who pledge
themselves to a holy order become beacons of the Light for Retribution: To serve as instrument of the Light is to hold
their allies in conflict, taking up the heavy armor and an unshakable faith. Oftentimes the most dedicated
weaponry of justice. Holding the unwavering belief that any paladins become fanatical in their devotion, instruments of
battle waged to eradicate evil in the world is righteous, retribution against those who dare defy the laws of the
these paladins’ stands on the divine. These paladins are vengeful guardians of the
frontlines in service to all others weak—crusaders judging and punishing the wicked. Their
dedicated to the cause. The truth resolute conviction in the divine order of all things assures
and virtue of the Light imbues them that victory is inevitable—but they will fight to the end
these sacred knights with the to ensure that the Light prevails.
power to revitalize their comrades.
If necessary, they even lay down A Retribution Paladin is a master of transforming the Light
their own lives to serve as martyr into an offensive force, empowering their swords with it and
for the greater good. striking enemies from afar with concentrated holy blows.
They can unleash deadly ‘execution sentences’, have
Those who follow this path follow, mystical light hammer rotate protectively around them,
primarily, the path of the healer. consecrate the ground or infuse themselves with pure holy
They have multiple spells able to power.
heal wounds in seconds, purify
diseases, bless allies with protection shields and even bring
back the recently deceased with greater ease than any
other class. Yet they also have plenty of offensive holy
abilities such as forcibly infusing an enemy with the light,
blinding them with it or consecrating the ground around
them making it hazardous to walk on. Some of them can
even both heal and inflict damage on the enemy at the
same time, infusing the enemy with light with holy energy
that heals allies around them. In a nutshell, they make
heavy use of ‘Healing & Blessings” category down below.
LOADOUT
The favored weapon of the Paladin comes in the form of a
Protection: The paladin’s tools of war lay bare their hammer or runeblades, but they’ve also been known to
motivations. Clenched in one hand is the weapon, a deadly carry polearms. The Draenei of this class tend to carry
device for exacting righteous judgment. Locked in the other crystallized weapons instead of steel.
hand is the shield, a symbolic and literal barrier protecting Among the more basic and lower level vindicators,
good from evil. Stalwart and steadfast, these protectors are hammers, double sided spears, swords, glaives and other
ardent defenders of the Light and all that it touches, and are exotic weapons can be found. Some do carry ranged
rejuvenated by its radiance in return. So dedicated they are weaponry such as crossbows too.
to their cause that
they consecrate
the very ground
upon which they
battle corruption.

Protection
Paladins use the
DEFENSE the center of it all was Anduin, holding his father close
Paladins wear while a vortex of infinite beauty danced between them.
heavy plate
armor, often
Then, in sharp contrast to the intense swirling energy
blessed and
infused with the billowing all around, the prince began to speak with a
power of the melodious and gentle voice as he carefully laid his hands on
Holy Light. They the immobile king's forehead and quietly, peacefully, began
are sometimes to pray.”
shown to use — Page 11, Blood of Our Fathers
shields as well.
This is not
counting their Paladin Abilities
protection spells
or the jewels
often laced into
it. Thanks to their powers they are nearly completely
immune to diseases and plagues, and would by nature be
heavily resistant to corruption.

ADDITIONAL FACTORS
Paladin spells are based off fervent prayer and incantations,
along with faith in themselves and their cause. Through
such means they can unleash a variety of different effects.
As always assume that the order that spells are listed
designate mastery, with the last spells being available only
to prodigies or masters.
Healing & Blessings: Paladins, as masters of the Holy
“No! This is not how it ends!” He shook the king. “Do you Light have the ability to save lives with such a power,
hear me, Father?! A Wrynn prince will not again watch a whether it be their own or another’s. Even the most novice
paladin can heal a friend up to the most maximum potential
loved one die before him! This is not our fate!” Anduin
(i.e. so long as said friend isn't near dead or mortally
screamed into the sky, and the clouds seemed to part in injured, the healing power of the light will fully restore them
sympathy. in seconds) though more grievously injured take longer to
heal, if they can be healed. At greater levels the amount of
The others present watched in awe as the prince closed his healing power and what is the greatest threshold from what
eyes and slowly began to chant. At first it was a soft and one can successfully brought back increases. Such
paladins can also dispel many types of disease and poison.
gentle sound, but as his voice rose in crescendo, it became
a beautiful and powerful song. As the words came, his Paladins can also use Blessings or Hands (more powerful
hands began to glow with light, faint at first, than brighter version) spells to buff their allies. Blessing of Kings makes
and brighter, until it was competing even with the setting an allied target temporarily smarter, stronger and more
sun, bathing the entire cemetery in the shadowless light of agile, while Blessing of Might give them the soul strength to
midday. improve mastery over their skills (so if they were a mage,
they would be attacking with spells faster). Hand of
Protection blesses an ally with a nigh-invulnerable shield for
The song reached a fever pitch, and the young priest lifted a limited time, however during that time they cannot attack
his eyes and voice to the heavens, calling to the very heart anyone (they can heal though), Hand of Freedom frees a
of the cosmos for a source of divine power. target hindering movement, Salvation makes non-sentient
Suddenly, liquid rays brighter than a thousand suns burst enemies cease taking notice of a given ally target, and
from Anduin's fingertips, penetrating the king's body and Sacrifice transfers a limited amount of damage that a target
is taking to the Paladin, who presumably can handle it
painting everything in a brilliant yellow glow. The guards
better.
gasped and stepped back, shielding their eyes as Varian's
entire being was rocked by an influx of pure light. And at
Paladins can also boost the speed of both themselves and shields, such as those demonstrated by Master Vindicator
their mounts. Finally Hand of Purity causes attacks to deal Maraad, can block point blank cannon fire and even brief
less damage to an ally, in particular those that rely on sustained artillery barrages!
lingering effects like poison. None of these stack and only
master paladins can use most of them.

But the orcs were clearly not stupid. After the third collision
they held back, as if waiting for something. And Turalyon
soon saw what. A handful of heavily cloaked figures
Seals are small “auras”
advanced. Each wore a cowl low over its face, so only the
around a Paladin that
carry with them a number eyes were visible deep within, and each carried a strange
of different effects, some glowing truncheon. These creatures rode strange, heavily
beneficial to the user, barded horses with glowing eyes, and charged forward,
some openly adversarial directly toward the shield wall, and raised their truncheons
to enemies. Only one seal
as they approached. Turalyon felt as much as heard a
can be used at any one
strange buzzing, and the soldiers directly in front of the
time. The most basic, seal
of command (and the creatures collapsed, clutching their heads as blood poured
more powerful Seal of from their mouths, noses, and ears.
Truth by more skilled users), makes all melee attacks by the
paladin do some holy damage as well. Seal of Insight By the Light! Uther was standing near Turalyon and bristled
improves casting speed, the potency of healing spells, and
at the sight. “The fiends! They wield dark magic against
gives all melee spells the paladin uses a chance to heal him
us!” He raised his hammer high, and its head glowed silver
or herself. Seal of Righteousness reduces the amount of
holy harm inflicted on a target compared to Seal of Truth, like the moon. “Stand fast, soldiers!” he shouted. “The Holy
but applies it to all enemies within a small area. Finally there Light protects you!” The glow spread from the hammer,
is an actual aura, known as Devotion Aura, which reduces shining down upon the warriors and bathing them in its
all magical damage to a small group and makes it light, and when the cloaked figures raised their hands again
impossible for counter-spells to stop a mage within that
the soldiers winced but did not fall.
group from casting.
—Tides of Darkness, Pg. 42

Divine Protection infuses the Aggressive Light spells are offensive spells. Judgment
skilled and best Paladins with sends a small magical light-based hammer at an enemy
a degree of supernatural that depending on the seal does holy damage or makes
protection for a limited time, them more vulnerable to wounds over a period of time,
the difficulty in casting making regardless of armor. Hammer of Justice temporarily stuns a
impossible to use continually target. If a Paladin can get close enough to a mage he can
or rapidly. It works against all cast rebuke, which cancels out any spell that mage is
but the most powerful attacks casting and prevents him from using any spell within that
at the cost of making the school for a limited time. Repentance knocks a target out
Paladin’s own attacks weaker briefly or until attacked. Turn evil, which can only be used
and slower. Sacred Shield on one target at a time, causes all but the most stalwart of
places a protective buffer on a heart foes to flee briefly (when the spell wears off and they
target, absorbing a limited master themselves). Blinding Light temporarily blinds
amount of damage over a everyone within 10 yards. Guardian of Ancient Kings
longer period of time than summons a spectral holy ghost that aids the Paladin for a
most. Avenging Wrath limited time.
increases the potency of all
healing spells and damaging
light spells. Some Paladins can
maintain small squad sized
holy auras that burn up
enemies that walk in them. The
most powerful example of
HUNTERS

Light's Prism captures a singular enemy or ally in a solid


prism of light. If it’s an ally it heals them while they remain
inside, while radiating holy light of such intensity that 5
nearby enemies are damaged. If it’s an enemy inside the
opposite effect occurs, with the one inside the sphere being
torn apart by holy might while 5 nearby allies of the paladin
are healed. I Execution sentence, by far the most powerful
spell, causes a giant manifestation of a hammer to fall from
the sky and land on the enemy, causing an immense
amount of damage. More than any other spell this is likely
an instant kill.
Role: Guerrilla, Attrition, Irregular
"The armored mogu and the quilen lunged forward. Dezco
Training: 4-7
cracked his mace into the hound, shattering its head. A Mobility: 5.5-7(thanks to years of trekking through the wild)
wave of light exploded out from the blow, cascading Max Range: Variable
toward one of the Shao-Tien. The mogu lurched aside, but Preferred: Much closer, at range both Hunter and Pet can
not fast enough. Half of his body, caught in An'she's light, attack
crumbled into dust." -PG , Bleeding Sun
From an early age the call of the wild draws some
adventurers from the comfort of their homes into the
Progression unforgiving primal world outside. Those who endure
become hunters. As masters of their environment, hunters
are able to slip like ghosts through the trees and lay traps in
Troops: Basic Paladin Troops can be compared to the the paths of their enemies.
average Vindicator or Argent Crusader. They are skilled These expert marksmen drop
melee combatants who know their way around in combat and foes dead in their tracks with
can use basic healing or offensive light spells. flawless shots from a bow,
crossbow or rifle. With the
Elites: These are skilled veterans of the Light, proven ability to wield two weapons
champions who can stand against some of the foulest simultaneously, hunters can
enemies Azeroth has ever encountered! They would know a unleash a flurry of blows
wide variety of healing, protection and offensive spells and against anyone unfortunate
would serve as a potent battlefield support to their squad. enough to stumble into close
combat with them.
Champion :See Tyrion Fordring, Uther the Lightbringer, Yrel
The art of survival is central to
the isolated life of a hunter.
Hunters track beasts with ease
and enhance their own abilities
by attuning themselves to the feral aspects of various
creatures. Hunters are known for the lifelong bonds they
form with animals of the wild, training great hawks, cats,
bears, and many other beasts to fight alongside them.
By their nature, Hunters aren’t going to be well suited for untamed nature. Primitive landscape becomes home.
standard line battles and conventional army warfare, liking Ferocious predator becomes kin. Whether in the thrill of the
the freedom of movement and action that a one man army hunt or the heat of battle, beast masters call forth a litany of
brings. Doesn’t mean they can’t do so however, and the vicious animals to overwhelm prey and gnaw at their
initial battle for Theramore had many hunters participating. enemies’ will.
However they are extremely good at irregular small group
fighting and ambushes, as their ability to track other The main tool of the Beastmaster is, of course, their beasts.
humanoids and beasts will allow them to catch all but the Alone of the hunter specializations the Beastmaster can
stealthiest of foes unware tame the mightiest beasts like Tyrannosauras Rexes and
Basilisks. Their supernatural ability to befriend beasts
Hunter Background
allows them to summon flocks of wild crows, random beasts
or even a stampede of animals for the greatest to attack the
Hunters are, along with warriors, one of the most common
enemy. While his companion fights, the Beastmaster is
classes in Warcraft existence, with members coming from
hardly idle. Though he does not have the extreme skill of
all races, including allied races (even the Gnomes, as of
the marksman, a Beastmaster nevertheless has potent skill
Legion). In fact nearly every race has profound hunting
with the bow, rifle or crossbow.
traditions. For the Alliance druidic and hunter traditions run
hand in hand, and for much of the last ten thousand years
In game every Hunter that chooses this path comes with
the Night Elves of Kalimdor have spent perfecting their craft
two beasts at once, though lore wise there are hunters that
in an environmentally sustainable manner. Humans and
can bring more.
Worgen descended from hunter gathering tribes, while the
Dwarfs felt a special connection to the land that saw them
mastering the rifle in their mountainous homeland. When
the Draenei landed on Draenor a fair number of them
learned to survive off the land (including the Rangari) while
the Gnomes are the most recent addition, and kind of cheat
as a result (with robotic pets).

Most of the races of the Horde either have tribal origins or


are tribes themselves, meaning hunting still composes a
significant portion of their life. Forsaken, as undead
humans, still carry on the hunting traditions they had when
alive while the Blood Elven rangers are famous throughout
the world. The one outlier is the Goblins, who, like the Survival: While all hunters feel a calling to the wild, some
Gnomes, are known for using their powerful technology as serve as a reflection of its brutality. To them, the hunt is
they seek to master the realm of beasts. defined by unrelenting ferocity, where survival means facing
one’s enemy eye-to-eye . . . and is always accompanied by
Having spent much of ten thousand years with little conflict, merciless bloodshed. Weapons of great range are
the Pandaren have had ample time to learn the art of abandoned for instruments of close-quarters combat.
hunting, and with a love of food to motivate them! The Survival hunters are instinctive and crafty on the prowl,
combat obsessed Vyrkul likewise have a tradition of seeking employing loyal beasts and laying deceptive traps to see
out the fiercest prey and acquiring the best marksmanship their enemies undone. For these hunters know that to truly
skills. understand what it means to survive, one must first become
familiar with the cruel face of death.

Specializations Alone among the Hunter variants, a Survival hunter does


not use much ranged weapons beyond throwing axes and
As always, when reading these sections, do note that while harpoons, instead choosing to specialize in melee. S/he is a
each Hunter may have a specialty, there is potential to master of traps, capable of using, in game, caltrops, and
know some basics outside of said specialty. For example steel bear traps, traps that freeze an enemy in ice, tar traps,
the Beastmaster might know how to set basic traps and be explosive traps, fire traps, or poisonous snakes’ traps. Lore
accurate with a rifle, even knowing some specialized shots. wise, the Survivalist hunter could probably use other real
world traps, like stake pits. They can sticky and fire
Beastmaster: Among the most gifted hunters, there are grenades along with ensnaring nets.
those who have from birth felt a profound bond with the
creatures of the wild. These beast masters are drawn to the Marksmen: Marksmen, too, shroud themselves in the perils
perilous primal world, invigorated by its dangerous and of the untamed wilds, perfecting the use of weapons that
are deadliest from great range. They’ve maintained little untraceable (though it does not give him chameleon skin),
interest, however, in gaining the loyalty of the many beasts the Aspect of the Turtle temporarily boosts protection More
inhabiting these crude landscapes. Instead, the marksman spectacularly, the Aspect of the Monkey improves dodge
blends into the surrounding environment, surveying capacity, the Aspect of the Pack and Trueshot Aura, which
behavior of all manner of predator and gleaning deadly increases movement speed and ranged prowess
methods for stalking their own prey. A sniper in hiding, the respectively, applies to everyone around the Hunter. Many
marksman unleashes arrows and bullets with deadly more aspects/auras exist. Only one Aura/Aspect can be
precision, exposing the weakness in whoever—or applied at one time however.
whatever—passes through their crosshairs.
The Marksman is all about taking the shot. To that end, they
have an incredible variety of ammunition types and TRACKERS: Hunters are expert at tracking both
techniques to utilize. There are rapid fire shots in the vein of humanoids and animals, thanks to their years in the wild
Legolas, multi-shots or a several rounds coming from a bow and obsessively hunting. Also when they suspect or know
at once, explosive shots, magically charged shots, dark they are being tracked by camouflaged foes they can use a
arrow shots (see Dark Ranger: basically summons an flare to expose these threats in their immediate vicinity. In
undead from an enemy corpse) , close range shotgun shots all fairness the best stealth users would probably fool all but
that fire an assembly of bullets/bolts/arrows at close the best Hunters though.
proximity, shots that bind enemies together, shots that put
them temporarily to sleep, poisoned shots, ricocheting shots
and armor piercing shots. Rarer shots, like a shattershield
arrow that can burst magical shields, do exist though A terrible squawk filled his ears. Sharp talons and an
require specialized effort to make. Some of the very best angry, snapping beak descended upon him.
can fire accurately with little to no visibility on a target. KHOOM!
The sound half‐deafened him. The bird’s head jerked as
though struck. She fell upon Lorash, her dead weight
pinning him to the ground.
No, not dead, not yet. The blood elf felt the bird’s heart
thumping hard. A twist of a blade fixed that,
but still, he was trapped underneath her corpse.
KHOOM! Chikkers’s rifle thundered again. Lorash heard
the goblin’s whistle over the chaos. “Go get
’em, Captain!”
Lorash shoved and raged, trying to free himself.
KHOOM!
By the Sunwell, that goblin can shoot fast! He paused
Contrary to the description, Marksmen can have combat in his struggles. He heard a new sound, something he
pets in game, however this is optional and the pet often has had never heard before in battle. A large creature was
little purpose. crashing through the forest, its footsteps overlapping
“Just as I was about to question Ajeck's lack of interest in in a strange chorus.
the day's hunting strategy, she reached for her quiver, drew . . . Chikker‐chikker‐chikker‐chikker . . .
an arrow and unleashed a shot right towards poor Barnil. Then he heard screaming.
But it was not Barnil that Ajeck was shooting at,. For when When Lorash finally dragged himself out from
Barnil stepped aside, mouth agape, a large river crocolisk underneath the bird, dripping with sweat and blood, the
floated to the surface with Ajeck's arrow perfectly placed gunshots and screams had stopped. A single creature
between his two large eyes.” stood amid the bodies of the druids. “You must be the
LOADOUT: Bow, Crossbow & Gun. The Survivalist hunter Captain,” Lorash
are melee specialists known for using weapons of reach, said.
like spears, glaives & halberds. The huge, four‐
legged crawler
Armor: Though generally hunters are seen in art with clicked its
leather armor, they can wear mail if they choose too. claws—
AURAS AND ASPECTS: Hunters that are extremely good pincers?—
can actually take on elements or aspects of the creatures together and
that they hunt. The Aspect of the Iron Hawk causes the turned its eyes
hunter to endure damage better and have better ranged toward him.
prowess, while Aspect of the Cheetah increases his or her
speed. The aspect of the Chameleon makes the Hunter
It stood nearly as tall as Lorash’s waist. Chikkers Hunter Pets
stomped his way out of the brush, grinning, his
smoking rifle casually resting on his shoulder. The
crawler’s light blue shell was almost as big as the
goblin, and probably weighed twice as much.
“She ain’t bad, is she?”
Lorash had no idea crawlers could do anything but
taste delicious. He kept that thought to himself.
“No, she is not. I did not realize they could survive
outside the ocean.”
“You learn something new every day, right?” Chikkers
admired their handiwork. “Unless my eyes deceive me,
she took down more than you, bud.”
He was wrong, but not by much. Angry wounds in the
shape of the Captain’s pincers were carved into at least
a half dozen of the druids. – A Good War
Azeroth is a land of incredible diversity in all things-
geography, sentient races, factions and, of course, beasts.
The Hunters of Azeroth have traveled throughout their
planet- and beyond- to form bonds with a massive variety of
Progression animals. Some of these are those who humans in the real
world would be familiar with like lions, tigers and bears.
Others, are familiar to lovers of natural history like Saber-
Troop: Given the significant hunter traditions of all races, a toothed Tigers, Stegadons, and Devilsaurs (Tyrannosaurus
basic hunter type infantry is going to be extremely Rex). Still others are so fantastical as to only belong to the
knowledgeable in the basics of his or her own terrain type realm of fiction.
(For example: Tauren favor grassy plains while Night Elves
love the forest) . Though perhaps not a true marksman yet, Below is a rough summary of the various pet families
their range skills is liable to be highly accurate and they will available to a Hunter. Emphasis added if a particular animal
have experience with traps and beasts. Many would own at has a certain relationship with a given race. Also, in addition
least one combat pet. to the animals below, it is a possibility that Hunters could
tame the animals of a given native environment or even the
Elite: Elite hunters have fully mastered their chosen terrain enemy.
and probably many others to boot. Such individuals would
be master marksmen, pathfinders living on their own, or the
tamers of mighty beasts. Much, but not all, of the skills I Basilisks are giant lizards, weighing 2,500 lbs. and 10 feet
detailed above would be used or at least known of by these in length, with the spectacular ability to turn a victim to
elites of their chosen fields. stone. Though this magical ability has a short range and
requires an eye lock, it can turn even the mighty Demonic
Champions: See Rexxar, Hemet Nesingwary, Tyrathan Infernal (See Shock & Awe) into petrified stone, barring
Khort, The Windrunner Sisters. Those three are examples magical/technological solutions. The hide of the beast is
of the mighty champions. To be a champion hunter means also full of studded plates and crystals to give great
that they could pull off shots many would deem impossible, protection, with a strong bite for melee combat.
tame some of the mightiest beasts, and survive the
deadliest environments. A Champion would have mastered Bats: Giant dog, man sized or even larger bats exist on
their specialization to an incredible degree. Azeroth and Draenor. The Forsaken and Trolls have formed
a particular bond with this beast type, using them as both
mounts and pets. In combat these bats can use a short
ranged sonar (sonic) blast to stun an enemy.
Crocolisks: Crocodiles and alligators, though some are
certainly bigger than they are in real life.

Direhorns: Triceratops. These would be rare.

Dog/Wolves: Ranging from mastiffs to the enormous, man


sized wolves favored by the orcs.

Dragonhawk: See Dragonhawk Rider, Horde profile

Feathermanes: Gryphons, Hippogryths, Wyverns and other


feathered beasts like owlcats and wolfhawks.

Foxes

Giant Insects: Beetles, moths, scorpids, spiders and wasps


are all tamable by hunters, ranging from dog sized to even
bigger than a man. Some of the largest can be used as
mounts. Such an assortment would possess stingers, webs,
hardened carapaces, incisors and, oddly for the moth,
Blood Beasts are creatures newly acquired from the ‘healing dust’. There are also several Beastmaster only
province of Nazmir, mutated by the Blood trolls, and variants such as the Shale Spider, made of powerful
includes things like the giant mutated frog-monster Cawgs crystals, , the Water Strider, which can walk on water, and
and giant, man-sized ticks. giant worms, some of which can be the size of a house in
lore!
Bears: Black Bears, Grizzly Bears, Polar Bears and
perhaps even the legendary, 20 foot 6,000 lbs. Dire Bear. Gorillas : The real life version is strong enough to flip a
As the late Smokey Death Battle can attest, a Bear’s teeth sedan.
can crush bone and they are strong enough to rip off a
man’s arms. Favored by the Dwarfs. Goats : Think Mountain Goats

Hydras: The three-headed beasts from Grecan lore, these


Birds of Prey: Eagles, Rocs, Owls, Cranes, Carrion Birds, creatures range from car sized seen in game to towering
Hawks and more. These birds range from real world size to over buildings. In combat they use three sets of crushing
being big enough to pick up a man and carry him off. Some jaws, the ability to spit venom/acid, a hardened leather
are smart enough to disarm foes in combat by ripping it out carapace and regeneration.
of their hands. Owls have traditionally been favored by
Night Elven Sentinels. Hyenas

Boars: In the real world boars stand 4 feet high, 3 feet long Lizard – Think Giant Komodo Dragons and Ancient
and a couple hundred bounds. Doubtless the fel-mutated Dimetradons. Generally have a poisonous bite.
boars of Outland are probably a lot bigger than that,
however all attack with goring tusks. Ask Robert Baretheon, Mechanical: Gnomes & Goblins cheat and, instead of
of Game of Thrones fame, how deadly that can be. taming creatures of the wild, build their own out of iron and
steel. These can be in almost any of the listed forms, like
Cats: An incredibly broad family that includes real world mechanical lions or gorillas.
examples like cheetahs, lions, tigers, bears, panthers,
leopards, and jaguars, along with varieties extinct in the real Monkeys: Clever creatures probably used for more utility
world like the saber toothed tiger. Magical variants, like the than combat purposes. In combat they literally hurl dung at
mana saber, also exist. The Nightsaber – a mix between a their opponents’ faces.
saber tooth and a panther- is favored by the Night Elves.
Nether Ray: Exclusive to Outland and Draenor, these
Crabs: Some go up to your knee, others to your waist or creatures look somewhat like floating stingrays. They have
chest, others larger still. a poisonous bite, can shock people and the largest can be
ridden as mounts.
Oxen (Oxs) Wind Serpent: Wind Serpents are descended from Hakkar
the Soul-Flayer, the violent Loa god of the trolls. Ranging
Raptors: Not the bird of prey, think Velociraptors from from 4-6 feet and weighing around 50 lbs., the Wind
Jurassic Park. The trolls have an affinity with this creature, Serpent is fiercely territorial, a quick and nimble attacker.
with some using them as mounts. Furthermore it has the ability to breath- shoot- lightning from
its mouth at enemies which both shocks foes and makes
Ravagers: The Ravager is an insectoid species originally them susceptible to more magic damage.
from Outland, standing a foot or two below an average
man's height. Its a viscous beast too, armed with 4 spiked
legs and a wicked set of teeth. It attacks with such an
incredible ferocity that the Furbolg of Azuremist Isles, to Beastmasters only
which the Ravager was accidently introduced, see it as a
sign of the End Times.
Chimera: The Chimera is a huge, dragon-sized flying
River beasts: Somewhat altered Hippotamuses that are creature of the forests that has been known to accompany
native to Draenor and feared for their incredible ferocity. the Night Elves to battle. Its unique feature are its two
heads, each of which can operate independently from each
Rodents: Porcupines, Beavers, giant rats and Marsuuls, other, and the vast amounts of magic the creature can use.
which is an Argus variant of a rodent with sometimes They are infamous for the various breath attacks they can
magical powers. use, including electricity, freezing an enemy solid or just
spitting acid. If an enemy gets past that they must deal with
Serpents: Giant Cobras with spitting venom and venomous dual snapping jaws and terrible claws. Due to the
fangs. Some are incredibly large. intelligence of this creature, expect some to join efforts to
defend Azeroth independently.
Scalehides: This family includes Stegadons, the Kodo (see
Horde profile ) and the Mushan, which is a reptilian version Clefthoof: Essentially a cross between a giant rhino and a
of the Kodo. All are about Rhino sized. kodo, this creature is native to Draenor, Outland and, oddly,
Stormheim on Azeroth. Opponents are at risk of being
Sporebat: Another addition from Outland, the Sporebat trampled and gored. Rhinos are also included in this family.
looks sort of like the Nether Ray though with a radically
different purpose. They have the ability to unleash toxins Core Hounds: Core Hounds are massive, two headed
from their winds that puts their prey to sleep. bulldogs native to the realm of fire. They can breathe fire,
emanate fire from their scales and use magic to invoke a
Stags: This family includes moose, stags, and talbukss, sort of frenzied hysteria among allies.
which are a mixture of horned gazelle and zebra.
Devilsaur: A Giant T-Rex with spikes on its back.
Tallstrider: The Tallstrider is akin to the real-world "terror
birds" that dominated prehistorical South America. It’s a Krolusks are large insectoid creatures mainly found in
large, man-sized, flightless bird capable of running at high Vol'dun that look sort of like a giant trilobite. While only
speeds and attacking foes with its powerful beak and claws having incisors for combat, they have an incredibly hard
shell that makes them useful for defense.
Toad- Enormous, horse-sized toads surrounded by hordes
of distracting flies and possessing poisonous attacks. Pterodactyl – See Horde Profile, Zandalari

Turtle: Imagine a giant snapping turtle, only some are big


enough to ride as mounts. Quilen: The Quinlen is a Pandaren sentient stone statue,
about the size of a man, which looks like a Koimanu or
Warp Stalkers: Warp Stalkers are powerful, daemonic Chinese Guardian Lion. The Quinlen has mystical healing
corrupted beasts, yet are apparently tamable. They are both powers.
smart and powerful, with the ability to phase in and out of
the physical and astral dimensions periodically in combat. Slithids: See Insect Empires, Past Opponents.
This ability disturbs magical energy, making them an
annoyance to magic-users, though only in great numbers Spirit Beasts: Spirit Beasts are half corporeal, half
does this become a major problem. incorporeal spirits that roam the world, just as they did in
life. Spirit Beasts can take a variety of different forms,
though they usually appear as either cats or wolves. Some
of them have the ability to phase in and out during attacks, sap the very soul of the target to fuel their own powers. At
bypassing armor. melee they are kind of lackluster however the only way that
is going to matter is if the enemy gets past their demonic
bodyguard!
Warlocks

Warlocks, perhaps even more so than the Death Knight, are


the unholy specialists of this army. For one they can
dominate demons and force the creatures to work for them.
Warlocks are masters of pain and possess a number of
spells that could debilitate an enemy without pain resistance
on the spot. Furthermore they can suck the souls of the
Role: Magical Support/Demonic Assistance
enemy out through pain and use it to feed their demons or
Max Range: Line of Sight
even bolster their own abilities.
Preferred Range: Probably bow distance
Training: 4-7
In these times of great peril, as the races of Azeroth rush to
defend themselves against ancient enemies almost beyond
comprehension, many powerful warlocks have risen to
“Warlocks are the most volatile and insatiable of
stand side by side with the sworn champions of their
spellcasters. Though they often pledge themselves to the
kingdoms, to protect and defend Azeroth from the forces of
service of noble causes and are not innately evil, their
darkness that threaten this world. Masters of fear, warlocks
desire to understand darker magics and exercise
stare into the face of death and see a way to turn that power
unwavering command over demonic forces breeds mistrust
to their own use. Undaunted by the dark source of their
among even their closest allies.
powers, warlocks do not flinch from the grim task at hand,
nor from what they must themselves endure in order to
Warlocks peer into the Void without hesitation, leveraging
ensure that their goals are accomplished. Dark-minded and
the chaos they glimpse within to devastating ends in
distrusted at every turn, warlocks are those who dare to do
battle—their greatest abilities are fueled by the souls
what to others would be unthinkable. Wreathing themselves
they’ve harvested from their victims. They exploit powerful
in the very energies of the Burning Legion, these
Shadow magic to manipulate and degrade the minds and
unfathomable souls are willing to do whatever they must in
bodies of their enemies. They employ Fire magic, dropping
order to ensure the protection of their world.
hellish rain from the sky, to immolate the opposition. They
summon and command indomitable demons from the
There are two issues remaining to clear up regarding the
Twisting Nether to do their bidding, or even to be sacrificed
warlock
as the Warlock sees fit, empowering and protecting the dark
caster from harm.”
It is to the surprise of many observers that not only are
Warlocks are former mages and shamans who have
Warlocks accepted amongst the Alliance-Horde
forsworn traditional arcane and natural magic for demonic
armies(though possibly with some reluctance) they actually
oriented fel-magic. Perhaps the most frightening aspect of
have support among the leadership. In Tides of War a
the Alliance or Horde armies, Warlocks use just about every
warlock even fought on King Varian Wrynn’s ship alongside
dirty type of magic available to them to achieve victory. At
him! That said even if they are accepted there is still going
far range they unleash soul-burning fire, shadow bolts, and
to be a degree of distrust, particularly among traditionalist
a variety of curses and afflictions. At closer ranges they can
societies like Night Elves or Tauren. As there are few
incidents of warlocks in lore being murdered by other combat. They wear cloth armor, though like the mage this
classes they can probably operate in the army fairly freely, can be enchanted to be more powerful. Lore wise at least
but it’s worth noting there is a history of distrust. some warlocks carry around soulstones, which upon the
warlock’s death captures their soul (undoubtedly saving it
The second is the issue of corruption. Of all the classes the from the daemons they deal with) and allowing them to
warlock is both most vulnerable to corruption and has had resurrect later on. Destroying this soulstone will, of course,
the most of its members been part of the corrupted forces in release their soul. Others carry ‘soul-chambers’ which are
the past. That said, the modern Warlocks of both Alliance fragile gems that can imprison the souls of daemons in
and Horde are disdainful of past failures, believing them them, preventing resurrection.
weak. The Modern warlocks seek to dominate demons in
the same way the malevolent entities would dominate
mortals, and use their powers against other daemons. MAGICAL APPLICATIONS
Essentially for 40k fans these are like radical inquisitors, Demon Summon and Enslavement: See the “Dreadscar
seeking to fight fire with fire. Uncorrupted Warlocks would Rift” sections, as well as the section that immediately
eagerly and without hesitation gang up to destroy the follows this one. They can also magically bind a demon to
corrupted ones if it came to it. To sum it up the Warlock is their will using a series of arcane spells and rituals their
probably going to be one of the most vulnerable to order developed. The success of this depends both on the
corruption AND conversely the most aware of those strength of the demon in question and that of the warlock,
corruptions, thus trying to make sure they are prepared for with the best warlocks probably able to dominate- if only for
it. They are actually one of the few classes to have fallback a short time - moderate level demons. Automatically by
measures in case they are possessed, that will free them profession a warlock is someone with a very strong will, as
albeit at a cost. anyone without one dies trying to become a warlock. Finally
Warlocks can summon fell and dread steeds.

Racial Background Affliction Spells: See ‘Affliction Specialist’ for more


details. Affliction type spells refers to a number of spells,
Warlocks can be considered rare and distrusted among curses and magical diseases designed to weaken and
both Alliance and Horde, however, the members of the debilitate rather than outright destroy a foe. These are
Council of the Black Harvest (who serves as the leadership spells that usually persist for a couple minutes or seconds
for the Warlocks) are composed of several races of both before dissipating. Corruption is a persistent spell that does
factions, with those races being Gnome, Human, Worgen, a good deal of shadow damage over a period time. Curse of
and Dwarf for Alliance and Blood Elf, Goblin, Troll, Orc and Enfeeblement reduces the physical damage a target can
Forsaken for the Horde. Prior to the addition of the Allied cause and makes it harder for them to cast spells. Curse of
Races the Horde probably had an advantage in number of the Elements increases the damage the target suffers from
Warlocks however, they are shown to be a relatively magic. Banish temporarily removes the target from the
common troop for the Dark Irons in Arathi Highlands and I mortal realm, rendering them immune to attack but also
would say the advantage is even now with the full inclusion unable to attack themselves.
of the Dark Irons.
The Spell “Fear” causes the target to run in horror briefly,
with some spells so potent that they continue running
regardless of whether they are attack or not. Shadowfury
stuns all targets in 8 yards for a few seconds.

Soul/Life Manipulation: This refers to the rather horrific


ability of the Warlock to manipulate the target’s life force to
their own end. Drain Life slowly saps the life force of a
target to fuel the warlock’s own. If enough soul energy is
gathered health stones can be created to heal a warlock in
the time of need, or even soulwells which can be used to
heal small squads. They can funnel some of their own
health into their demon ally if need be. Soul Harvest slowly
absorbs the souls of long dead beings around the warlock
and the demon, making it a slow form of regeneration. They
LOADOUT: Some warlocks are seen with wands, which can tap into their own life force to restore their magical
conduct lightweight magical damage at range, and daggers, abilities with Life Tap. Soul Link results in roughly 1/5 of all
staves, or short swords to defend themselves in a close damage taken split with the summoned demon. Additionally,
a tiny portion of all damage deal is converted to healing on permanently) and uses that power to give the Warlock low-
the warlock and summoned demon. Finally they can infuse grade regeneration and a dramatic spell-power boost. For
the souls of their allies with shadow for up to an hour, the very best Warlocks, Archimonde’s Vengeance ensures
boosting both stamina and spell power. that 20 percent of all damage done on a warlock is returned
to the one doing the damage, Kil’Jaden’s Cunning ensures
that even the hardiest of spells can be cast while moving
and Mannoroth’s Fury increases all area of effect for large
spells such as Rain of Fire and the damage of many more
spells. Also some quests imply Warlocks have an inherent
ability to see cloaked or invisible enemies.

Specializations

Below are the specializations for Warlocks. Though a


Warlock may specialize in certain field, they would likely
know the basics of the others.

Affliction: Affliction warlocks are masters of shadow-


touched powers, but unlike shadow priests—deadliest when
Destruction: Warlocks utilize a combination of demonic fel, pushed to the brink of insanity—these warlocks delight in
shadow and fire magic. The first version, Shadow Bolt, using fel forces to cause intense pain and suffering in
sends a pure bolt of shadow at a singular opponent which others. They revel in corrupting minds and agonizing souls,
will suck a portion of their life out of them (if not the whole leaving enemies in a state of torment that would see them
thing!). Shadowflame, a move almost exclusive to the best undone in due time. Even the most battle-hardened warriors
Warlocks, does the same thing- well that and it sets their can be deceived, landing blow after blow against the
soul on fire. warlock, only to succumb to their suffering as their very
“Then, one of the night Elven sorcerers screamed and vitality is siphoned away by the dark spellcaster.
pitched backward, his skin sloughing off like water. By the
time he hit the ground, he was little more than a skeleton in An affliction specialists deals with damage over time and
a pool of what had once been his flesh.” curses that gradually weaken an opponent rather than
killing them immediately while, at the same time, restoring
Pacts: Sacrificial Pact sacrifices a portion of the bound vitality to the Warlock.. Drain Soul and Unstable Affliction
demon’s life force to protect its master while other such are two such spells that can be used in unison, with the
pacts will create magical shields around the Warlock, boost former actually stealing portions of the target’s soul and
speed and reaction time, and free the Warlock from mental putting them in a soul shard. Curse of Exhaustion reduces a
spells. These pacts go both ways and, if a Warlock thought target’s movement speed while Curse of Agony puts them
it necessary, he could sacrifice some of his own vitality to in immense, mind numbing pain that can even inflict
restore the demon’s health. torturous death. Malefic Grasp boosts the power of all other
Miscellaneous: Twilight Ward absorbs magical damage on shadow dealing spells and temporarily shrouds a target in
the warlock before fading away or until its overwhelmed. twilight. The Doom Curse is a legendary affliction that is
Rituals of Summoning can be used, if others work together incredibly difficult to remove even with magic, is long lasting
with the warlock, to summon allies from afar directly to the and gets stronger as time goes on.
battlefield. Warlocks can create demonic circles away from
the battle after a ritual and then, if overwhelmed in battle,
teleport instantly to it. Fel Armor and Unending Resolve
drastically increases armor, hardening skin and making it so
spells can’t be blocked for a limited time. They also have a
spell that lets them water-walk or breathe underwater.

One of three Grimoires can be chosen for veteran warlocks.


Grimoire of Supremacy summons more powerful versions of
demons Grimoire of Service allows the Warlock to summon
a second demon for a brief amount of time, and Grimoire of More spells improve the number of targets the Warlock can
Sacrifice temporarily sacrifices a demon under their control affect at once, the power of the fear spell, and eventually
(or in the case of the battlefield enslaved demon, through absorbing the misery of others, improved spell
haste. Seed of Corruption saps a target from within with a
demon corrupted seed, before exploding outwards to in battle. In this regard, they’d find a stronger kinship with
damage a few squad’s worth. Haunt sends a ghost at a fire mages than warlocks of other disciplines—if not for their
target, who proceeds to try and slowly rip the life from a propensity to make use of magic deemed detestable by all
target while Phantom Singularity creates a giant singularity mage orders. The destruction warlock is well-versed in
over a 15 yard radius that sucks life from all in said radius. discharging a dizzying array of shadow, fel, fire, and chaos
magics upon opponents that rattle souls and conflagrate
bodies. They require little motivation for the havoc they
Demonology: By their very nature, demons are leeches on wreak, happy to revel in the destruction they cause—thrilled
the living universe—but the demonologist has mastered at any opportunity to watch the world erupt in discord
harnessing the power of these malefic beings on the field of around them.
battle. Warlocks harvest the souls of their defeated
enemies; those specialized in the ways of demonology use A master of chaos
this life essence to tap into the Void, pulling all manner of who calls down fire
abomination from the chaos of the Twisting Nether. While to burn and
such a practice is often considered by outsiders to be demolish enemies
wicked and reckless, the demonologist maintains absolute by combining
control over the summoned creatures. These malignant multiple magic
entities are fully beholden to—and empowered by—the will types- fire, fel,
of the warlock, until banished to the realm from whence they shadow and chaos
came. magics. In particular
they specialize in
While all Warlocks maintain fire spells. Many of
the power to summon them are designed
demons, Demonology is to either fully set a
distinguished by the ability target alight or even
to call forth waves of cause them to
demons to overwhelm the combust in flame. A
opposition, and also to Destruction
further empower the advocate can call
demons they summon. In down a rain of
battle they can very quickly molten fireballs, inflict a dizzying barrage of felfire at once or
summon packs of wild imps summon fel fissures on the ground. Chaos Bolt inflicts
via daemonic meteors that damage from all schools of magic at once, while
come crashing down on the shadowflame and felflame attacks mix up their attributes.. A
enemy (small meteors), Master of destruction spells can create giant unholy infernos
imps riding dreadstalkers, just as a mage could; only these burn your soul as well.
observers and even the
strongest of the daemons
like Infernals and Doomlords. They can also empower these ADDITIONAL FACTORS: A Warlock relies a lot on pacts
daemons with magic to make them hit harder and faster and rituals that drain its own life force to utilize. For that
while also drawing energy from daemons to empower their reason the warlock must constantly replenish himself with
own attacks. life force from enemies (or potentially allies) and health
stones, lest the rituals prove more draining on them
Important: While every other Warlock variant comes into resulting in a greater loss of control. For scouting, Warlocks
combat with at least one daemon, a Daemonologist will can summon a hidden “eye of Kilrogg” which can move
always arrive with a small horde of them with the option to stealthily across the landscape and serve as a short ranged
summon more as the battle goes on. These include swarms detector.
of imps, packs of dreadstalkers/vilefiends, floating eye
monsters known as Darkglares and even the mighty Eredar. ==COUNCIL OF THE BLACK HARVEST==
In addition to all of this one of their most powerful moves is Warlocks are ruled over by a great council of Warlocks,
tearing open a small hole in reality from which emerge a known as the Council of the Black Harvest. This now six
small horde of daemons, great and small. Their strategy is person council, comprised of Alliance and Horde members,
quite literally overwhelming the enemy with daemons. seeks to gain power through acquiring the methods of their
most unholy enemies, such as the Old Gods or Burning
Destruction: Warlocks who command the power of Legion, and then spread it through the ranks. Through this
destruction favor incantations of pure chaos and aggression
means Warlocks have learned to control more and stronger Daemonic Pets
daemons. See the Full profiles in the Appendix Section. Note, each
“One of the draenei was cut loose from the rest and shoved Warlock shall have at least one pet, with a few having
forward. His hands still bound, he stumbled a few steps on
several active at once. In addition, during Legion the
his clovenfeet, then stood erect. His face was impassive.
Only his slowly moving tail gave any indication of stress. organized Warlock order has shown the ability to create
The first shaman stepped forward, moving her hands and whole squads of daemons and send them independently at
murmuring slightly. The little creature at her side squawked their enemies.
and jumpedabout, then suddenly fire erupted from its
clawed hands to slam into the hapless draenei. At the same SHAMAN
moment, a ball of... darkness formed at the shaman's
fingertips and rushed toward the prisoner. It grunted in pain
as its blue flesh was blackened and burned from the small
creature's attack, but it dropped to its knees in obvious
agony as the shadow ball struck it.
Again the shaman muttered something, and flames erupted
from the very flesh of the tortured draenei. Where before he
had been stoic and silent, now he screamed in torment, his
cries muffled somewhat by the gag in his throat, but not
completely. He jerked and spasmed on the earth, flailing
like a fish freshly hooked, his eyes rolling wildly. Then he
was still. The reck of burned flesh filled the air. For a
moment, there was silence. Then came a sound that
Durotan had never thought to hear: cries of approval and
delight at the sight of a bound foe dying in helpless torment.
Durotan stared in horror. Another prisoner was slain for
"demonstration purposes." This one was beaten with a whip
by one of the fairer servants of the shaman, standing
transfixed while fire rained upon it, and darkness pummclcd
it, A third was brought forward, its magical essence sucked
out of it by a monstrous creature that looked like a deformed
wolf with tentacles sprouting from its back. Role: Elemental Control
"For the shaman!" cried someone. Max Range: Line of Sight
"No!" Gul'dan's voice carried over the noise of the cheering Preferred Range: Probably bow distance
crowd. "No longer are they shaman. They were abandoned Training: 4-7
by the elements—they will call them no longer and beg for
their aid. Behold those who have power, and who are not Shamans are spiritual guides and practitioners, not of the
afraid to wield it. divine, but of the very elements. Unlike some other mystics,
Behold , . . the warlocks!” –Rise of the Horde shaman commune with forces that are not strictly
benevolent, though all are sentient within Warcraft. The
Progression elements are chaotic, and left to their own devices, they
Troop: Warlocks learn fairly early on how to summon rage against one another in unending primal fury. It is the
daemons, and basic Warlocks might come to battle with call of the shaman to bring balance to this chaos. Acting as
imps, felhounds, void walkers or even succubi at their side. moderators among earth, fire, water, and air, shaman
They would know basic spells including the ever common summon totems that focus the elements to support the
shadowbolt. shaman’s allies or punish those who threaten them.

Elites: Elites can utilize more powerful spells that would be Shamans are deal-makers. They get their power from
incredibly dangerous for a novice , such as Dark Iron creating pacts with the great elemental forces, using their
Shadowcasters in Arathi Highlands summoning infernals. power in return to bringing order and preventing harm to the
elements. Style has nothing to do with a deal and in fact
Champions: See Council of the Black Harvest, Gul’dan, etc while some races treat the elements with respect others,
such as many goblins, treat their “customers” with thinly
veiled scorn and are not afraid of strong-arming the
elements into submission. The other races will only try this if
there is no other method, and for the most part ask, cajole
and barter in return for the elemental powers. How “just” case of the Goblins, it is out of a desire to acquire new
they view a cause and past honors the Shaman had customers! If the solid basis of the Alliance can be
bestowed upon them also play a role in this deal making. described as the Light/Elune, the basis of the Horde can be
The elements will usually listen, though if they are being described as the elements. The Mag’har and Highmountain
controlled by another power it becomes a battle of wills also have great control over the water. The Rivermane
between the first and the second shaman. Fortunately for Clan, a tributary of the Highmountain Tauren, is renowned
the kind shamans a bound element will join in against its for its use of water-based magic particularly ‘steaming water
oppressor as much as it is able to. totems ‘which heal and provide support to allies.

Shamanism is far more common among the races of the


Horde than the Alliance, however nevertheless it has
recently gained some prevalence among them. The Draenei
are a recent convert to shamanism, for the longest time they
refused to deviate in the slightest from their light-worshiping.
The Orc-led genocide on Draenor changed that, turning
them into the Broken (Kurenai) and, abandoned from the
Light’s embrace, turned to Shamanism in large numbers
before teaching it to their un-mutated kin. The Dwarves of
the Wildhammer clan have also sought to lead more
spiritual lives while the Dark Irons specialize in a mastery
over fire. Dwarves tend to be dedicated to elemental earth
and storm magic, drawing their power from the mountains.
Jinyu and Kirin Tor water speakers/tidesages respectively
also have great control of the water.

Pandaren Shaman exists in significant numbers, and, in


fact, have a unique, harmonic, outlook on the elements they
work with. Another albeit more recent ally of the
Highmountain are the Stonedark Drogbar clan, who use
their earth magic to quickly traverse underground tunnels
and who can create crystalline servitors to serve them in
battle. Furbolgs meanwhile mix Shaman and Druid, and are
some of the best of both despite their primitiveness.

LOADOUT: Unlike the Warlock or Mage, a Shaman can be


proficient at close combat, often using the sword/ax/mace
and shield combination. Daggers and giant two handed
In battle a Shaman, via his or her command of the mighty axes/maces are also options.
elemental forces, can command all four of them. They can
heal allies that get hurt, electrocute enemies at range, and DEFENSE: Shamans can generally choose to wear leather
deploy totems that instill a variety of effects. Some of them or mail armor, often in combination with a shield. This is not
can do great feats like mini earthquakes, infernos, great
hurricane-like winds, and giant tidal waves. Defensively they
might be able to (with enough time and sometimes effort),
convince elements being used by enemies to dissipate or
even disobey!

Racial Backgrounds
Due to their tribal background, Shamans are extremely
prevalent among the Horde or, specifically, the Western
Horde. Trolls, Tauren, Orcs and even Goblins all have
shamanic traditions dating back centuries, though, in the
including any magical buffs. ”A jagged bolt of it struck
the main wall, where
most of the guards were
posted. Mixed in with
that terrible sound were
a clap of thunder and
the screams of the
guards. Thrall blinked in
the sudden darkness,
but there were tongues
of flame still burning
here and there, and he
could see that the wall
was completely
breached.”
— Lord of the Clans
Page 86

Magical Applications

LIGHTNING: Via the shaman’s influence over the elements,


Erratic they were at first, but Thrall put all his urgency into
s/he can call upon them to aid him or her in battle. The
his plea. And finally they obeyed. A wind elemental took the
easiest learned trick is actually one of the best and that is
shape of a cyclone, picking up enormous boulders and the ability to electrocute foes with lightning. As the Shaman
hurtling toward Thrall’s foes. Gusts of air came to his call, gets better this can be upgraded to chain lightning, affecting
micro bursts that caught spread wings and sent their multiple targets at once. In terms of defense they can have
owners slamming into one another. Blinding snow swirled floating electrical orbs surround them, shocking those that
get close. It can be mixed together with ice to form a “frost
to envelop them, only to turn to boiling water that targeted
shock” that can also temporarily freeze someone in ice. The
open eyes.
Capacitor Totem binds electricity from the air and
— Thrall: Twilight of the Aspects. occasionally shocks foes around.
Former Horde War-chief Thrall fighting Twilight Dragons
Page 274 “Good, Kishok thought.
The nine dark shamans gathered their might. The earth
groaned. The wind howled. Kishok glared down at the fire
TOTEM: A totem is the primary tool used by a Shaman as spirit. "Banish the shadows," he commanded. "Leave her
an instrument of war. Characterized by their immobility and nowhere to hide. If you are even capable of that," he added
area of effect, the totems embody the Shaman’s mastery with contempt.
over the elements. Once placed standing on the ground, the The small spirit lifted a hand.
totem immediately activates. The only disadvantage is that Fire blazed in the sky. A giant ball of rippling blue flame,
it can be destroyed by a strong physical blow, cancelling perhaps fifty paces wide, hung hundreds of paces above
the effect (fortunately totems are small and many can be the ground. Even at such a height, the light was blinding.
carried on a person). There may be one totem of every Kishok shaded his eyes. The heat nearly singed his skin.
element active at once, though a very few can learn how to Such power... He had misjudged this little one. Spoiled and
change this. childlike indeed, but not without use.”
-g 4, Untamed Valley
Some Totems can be modified to absorb elements rather
than reflect them outward, in either to contain a terrible
force within. In this way the Furbolgs of Darkshore were FIRE: Flametongue boosts the Shaman’s weapons for 1-2
able to contain malevolent fire spirits and soothe them to hours, ensuring they do fire damage in addition to normal.
relaxation. Another totem could stop the immortal faceless Flame Shock immolates a single target on fire at range. A
ones from resurrecting, while yet another allowed a base to Searing Totem can be placed on the ground to attack a
be built with fresh air at the bottom of the sea. single target with fire. The upgraded version of this, the
Magma Totem, unleashes fire on all enemies within 8 yards negative spells that affect the mind such as fear or
of the totem. In a sabotage mission, a shaman once temporary mind control, but not permanent ones. Finally the
commanded a “living flame” to spread and burn the enemy Earth Elemental Totem summons an Earth elemental for a
camp. The ultimate and rarest version of this actually limited time to pummel down enemies. In lore some of the
summons a fire elemental to the battlefield, where it follows best Shamans can create mini-earthquakes to suck up
around and attacks the Shaman’s enemies for a limited enemies inside and then fuse together.
period of time. A master shaman can command huge
towering infernos.
“I am the Spirit of Air, Thrall, son of Durotan. I am the winds
that warm and cool the earth, that which fills your lungs
and keeps you alive. I carry the birds and insects and
dragons, and all things that dare soar to my challenging
heights. Ask me.”
— Lord of the Clans, page 75

AIR: Through calling upon the spirits of the air, a shaman


can direct powerful winds to smash into spell casters and
temporarily disrupt their casting, blast a melee foe many
meters back, create cyclones to lift enemies up in the air,
‘guide’ missiles to be more accurate, (if available) control
toxic fumes in the air, obscure a target in fog or ask the
wind to direct sand into the eyes of enemies. Windwalk
totem prevents movement impairing effects from hampering
the Shaman or anyone in his group while grounding totem
ensures that any one attack is redirected from the shaman
to this one totem. Stormlash totem empowers all allies in
the Shaman’s immediate vicinity with electricity power-ups.
The most powerful shamans can unleash hurricane force
winds and even mini-tornadoes!

“I am the Spirit of Earth, Thrall, son of Durotan. I am the


soil that yields the fruit, the grasses that feed the beasts. I
am the rock, the bones of this world. I am all that grows
and lives in my womb, be it worm or tree or flower. Ask
me.”

— Lord of the Clans, Pg. 75

EARTH: At a Shaman’s command a sinkhole might open to


swallow a foe up, boulders might be hurled at the foe or if
near a mountain a rockslide might suddenly occur. Specific
spells from the games include Earthshock, the most basic
Earth centric move, unleashes a large amount of bone
breaking force on a single target from afar. Stone bulwark
totem creates a minor force field around the shaman,
protecting him or her from minor damage. Earthgrab totem
results in roots magically rising from the ground and
ensnaring enemies in the nearby vicinity (10 yards).
Eathbind totem cripples the movement speed of everyone
around for a limited time. The Tremor totem removes
WATER: Shamans can manipulate water first and foremost include poison, and in the Tauren starting quest line totems
to form a shield of water, consisting of many giant globs were able to purify poisoned wells. As mentioned in Recon,
surrounding the person. They can, if they choose to, walk they have the ability to view things on a different plane, thus
on water. Healing Rain can fall upon them and their nearby gaining sight on a certain location beyond their own sight.
allies to heal them. In lore, the Shaman Thrall and Jaina (a Though rarer than a mage’s portal, static elemental gates
mage who was then manipulating the elements) showed can be set up that are both more stable than portals and
that you can create large tidal waves if you are skilled allow long distance transportation. Like mages, actual
enough, though very few could hope to do this. On the sentient elementals might respond to their requests, only
comparably smaller level a shaman can do all sorts of minor unlike the mage they may well be from any of the four
moves with water, including forcing it to go into someone’s elements instead of just water. Most are Ogre-sized, though
lungs or transmuting water into acidic or poisonous. The in one instance a shaman called upon small living fire to
Waterspeakers of the Jinyu can cause large columns of devastate an enemy camp.
water to swirl around the enemy and drown them, or create
a large bubble that floats up in the air many hundreds of “We are the Spirit of the Wilds, the essence and souls of all
feet before popping. A Frostband weapon makes it so that things living. We are the most powerful of all, surpassing
any weapon endowed with this magic deals frost damage
the quakes of Earth, the winds of Air, the flames of Fire,
and slows the enemy down.
and the floods of Water. Speak, Thrall, and tell us why you
think you are worthy of our aid.”
— Lord of the Clans, page 76

This spirit of life can grant the one it deigns to talk to, for it
does not talk to all but the most accomplished shamans,
visions of the past or future. It can serve as life detection on
a massive scale, for it comprises of all living things, and if
the Alliance/Horde is in a bind for finding natural food, it can
help them discover said sources should it be requested.
Shamans that can talk to the spirit of life can talk to the
great animal/species spirits as well and ask them for aid. In
one instance the Shaman asked for the Great Horse spirit to
convince all the spirits of the horses humans ride to rebel
against their owners. Trees can be asked to root
themselves around enemies to immobilize them (there is a
degree of overlap here between Shamans and Druids). That
said, very few shaman are able to call upon the Spirit of
Life.

“From the largest creatures on Draenor to a single,


seemingly insignificant grain of sand, he was keenly aware
that everything in existence was alive with a vital energy,
and that these energies were linked and dependent on one
another despite geographic location and opposing forces.
What was more, he could feel these energies as if they
were a part of him, which as he now understood, they
HEALING: Shaman healing is similar to Druid healing being were.”
gradual and working over time rather than instantaneously
like the Paladin or Priest, (however it’s still fast regeneration
“Then he felt… something. Something very different from
on the battlefield!). Healing Surge can heal a single
individual, whereas Chain Heal can heal four, with the spell the other elements. It felt immense: cold but not hostile.
putting emphasis on the most grievously wounded in the And in its presence Nobundo felt very, very small. Then, he
immediate vicinity of the Shaman. Healing Stream Totem felt this presence speak with a multitude of voices, both
heals allies around for a few seconds in small dosages. feminine and masculine, a harmonic symphony within and
all around him. Open your eyes.
MISC: The Shaman contains many spells for removing all
but the vilest of curses and magical effects. These can
Furthermore through their ability to bargain with the
Nobundo did. And again he experienced that sense of elemental spirits this can allow the Shamans in question to
disrupt enemy spells using shamanistic elements too. For
diminution, of insignificance as he witnessed a dark, never-
example if a tornado was swirling through the air down
ending expanse filled with myriad worlds. Some like
towards an Horde position, shamans could appeal to the air
Draenor, some great balls of ice and frost, some covered in spirits inside to stop their rampage. Whether the Shamans
water, some lifeless and barren. succeed in this task depends on the following:
And suddenly Nobundo understood… something seemingly — A. The degree of freedom in which the element operates
so simple, yet a concept that had completely eluded his under (something completely chained and bound vs.
relatively free spirit)
mind: there were countless worlds beyond. This much he
—B. How evil the elemental spirit is (the majority are
had known, as his people had traveled to many worlds neutral)
before settling on Draenor. But what Nobundo had failed to — C. The strength of the shaman in question and
comprehend was that the power of the elements stretched — D. the strength of the enemy spell caster. At the very
far beyond as well. Each world had its own elements, its least if the Shaman doesn’t wholly succeed s/he might be
own powers to call upon. able to reduce damage or slow the spell down. Multiple
Shamans working in tangent boosts success and as the
Manga Shaman shows elements working for a cold master
And there was more. Out here in the void was another will turn towards a kinder one for aid willingly if even given
element, one that seemed to bind the worlds together, one the slightest freedom.
composed of unspeakable energy. If he could call upon this Specializations
one—but he knew immediately that he was far too Elemental: Certain shaman have dedicated themselves
inexperienced at this stage of his journey to commune with above all else to forging a deep bond with the elements.
this mysterious new element. This was just a glimpse, a gift They have peered beyond the Elemental Plane, gleaning
of understanding…” visions of an ancient past where manifestations of volatile
energies once raged unimpeded across primordial Azeroth.
— Broken, page 4
Through careful study and dedication, the elemental
shaman is able to channel such power into destructive
They can turn into a
magical surges. Through the body of the shaman flows
ghost wolf to move more
bolts of lightning, as if from storm, and bursts of fire, as if
quickly. “Heroism” is a
from molten earth. They manipulate the land itself and
buff that increases the
summon spirits of earth, fire, and storm to their aid. To
combat and spellcasting
battle an elemental shaman is to taunt the very forces of
speed of all allies by
nature.
30% for 10 minutes. Hex
transforms a singular
Elemental Shamans focus on pure elemental power. At the
enemy into a frog. The
very lowest level they can increase their own damage,
best Shamans can
durability, and difficulty in disrupting their spellcasting.
command mixes of the
Range is also increased, and the Shaman can unleash a
elements all at once,
small, lightning storm around his person to blow back would
overwhelming through 3-
be assaulters. A skilled elementalist can hurl lava at a target
4 what cannot be
or increase spellcasting damage or healing. They can
defeated by one. In
summon in powerful elemental spirits to aid them in battle.
another instance the
The very best can induce a brief rage where they take less
Druid Malfurion (who
damage, summon very small earthquakes, or even (briefly)
nevertheless shared
turn into an Ascendant- the very embodiment of a given
many Shaman abilities)
element.
commanded the solid earth to absorb water to turn into a
bog, greatly slowing the enemy advance. Finally the
““The Kor'kron regrouped. Fresh attacks rained down
greatest of Shamans can actually become an elemental
around her. A tornado curved across the fields. Already her
spirit themselves for a few moments. Elemental Blast
lungs felt as if they were on fire; she had taken a single
unleashes a powerful bolt of elemental destruction on a
breath of the invisible toxic fumes the last pair had conjured,
singular target.
and now each new breath scraped her throat like
sandpaper. Jagged slivers of earth whistled past her head.
One grazed her neck, adding another small cut to the many
she had collected thus far.
Two more dark shaman stood in front of her. One of them Though it is possible to force control of the elements(which
raised a hand. She had no chance to dodge this time. A the group known as the Dark Shaman do), this is extremely
column of burning ash slammed into her. The force of the inadvisable unless the one doing so has complete control.
blast bowled her over, but the attack didn't cease. The ash Otherwise the elements will try to break free however they
poured down from above, tiny pebbles of fire, the sheer can, and even if that isn’t the case will attempt to aid the
power of it keeping her flat on the ground. Lyalia gritted her enemy in minor ways. For example in Untamed Valley the
teeth and covered her head, refusing to cry out. The searing Fire Spirit, when forcibly summoned by Dark Shaman to
rocks flayed her.” –pg. 5, Untamed Valley burn a hovel it did not want to, conjured a fire so bright in
the sky that it blinded the caster, allowing the enemy to kill
Enhancement: Intense communion with fire, earth, air, and two of their number in rapid succession. Later as control
water isn’t exclusive to the elemental shaman. In many waned these elements, in wrath, began to more directly turn
ways, enhancement shaman similarly bond with nature and their attentions on their oppressors. In addition as Warlords
leverage its power on the battlefield. What distinguishes of Draenor shows other, independent elementals from afar
them in their training—and in their connection with the will get angry at such slavery of their brethren and
elements—is their combat methodology. These shaman voluntarily assist those opposing the Dark Shaman.
favor empowering their physical attacks with elemental
energies and facing their adversaries up close. They don’t
shy from the frontlines, wielding magically augmented
weapons, potent elemental attacks, and totems that shape
the tide of battle.
Enhancement Shamans focus on totems and combat. They
can duel wield and charge both of their hand weapons with
lava or electricity. 2 Spirit Wolves can be summoned to aid
the Shaman who is both immune to any attempts to impair
their movement and attack enemies. A skilled Shaman can
increase the damage done with all elements. The very best
can increase the deadliness of all squad members around
them, become immune to any movement impairing effects,
and induce a state of rage within them.

Restoration: Some shaman find a serene affinity for the


restorative properties of water. These shaman do not
necessarily seek the Light or turn to the divine, yet they feel
a profound spiritual connection with the source from which
all mortal life took root. So strong is their connection with
water that the shaman is able to restore life and heal
afflictions. They balance this with a command of the other
elements, finding harmony in nature and purifying their
allies as a tidal surge washes across a sandy shore.
Essentially a Shaman dedicating his passions to healing.
Their healing spells are more effective and they possess
protection spells which not only blunt damage but also do
some minor healing. Water Totems can be placed on the
“The elements kept their bargain, and aspects of their
ground to further aid in this even down to the spiritual level.
nature were bestowed upon him. From Water he gained
Most curses and foul magics can be done away with in
clarity and patience: for the first time in so many years, his
moments. Some have a spirit link totem, which heals while
thoughts were unclouded. From Fire he gained passion, a
reducing damage suffered to the Shaman and allies.
renewed appreciation for life, and the desire to overcome
any obstacle. From
ADDITIONAL FACTORS
Earth he gained
Like Druids, Shamans are also extremely in-tune with the
resolve, a steel will,
wildlife, and can form pacts of assistance with them. As the
and unshakable
Draenei Shaman Nobundo notes, communing with the
determination.
elements often induces mental changes on the practitioner
From Wind he
as well.
learned courage
and persistence:
how to dig deep
within and press on in the face of adversity.” of course they are adept at healing their allies, even being
— Broken, page 4 able to bring some back (though rare). Druids can combine
their power over nature to rather ludicrous feats, such as
when Malfurion shot a wooden arrow into a demon and then
Progression causes it to grow into a tree while still stuck inside the
Troops – Normal Shaman troops can typically call upon the demon. As a Jack of All Trades, the Druid can serve
elements to make use of most basic spells, with lightning basically any role that the commander wants them too.
being the most prominent. They might have some totems at Druids are one of the most common of the classes too; due
their side or even an elemental. to the fact that for years nearly one half of the Night Elven
population was Druids. Taught in tradition originating from
Elites- These can make use of more powerful elemental the demigod Cenarius, there is perhaps none better at
spells and more powerful elementals. Many of the quotes interacting with the environment than this class.
above come from an elite class shaman.

Champions- See Thrall, Rhegar Earthfury, Nobundo etc. Racial Background

Night Elves produce some of the most experienced and


nearly numerous Druids in the Alliance (and all of Warcraft).
Worgen are among the most recent converted to Druidism
DRUID and have a natural learning advantage by already being
adept at shape shifting. The Kul Tirans also have a unique
branch of druidism that comes from the ancient
Thornspeakers (see Alliance profile) .

The Horde, too has numerous factions capable of druidism,


with the Tauren (both Highmountain and regular) the most
common. Darkspear Trolls have recently taken up the craft
while the Zandalari Trolls have a specialized branch that
have been in practice for years (see profile).

“Saurfang’s lips pulled back into a snarl. The power of


nature was not found in the swing of a fist or the slice of a
blade. It was found when a forest was rent to dust by fire
and yet returned in only a few years. It was found when a
mighty city was claimed by overgrowth after being
abandoned for a decade.
It was found in a thousand generations of predator and
prey, which lived and hunted by the instincts of their
ancestors.
In the hands of a druid, that power could be condensed
Role: Variable from centuries into a minute. In Malfurion’s hands . . .”- A
Max Range: Bow Good War
Preferred Range: Variable SPECIAL – NATURAL MAGIC
Training: 4-6 “The felbeasts charged through the enchanted forest, their
Mobility: 4-10 (some can fly) snouts raised high as the scent of magic increased. Their
hunger and their mission urged them on, the huge hounds
A Druid is a spell caster that has a particular affinity and
attunement with the call of nature, and thus answers its call.
snarling their impatience.
By far the most versatile fighter among Azeroth, the Druid But as one leapt over a fallen trunk, limbs from another
has a specialty that aids in nearly every conceivable role, a tree nearby bent down and entangled its legs. A second
jack-of-all trades being good at everything and experts at felbeast racing along a path found its paws sinking into
none. At range they can blow them away with cyclones at suddenly muddy earth. A third collided with a sprouting
lightning, or else use the roots and vines of the land for
bush filled with razor-sharp brambles that pricked even the
annihilation.
demon’s hard flesh and brought it immense agony. The
They can shape shift into a number of different beasts, forest came alive, defending itself and its master.”
ranging from the flying storm crow to the hulking bear. And — War of the Ancients: Well of Eternity, Page 126
near-sentient Raptors served as the Druid’s lieutenants.
“Two charged at Malfurion, the other after the unknown https://www.youtube.com/watch?v=RZ8QtLJUwiQ
archer. The Druid reached into his pouches again, then
tossed a small, spherical seed toward one of the oncoming
creatures.
The satyr drew back, letting the seed drop before him.
However, as the grin started to stretch over his face, the
pod opened and a burst of what appeared to be white dust
engulfed him. The satyr began hacking and sneezing to
such a degree that he finally fell to his knees. Even then, his
suffering did not ease.”
— War of the Ancients: The Demon Soul pg 176

At his suggestion to them, the necessary elements of nature


joined to assist his needs. A cool, tender wind caressed the
face of each guard with the gentleness of a loved one. With
the wind came the tranquil scents of the flowers
surrounding Suramar and the soothing call of a nearby
night bird. The calmingly seductive combination enveloped
each sentry, drawing them without their noticing into a
peaceful, pleasant, and very deep lethargy that left them
oblivious to the waking world.”
— War of the Ancients: Well of Eternity, page 87
Nature Whisperer: “Shutting his eyes, he relaxed himself
as Cenarius had shown him. Malfurion receded from the
Shape Shifting: Druids can actively shift their bodies into
world, but at the same time, he saw it more clearly, more
the likeness of animals, including large cat forms, bears,
sharply. He knew exactly what he had to do. All Druids in
traveling long distance as a stag or cheetah, aquatic
lore can speak to plants and animals for guidance or
creatures, and some can turn into Storm Crows for flight
assistance. Through nature news can relay fast, such as in
with a 10-foot wingspan.
Val’sharah where the trees spread along news of an
archdruids coming well before the archdruid had a chance
to meet with anyone else. Furthermore It is revealed
Nature Manipulation: As caretakers of the wild it’s natural
through Darkshore questing that Keepers of the Grove (as
that the Druid can call upon the environment for aid. Roots
powerful Druids) can, through a ritual, talk to and
can burst from the ground (provided there is plant life for the
communicate with the great spirits governing every species,
roots to grow) and strangle a foe, or even pull them deep
such as Grizzly Bears, and Nightsabers (though the more
below the Earth. They can induce calm in a target to put
sentient are harder to commune with).
them into a deep slumber, or make a few of their own allies
stronger in combat. The best of them can even “bond” with
one of their allies, sharing a limited amount of abilities
Portal Creation:
between them. Animal bonding can be counted among this,
“The shortest
and there are examples of Druids taming and working with
animals to annihilate the enemy. An example can be found distance between two
in the Firelands campaign Druids of the Talon tamed Fire points is one
Hawks, whose birth, growth and death cycle occurs in incantation.”
weeks. Taking advantage of the rapid generations these — Blaize Brightspark
druids used the powers of the birds to inflict massive
damage on the enemy. In the most extreme, desperate Portals are the ability
example many Druids pooled their energies together to to, via incanation;
command an entire legion of thousands of animals, all create a sort of
hailing from dozens of species, in the War against the wormhole that instantly links two points together. Some
Nightmare. They even established a hierarchy, where the Druids can do this to Moonglaide, their ancestral home,
returning there if they need to. It allows them to transport Specializations
allies into battle if needed, and in the Warcraft Legion quest Druids are split up into four specializations, with the all
Huln’s War: Reinforcements it even allowed Malfurion specializations knowing the basic moves from the others but
Stormrage to summon dryad spirits from the Emerald lacking in the higher end stuff.
Dream to assist in a war on Azeroth. As the Emerald Dream
contains the souls of many fallen nature spirits this can be a Balance: The elements that carve form into the universe
significant boost to manpower. are fluid forces of nature. Some beings seek to bend the
power of these natural elements to their will. Druids,
however, worship the protecting spirits of nature. Long ago,
Healing: “The secret of the tranquility spell is to call upon nature’s equilibrium was thrown out of balance, leaving the
that most peaceful, most caring part of Azeroth’s nature... world vulnerable to catastrophic events, including the first
of the Emerald Dream’s nature...” Druids are trained in the invasion of the Burning Legion.
arts of healing magic, for their order is technically meant to
By leveraging the sacred powers of the moon, the sun, and
heal and maintain the land rather than to kill. While the
the stars, balance druids access arcane and nature
Druid is not as good as a Priest, he can call upon the forces
magics—made more potent still through shapeshifting,
of nature to heal his allies, boosting their combat longevity,
when the spell caster takes the form of the moonkin—to aid
but is limited to one or a few members at a time. They are
in the fight against imbalance that threatens the natural
adept at removing taint from the natural world including in
order of all things.
the environment and wild animals and can force harmful
chemicals from their lungs before they might take effect.
By tying themselves to the Sun and the Moon, druids can
Given enough time (months or years) a single eccentric
call down harmful beams or balls of energy onto foes, which
druid can regrow an entire forest, even one tainted by the
are a mix of arcane and holy magic called astral or celestial
fel.
magic. Such magic can be called upon to purify and remove
Weather Manipulation: The Druid’s control of the fury of corruption, block enemy spellcasting, call down meteors of
astral energy or light the enemy up with a continuous beam
nature extends into weather too, with even a relatively
of pure energy. The most powerful move is likely Starfall,
novice Druid being able to use wind to whip an opponent
which summons a storm that rains down boulder sized
across the face or send back projectiles at enemies. An
chunks of astral energy on the enemy.
enemy deploys poisonous vapors? Summon the wind to
disperse it though as always this depends on the skill of the
Druid in question and the potency of the vapors. Lots and
Lots of Fire? As the Molten Front campaign shows, these
too can be dissipated with strong winds.

However the truly impressive feats are only capable of


masters. It is they who can summon cyclones to hurl enemy
individuals or a small squad high in the air or even
summoning a mini hurricane to scour a portion of the
immediate battlefield, albeit a small portion of it. Such a
storm carries with it gale force winds, lightning and
sometimes even mini-tornadoes. Furthermore summoned
mists can be used to obscure the enemy or themselves.
There are two weaknesses though: as the World of Warcraft
Feral Druids: Feral druids also seek to curb imbalance in
comic shows the Druid must “channel” the fury of nature,
nature. They observe the fantastic intricacies of the physical
and can’t do anything basically to defend himself other than
world and the delicate fabric in which all living creatures are
surrounding himself in a vortex. Second with the possible
given purpose. Whether on land or in the sea, in a lush
exception of Malfurion, who has that much control, they are
jungle or an uncultivated desert, death is part of the cycle
going to have to take GREAT care to not hit allies with such
which sustains life. Nature is an eternal dance between
a storm. This is easier to do with the small cyclone but
predator and prey.
much harder with the Hurricane.

As a shapeshifter, the feral druid endlessly pursues a


greater understanding of this truth. They seek a visceral
connection to the wild, and in combat take the form of a
deadly feline predator. Feral druids become ferocious, agile
stalkers—ripping, biting, and bleeding their enemies dry. Restoration: The many gifts provided by nature must
The forces of chaos are tamed by the druid’s primal fury. sometimes be reciprocated. Restoration druids seek order
in the world by tending directly to its many life forms. Friend
The emphasis of Feral Druids is on stealth, assassination to flora and fauna alike, restoration druids celebrate birth
and deadly melee capacity. They attack with deadly, often and growth. Where there is decay, they bring rejuvenation.
infected, claws and bite, just like the great cats whose forms Where there is abatement, they summon regrowth. Life not
they take. only needs protection—it needs nourishment.

“Ferryn heard a branch creak above them. He changed into To foster this harmony, the restoration druid builds a bond
a nightsaber with a single thought. His heightened sense of with the things that grow, gaining inspiration from the
smell led him to spring straight up toward the reek of goblin flower’s bloom, the seed’s sprout, the mushroom’s spores,
that almost made his eyes water. and the tree’s growth. Like nature, the restoration druid
perseveres through patience and persistence, the
The squat, ugly green thing wore little armor and no shirt; foundation upon which all life is built and sustained. They
clearly, he had relied on his skin tone for camouflage use this power to mend wounds and provide persistent
among the dense foliage. It was a bold choice, but it did not remedies that keep their allies from falling.
help him now. Ferryn batted away the assassin’s twin
blades with a casual swipe of his paw and ripped out the The Restoration Druid focuses almost solely on the various
would-be killer’s throat with his two long, sharp front teeth.”- healing spells, capable of healing singular targets or using
Elegy Pg 2 vast spells like Tranquility which heals everything in 40
Guardian Druids : Like their feral brothers and sisters, yards. They can also bless friends and themselves with
guardian druids attune themselves to nature through the other power-ups, like bark-like skin and the ability to
animal kingdom. They commune with the wild to understand temporarily cast spells without utilizing their own mana.
how life perseveres through adversity. They know that the They are capable of some offensive spells like Elune based
creatures who survive are often those built to best protect ones and they can summon a small tornado.
themselves and their kin. In this, the guardian druid finds a
deep and harmonious value in the steadfast—all the while
recognizing that sturdiness requires an aggressive stance
when danger comes near.

Taking the form of a great bear, the guardian druid


becomes a massive wall of fur, claw, tooth, and rage, aided
by the forces of nature, standing between allies and any
opposing threats.

Taking the form of the great bear, the Druid becomes a


massive wall of rage, fur, tooth and claw. They are aided in
battle by innate tenacity, thick hide, resilience and even
regeneration. ^ Moonkin summoning moonfire.
Later, in Legion, the Druids of the Dream discover the ability
to create “Dreamways”, a series of portals by which their
forces to use the Emerald Dream to cross Azeroth
extremely quickly.

Progression
Troop- Early on Druids typically learn how to shapeshift into
beasts and thus while many know some basic spells to
deploy the typical druid troop is probably going to be a bear,
cat or eagle.
Elites- These Druids have become far more skilled, can
ADDITIONAL FACTORS transform between forms easily and know many powerful
As emotions are felt as natural responses, some Druids are spells seen above.
powerful empaths and even telepaths, able to read the Champions – See Malfurion Stormrage, Broll Bearmantle,
emotions of their foes quite well. Mark of the Wild can be Cenarius etc
used to increase a target’s strength, agility, and intellect for
a limited time, being used in this manner in Stormrage to
help against the corrupted. -Druids have been used to call Mages
upon the blessings of nature to restore crops during a
famine. Though capable of calling upon the Emerald
Dream’s power directly to cure the land, druids generally
look at the long term and prefer to try and do so the natural
way, with some magical enhancement. For example they
might try and speed up plant growth, rain and insect
repopulation to make an area more habitable. For toxins or
mutations they might try and develop antidotes from
samples
However some druids are actually rather militant, and will
both aggressively try to heal the land, and seek out to
destroy those who harm it with extreme prejudice.

Weakness: Since Druids rely on the use of nature for their


power, they thrive most in the wilderness but wane in areas
such as constructed cities or a dry wasteland. In such
places they must either fight more creatively or try to
summon more powerful spells to conjure what is needed out
of nothing.

Role: Magical Support


Max Range: Line of Sight
Emerald Dream: Druids spend a large portion of their time Preferred Range: Probably bow distance
in the Emerald Dream, a Spirit World alternate dimension Training: 4-7
created by the Titans which shows what Azeroth would look
like if no intelligent life ever walked it. It is the epitome of Students gifted with a keen intellect and unwavering
nature and as such Druids often help the dragon aspect discipline may walk the path of the mage. The arcane magic
Ysera guard it. Unfortunately it is under near constant available to magi is both great and dangerous, and thus is
assault from literal Nightmares and malevolent spirits, revealed only to the most devoted practitioners. To avoid
forcing Druids to spend more and more time there to defend interference with their spellcasting, magi wear only cloth
it. Recently pacified, Druids have experience against all armor, but arcane shields and enchantments give them
manner of horrors and strange, twisted environments. Some additional protection. To keep enemies at bay, magi can
Druids in lore can also become greatly resistant to the summon bursts of fire to incinerate distant targets and
effects of physical pain as their souls are partially cause entire areas to erupt, setting groups of foes ablaze.
submerged in the Emerald Dream. The Emerald Dream and Masters of ice can command blizzards that tear into flesh
Ysera serve as a strong source of Druid power. and limit movement. Should enemies manage to survive
this assault, the mage can shrink them into harmless sheep Other races, such as Pandaren, tend to have a rare Mage
in the blink of an eye. population.

Powerful magi can even generate enhancements and


portals, assisting allies by sharpening their minds and
transporting them instantly across the world.
A mage is a specialist who chooses to focus on the different
branches of magic, particularly arcane. Mages are often
physically weak but high in intellect and ambition, setting
them aside from more traditional and respected paths of
Paladins or Warriors. Indeed some hold the Mage in a sort
of taboo thanks to their choices in harnessing the
mysterious arcane branch of magic, however not even
these detractors can deny the immense influence mages
have on the Alliance and Horde.

. Though weak in physical attack power and armor (only


wearing cloth that is, at best, enchanted!) it can be said that
Loadout: Mages may come with wands, staffs, one handed
a mage has a trick for every situation. At range they blast
swords or daggers for weaponry, most of which have
enemies with pure arcane might, freeze them with frost
magical attributes that boost their power slightly. Melee
spells or roast them with mastery of fire. If the enemy still
combat is not something mages are usually good at, and
continues to charge they can cast “slow” to stall their
thus they will avoid that if they can. For armor they wear
advance, then teleport a limited distance away. If the enemy
extremely light cloth armor, though this can be enchanted to
is a spellcaster they can interrupt cast spells or even silence
be a powerful defense. One particularly powerful archmage
them completely. For this reason Mages are often seen in
(Rhonin) enchanted his to fend off arrows shot at him,
the rear of armies, pummeling enemies.
weaken certain elemental attacks or just provide far
Logistically, the mage can help by conjuring food and water
superior melee defense.
out of thin air. Portals can be created to bridge continents or
even worlds! Teleportation can be used on entire armies for
the greatest archmages.
SPECIAL – SCHOOLS OF MAGIC
There are three specializations to be found within the
Racial Background Destruction section. Many spells within this have “cool
downs” or brief second-minute periods where they can’t be
re-cast to prevent spamming. However these cool downs
Humanity is by far the most prolific user of the arcane of
only apply to a specific spell, and the mage has such a vast
either the Alliance or Horde main races, courtesy of the
reservoir of different attacks that it is effortless to mix them
mighty mage city of Dalaran. Gnomes, Worgen, the Dark
up.
Iron clan of the Dwarfs all follow humanity in ensuring large
numbers of their populace follow the arcane, while the
Expect a huge variation in the amount of spells learned,
Highborne Night Elves and the High Elves both have
with only the true masters knowing absolutely everything.
magical traditions going back over ten thousand years. The
Most will not know everything; they may be a jack of all
ancient Draenei are more studied still given their ancient,
trades or a master of one but forgo the others.
arcane past, however most have decided to take up the
light. The Lightforged Draenei, Void Elves and KulTirans
Adjuration: The study of protective magic. The very basic
also make heavy use of mages.
spell is that of the mana
shield, which uses a
On the Horde’s side, the Blood Elves and Forsaken- the
mages own mana to form
latter former humans-are heavy practioners of the Arcane,
a protective barrier
with every other Horde race save the Tauren (both
around them, but is used
Highmountain and regular) making use of sporadic mages,
only with the experts of
but without the traditions. However, the heaviest hitter on
magical craft, with the
the Horde side is probably the Nightborne, who have
most powerful reserved
maintained an arcane society for over 10,000 years and
for the Archmages. The
kept the magical abilities of the Old Kaldorei Empire.
very best shields of the
Archmages can cause
projectiles to rebound
wholesale on an enemy (even magical spells!), fend an skin tearing water(possibly scalded) at foes.
avalanche of many tons of rocks collapsing on it for several
minutes or fend off against the extremely hot magma breath Destruction: Quite simply, direct-damage, using anything
of Deathwing himself! They might also be expanded to from fire to lightning Bolts. Arcane, Fire, and Frost are
cover wide areas, such as the Sky-mages of the Skybreaker notable subsets of this field. Many wizards choose to
gunship being able to cover the entire ship in a force field. specialize in one of those fields.

Ward spells are quick incantations made to protect against “He pointed, and Danath made out splashes of color all
a certain form of elemental magic, for example a fire ward along the walls. Men and women stood there clad in violet
against fire spells. A series of elemental armor spells were robes much like Khadgar’s own. The Archmage nodded
invented to aid the traveling mage in the unfortunate case then, and all the magi raised their hands as one. Danath felt
that he or she might be attacked. These spells require far his hair stand on end, and heard a faint hum. Tean lightning
less raw energy to cast than a mana shield and are more arced down, destroying the first wave of orcs and scattering
easily maintained over time, but lack the raw potency of the many of those behind them. — Beyond the Dark Portal,
mana shield. Rather than stopping an attack completely, a page 33
frost armor spell might simply decrease the effectiveness of
the assault. Same with Molten Armor. The more advanced -Arcane: Mages of the arcane are diviners of secrets,
armor spells grant other benefits - for example, the potent balancing the ebb and flow of incredible mystic energies.
mage armor spell actually assists the caster in regaining Unparalleled skill is required to manipulate the volatile
magical power more easily. Some of the most advanced forces of the universe. These practitioners push their
shields I have seen have come from the Highborne, such as magical knowledge to its very limits—often to the brink of
the creation of a fire shield that both moved as its user their own exhaustion, and at great risk to the world around
moved and burned all who attempted to enter it. Others can them. Those who master this craft are capable of releasing
reflect the elements back at the caster. a barrage of unrelenting power upon their enemies, drawing
upon replenishing energies to maintain their assault for as
“Orgrim selected the one he would next kill and raced long as the battle demands.
toward the warrior, a female who had no weapon but who The art of blasting foes with pure magical energy is one
was wreathed in pulsating blue energy. long appreciated by the
Orgrim grunted in surprise as the Doomhammer struck die mages of Kirin Tor. The
field and bounced off, the shock shivering up the weapon effects of arcane magic
into his arms and jarring him to the bone” – Rise of the are so incredibly varied
Horde that they are almost
random, such as burning
alive from the inside,
Conjuration: The study of summoning both creatures and being remolded from the
objects, including the best-quality food and drink. They can inside entirely, turn
use this to create mana gems, which can replenish magical opponents into glass,
energy. They can use Conjuration to bind opponents or freeze them etc. All
slow them down with magic-made objects, or summon invariably fatal. Though at
weapons out of thin air. The most-used method of first only able to be used
Conjuration tends to be against a single target,
summoning elemental more powerful mages can send blasts in all directions
powers (mostly water) to around their person. Specialists can send barrages of
freeze or flood arcane arrow-like projectiles at opponents, or else use
opponents. For arcane explosive like charges. Masters can speed up
example the Silver spellcasting or power in either themselves or an ally. Some
Covenant, in assaulting arcane specialist mages would have a small arcane orb-
the Isle of Thunder, was about the size of a baseball- following them that intervenes
able to create and and shocks enemies in combat.
manipulate mini tidal
waves. Many mages
can summon Water “A tiny globe of fire shot from Belo’vir’s palm into the
Elemental minions towering behemoth, penetrating its blanched skin and
(about their size) to help exploding deep from within. The monstrosity’s eyes rolled
them in battle. These back as it toppled, shaking the ground with its fall.” – Blood
creatures shoot blasts of of the Highborne
The best fire mages can create literal mini-fire storms to
decimate small hordes, summoning small comets of fire.
Ambient fire can be manipulated; even the fire within the
Burning Legion can be turned against itself. But perhaps the
most terrifying is implanting a fiery seed inside a target,
which rapidly does more and more damage until it turns the
target into a living bomb! Once the target dies or the effect
ends, it causes the target to explode outwards, incinerating
any around them.

-Fire: While any worthy mage is an unparalleled expert in


the use of magic and heavily dedicated to their craft, those
who master the forces of fire tend to be a little more
audacious than their peers. If a threat stands before them,
the answer is always to neutralize it in a glorious blaze. A
lifetime dedicated to the study of fiery forces only fuels their
pyromania, and these mages take pride—even pleasure—in
igniting their enemies in wild bursts of flame. Mistake their
affinity for watching things burn as a lack of self-control at
your own peril.
-Frost: Frost mages stand apart from their colleagues, in
A Mage’s skill in this ranges from simple fireballs to that their chosen school of magic focuses on maintaining
massive, towering columns of fire or infernos for the very supreme control over the capabilities of their enemies.
best of them. The fireball can be pretty huge if the mage Mages who command frost perform chilling displays on the
chooses to specialize in fire, being described as a “boulder- battlefield, rendering foes immobile as they bombard them
size”. Some of these specialists can literally breathe fire like with ice. Often, the blade never reaches the caster before
a dragon, hold their arms out to act as a continuous the bitter cold takes hold. The frost mage exudes frigid
flamethrower, create walls of flame, or throw molten power as icicles form around them, foreshadowing the
armor around themselves. They can even make enemies wintry demise of those who stand opposed on the field of
combust from the inside. Heat of the fire can range, battle.
depending on the skill of the user, in such intensity that it
disintegrates the enemy upon contact (barring powerful Rhonin sensed the bitter chill overwhelm the warlock.
armor or durability of course!). They can increase their The Eredar stiffened, turning a pale white. His
speed and absorb some of the damage levied against them. expression contorted, freezing in mid-agony. One of the
Fel Guard bumped the warlock. The frozen figure
toppled, striking the hard ground with a
harsh crash and scattering bits of iced demon over the
battlefield. – War of the Ancients: Well of Eternity

“A great patch of the surrounding sea, encompassing the


Neptulon’s Bride and all three of the Bloodsail Buccaneers’
ships, had turned to ice....”

“To say it was a battle would be an exaggeration; the word


that came to Li Li’s mind was “rout.” The four magi were
untouchable. With flicks of their wrists, they sent flying
bolts of arcane energy so pure that all the fur along Li Li’s
arms stood straight up on end.

The Buccaneers were unable to so much as lay a finger on


any of the powerful magi. The pirates slammed into the
deck and the masts, and were thrown over the railing to
skid across the ice. The ones with any sense at all ran,
slipping and sliding back to their own ships to cower below
decks and wait out the storm. Around the Neptulon’s Bride
the sky resembled a spectacular fireworks display, colorful
bursts of light exploding and showering upon anyone who
dared attack Ansirem or his comrades.”

Quest for Pandaria

At the most simplistic level, Ice mages can unleash spells


that freeze an enemy in place, trapping them in frostbitten
ice as biology or unleash deadly, piercing ice bolts ranging
from air to spear sized. It is possible for skilled mage to In Nagrand ice mages were used tactically to freeze the
freeze a target solid, then shatter them or use ice armor entrances to cave systems where Warsong Wolves kept
around themselves to improve durability. Arguably the most pouring out of. The very greatest example of a normal mage
famous move of skilled Mages is calling upon a mini- using ice was when an Archmage froze a small pirate fleet
blizzard storm to break an enemy force with sharp icicles or together in the middle of an ocean.
cause small comets to rain down on their heads. Frost
bombs can be magically placed inside a target whereupon All Ice spells slow enemy movement speed (courtesy of
after a time they will do a mini explosion outwards while frozen muscles and joints). Ice specialists can summon
frost orbs spin violently once unleashed, showing out deadly Water elementals to help them.
icicles in all directions. Frostjaw freezes the jaw shut of a
target for a limited time, preventing oral spellcasting. Ring of Other Elements: The manipulation of Earth and Air has
Ice surrounds the mage in an icy ring that will freeze most been shown in such circumstances as melting the Earth
melee foes trying to cross it briefly. beneath an enemy’s feat or blowing away oncoming arrows.
“Arthas gripped Frostmourne, and an invisible blast . In one example in Warlords of Draenor, a mage named
exploded outward, flash=freezing everything in the Serena could summon a vortex of energy to whisk away
immediate vicinity. Iron Horde catapults once close enough.
Though Liadrin was not frozen, she felt the sting of the
blast on her skin. Anasterian stood immobile, his body Divination: Divination is the school of magic dedicated to
covered in an icy patina.”: -Blood of the Highborne gathering information. Powerful divination can allow the
mage to see targets from a great distance, or even view
what may normally be invisible (thus serving as a detector).
One of the most common uses of divination magic is
scrying, which is the art of seeing something that may be far
away - perhaps even on another plane of existence.

Illusion: Illusion is the art of deceiving reality itself. The


mists of illusion can make a mage invisible or inaudible to
the world or twist the image of a location into something
entirely different. The spell of invisibility is among the most
integral in a battle mage’s repertoire, as the mage will often
find him/herself in dangerous situations and in need of a
quick method for a strategic retreat. Illusions can also be
used to deceive a mage’s opponents into thinking that you
are elsewhere, or even trick enemies into fighting each
other. In the Manga version of Mage the young Aodhan
managed to recreate a whole illusory army of mages,
momentarily stunning his pursuer, who then laughed it off Theramore.”
upon realizing what the young apprentice had done.
Unfortunately for the pursuer the illusion of Archmage Another aspect of transmutation is blink or
Rhonin was not actually an illusion. Mirror Image is one teleportation. The most basic teleportation spell is blink, and
such illusion spell, creating three illusions of the caster it remains among the most useful. Blink can be used to
which all mimic his or her movements. quickly escape a foe - or save a mage who has accidentally
fallen off a cliff. It is short ranged teleportation only however
This can be used strategically, as mages or illusory artifacts the spell itself is apparently smart enough to recognize and
have been used by some to take on the appearance of adjust for obstacles in front of it. As the Manga ”Mage”
other races. In Azshara the Horde actually foiled an attempt shows it does not necessarily require line of sight to do,
of the Alliance to negotiate with the Furbolgs by taking on however this is an extremely foolish thing for a young mage
the appearance of one of the Night Elven ambassadors and to do that as often than not results in terrible accidents. It is
then being as rude as possible. possible in theory to do as a skilled mage, and in Warlords
of Draenor a mage named Serena teleported over a wall
before reading off a scroll of Teleportation to summon small
squads in.

For Rules involving this spell, see here. Regular


teleportation to far off cities or lands is quite possible so
long as the mage has a familiarity with said lands. This
could help slightly in logistics, as a mage can teleport
somewhere; fill his or her bag with supplies, than return.
Alternately several Dozen mages working together (or Jaina
Proudmoore, see Hero Profile) can teleport entire sections
of their own army up to the size of their own city
somewhere. In Warlords of Draenor when the Orc Chief
Nerzhul tried to cave-in Khadgar’s forces the archmage
Transmutation: Transmutation is the art of manipulating teleported himself, an Alliance/Horde strike force and
time and space. Polymorph is by far the more common numerous prisoners out in moments. In the assault on
application of this type of magic. It is the ability to turn a Silvermoon in the Third War, High Elven mages went about
being into something else, most commonly turn a sentient the city teleporting both civilians and soldiers to their
being into a more easily killable sheep! Another case, seen protected isles whenever they could. Though they didn’t
in Azshara, transform the victim into a cockroach which can succeed in rescuing everyone from the Scourge and
then be stomped. Though shapeshifters can simply morph certainly didn’t replace more conventional means of
out of the spell easily and sufficiently powerful magical evacuation (ships) they did teleport away a great many of
beings do have a degree of magical resistance, most the nascent Blood Elf race. As an absolute high end feat,
enemies will have to put up with a grueling couple minutes the six archmages of Dalaran working together can teleport
as a harmless sheep. Depending on how rude the being’s the entire city across the planet!
allies are this may result in the hapless sheep getting eaten
by his or her own side! However there are some rules a Enemies can in fact be teleported however it is a far more
Polymorph must follow, to be found here. Size manipulation difficult task to attempt than allies. This is because the
can apply to other objects, as an example where a powerful mage needs to have some sort of link with the enemy (in
mage throws a stick at an enemy only for it to turn into a Cycle of Hatred, telepathic) and the enemy can attempt to
lance midair. fight off that link with their own will, while allies generally
assent to it(making it easier). They would also likely need a
line of sight. However it can be done and in Warlords of
“Jaina, for her part, muttered an incantation in a language
Draenor a mage once teleported a corrupted mage away
known only to mages, than took a deep breath. Her from her place of power to defeat her on neutral ground. As
stomach felt as if it were being sucked out through her mentioned by a Nightborne telemancer in Legion it is, in
nose, as the butte, the airship, Thrall, and Razor Hill shifted theory, possible for him to teleport the enemy to ‘Depths of
and altered around her, growing indistinct and hazy. A the Great Ocean’. Both teleportation and portals would be
moment, and then everything coalesced into the familiar exhaustive however teleportation, especially en masse,
even more so.
surroundings of her chambers on the top floor of the
largest of the castles that made up the tallest structures in Portals represent a unique strategic advantage of all
Azerothian Factions and shall be detailed at the end.
turned it back on its creator.
Spells that manipulate time also fall into this category. The The demon gaped as his skin slipped free of his body. His
ever-popular slow fall spell is an excellent alternative to fanged mouth stretched in an inhuman cry and
falling to your death (and much more reliable than Blink at his gaze turned toward the wizard.
this function). More advanced practitioners of the arcane It was the last act by the warlock. The demon’s mouth
arts can also learn a spell that slows the movements of their continued to stretch, but only because nothing
enemies. But the most advanced can actually speed up now held the jaw bone tight. For the briefest of moments,
time around themselves and a select few allies, making the fleshless figure stood there…then the
them attack and cast spells 30% faster on the battlefield for skeletal remains collapsed in a pile that disappeared
a limited time. A very select few can actually, though this beneath the endless wave of Fel Guard.” – War of the
spell has a huge “cool down” time return to a moment Ancients: Well of Eternity, a extremely powerful example of
precisely 6 seconds in the past, evading death that might the spell ‘Counterspell”
occur in those 6 seconds!

For equipment the Scrying Stone is a somewhat popular


tool. They seem to have different effects such as scanning a
nearby area for hints of demons or other enemies, detecting
sources of magic, or, in the case of Night Elf mages,
allowing two-way visual and audio communication across
continents.

Misc.: A mage is often a duelist, and if he is aware of what


type of spell the enemy is using he can deploy a quick
counter spell, silencing the target briefly (preventing spoken
incarnations) and preventing the target from using another
spell of that type for a limited time. Some of the best can
even turn said spells back on their opponents! Arcane
intellect can actually raise the intelligence of the one it is ADDITIONAL
cast on, and in lore it’s said most master works of literature FACTORS
were written under the influence of this spell. They can
remove magical curses upon themselves or allies,
depending on the strength of said curse. Skilled mages can
read minds (though only if the enemy has a calm mind) or
read the magical auras of certain items to get information
from. They can also hold magical dream conversations.
Thanks to their study they are exceedingly good at
detecting various undisguised magic or magical creatures,
such as ghosts or wraiths. Finally they can steal enemy
“buffs” (spells designed to raise a certain attribute like
speed, agility act or weapon/armor power) and apply it on
themselves. Though only one at a time.

A complete listing of spells is nearly impossible to describe,


for there are many examples that don’t fit anywhere else.
Like the time Rhonin solidified the air over someone,
causing them to be literally crushed by the sky. Minor Weaknesses: A foe able to deploy magical dampening
Telekinesis is another example, with an example in lore fields can pretty easily hurt them. These fields make it
being when Night Elf Illidan Stormrage, pinned by a progressively harder for magic to be cast, which would hurt
demonic felhound, managed to kill the beast with a sword the novices and force even the powerful mages to put more
directed from several meters away. A major example would effort into their spells. Another weakness is dehydration, as
be when one wizard seized a whole mini volley of arrows hydration is essential for spellcasting, and the act of it
midair and turned them around on their casters. rapidly dehydrates them. That said as a mage skilled in
conjuring can pretty easily conjure a nice cool glass of water
“He watched the warlock cast again, but as the latter let if they wanted to; this is going to be a hard weakness to
loose with his dark spell, Rhonin usurped it, exploit. In exceptionally rare cases a mage has such control
over spellcraft that said spell can be directed to target knife in their ribs. Then take the equipment and turn it on
certain enemies and ignore friendlies, however this amount Theramore itself!” — Malkorok’s orders to his rogues.
of skill is exceptionally rare even for master wizards, and
most spellcasters need to make sure they don’t hit friendlies Rogues have served every mortal army, everywhere, for
with their area of effect spells. Though persistent spells can just about as long as war has existed. Though some might
stack a mage can only really cast one at a time, so it’s a fair have loyalty or fondness of a particular group (or else
possibility for a mage to be overwhelmed or hatred of another), most are drawn to the coin purse which
outmaneuvered. For many, many years mages faced is the most effective method to convince them to fight. They
widespread distrust by various groups and while this has are the assassins, saboteurs, spies and more of the force,
abetted for the most part, some distrust remains. Finally serving a hugely variable but mostly unseen role. When in
there is their already noted weakness to close quarter combat it’s in the rogue’s best interest to kill as quickly and
attacks—a mage will not fare well in melee. efficiently as possible. They have the mysterious ability to
hide themselves even in battle, aiding them in getting close
to the enemy unseen. With knowledge of general anatomy
Progression that sometimes exceeds many doctors the Rogue will pierce
Troop- The manga series provides a pretty good showing a vital organ when the time is right, killing his or her enemy
of what an average Warcraft mage would be like. By the in a single blow and escaping before the body falls to the
time they end training they must master focus, utility spells ground. Poisons are prepared and applied indulgently onto
such as blink and levitate, as well as combat spells in the all weapons.
arcane, fire and ice fields.
Elites- See Kirin Tor, but would know the majority of the Though the Rogue doubtless prefers small time jobs, they
spells above. are nevertheless capable of fighting in both small and large
Champion- See Jaina, Khadgar though they represent the battles. In the former they are often the ones in ambush
high end of mortal mages. even from behind. In a pitched battle Rogues will be
ordered to sneak behind enemy lines to destroy siege
weapon teams (and sometimes even capture and use said
siege weapons against the enemy), flank foes and pick off
certain individuals that are particularly important, all utilizing
ROGUES their legendary stealth capabilities. Even when not doing
this they can sneak into the fray and backstab those too
focused on the battle to notice them. This sneaking seems
to be a very similar mechanic to a Night Elf’s Shadowmeld,
where a rogue actually becomes one with the shadows
allowing for great stealthiness. However this is a poor man’s
cloaking, and certain detectors can see through them,
footprints show up, and someone looking directly at them
can see them faintly over a few yards . Essentially, they are
translucent rather than transparent. That said, actual
invisibility spells and potions do exist.
“His quarters were dark as he entered them, illuminated
only by the light of the moons "You got my message,"
Anduin said aloud as he lit a single candle and looked
around. The room appearad empty, but of course it wasn't.
A shadow that had seemed perfectly ordinary a moment
earlier shimmered, and a familiar lithe frame stepped into
the faint light. "I always do," said Valeera Sanguinar.”-
Before the Storm

Role: Irregular, assassins, saboteurs, spies, agents


Training: 4-6 Racial Background
Mobility: 6-7 Every race except Tauren and Draenei can become rogues
Max Range: Bow/Gun in game, though both of those races do have specialized
Preferred Range: Knife to back branches of rogue-esque organizations, like the Rangari
”Those of you who are clever at stalking and murder- go and the Longrunners respectively. Of the allied races
now. We will draw their fire. Creep up on those Alliance neither Highmountain Tauren nor Lightforged Draenei
worms that hide safely behind their technology, and put a deploy rogues however everyone else does. There are a
number of rogue organizations in Warcraft however the
most effective is undoubtedly the human SI:7.

SPECIAL
Becoming a Rogue demands that the user has some
naturally sneaky and sly traits, all of whom will have some
knowledge with poisons. As their skills expand, they
become good at setting and detecting traps, stealth, spying,
LOADOUT: Rogues occasionally use the ranged weapons and assassination.
familiar to Hunters, with the SI:7 fielding units of
professional assassins using sniper rifles but have a Rogues tend to follow one of three specializations.
stronger preference for getting up close. In fact Spec Ops
organizations such as the Rangarai and SI:7 are noted for
their deadly marksmen ability. However outside of these
organizations the most common weapons are knives and
(less-
commonly)
shurikens,
most of which
can be thrown
in a hailstorm
of fire. Such is
their nature,
all of their
weapons are
poisoned if
possible. Bombs of all sorts such as Seaforium and even Assassination: One of the favorite tools of the assassin is
Tactical Mana bombs are common among the professional a pair of daggers coated with vicious poisons. The damage
spy organizations. For melee, Rogues prefer one-handed they inflict is deceiving at first—the initial wounds often
swift weapons, duel-wielding them on occasion. Using these seem survivable, even superficial. Then the toxins set about
weapons they prefer to end the fight as quickly and their business. Wounds don’t close, and blood loss
efficiently as possible to avoid taking damage. Each blow is continues unabated. Assassins begin their work stealthily,
a precision-aimed attack at a vital organ, and all are dirty choosing their targets and methods of engagement
fighters, aiming for eye stabs, groin shots, and joint carefully—but once committed to a course of action, they
destruction. Vanishing powder and smoke bombs may be stick to their target until the job is done rather than
used to aid further in escape. disappearing into the shadows to avoid their quarry’s blows.

DEFENSE: Rogues are usually seen wearing light leather. An Assassination Rogue is a vicious killer typically armed
In addition they are experts at dodging and evading, which with an incredible assortment of poisons, some of which are
aids them more than actual armor in their up-close clearly magical. For example, they have poisons that can
encounters. Some carry crimson vials filled with leech vitality from the target to empower the rogue or
regenerative liquid. poisons that numb the mind to disrupt spellcasting. Other
poisons include paralysis poison, poisons that cripple the
enemy in combat, cause horrendous pain, prevent a concealed pistol, catching the enemy by surprise with a
regeneration or are simply deadly. They are also masters of quick blast.
finishing, precise moves like kidney shot, crippling blows,
disembowelment, hemorrhaging or stealthy garrote wires. Imagine swashbucklers or pirates. Armed with melee
weapon and pistol (or potentially another fast firing short
“He was perched on a branch seventy feet off the ground, ranged weapon) the Outlaw rogue specializes in melee
motionless, waiting. He had taken position in the tree trunk’s combat, only using stealth (if at all) to conduct the initial
shadow and employed a touch of the other Shadow to make strike. In combat they fight cheaply, using blinding sand,
himself truly unseen. entangling grappling hooks, crotch kicks and sudden pistol
One hand held onto the tree. The other held a dagger, but shots in a melee fight. Some masters can pull off
when he saw the druids coming, he put it away. The time for supernatural stunts, like leaping high in the air to assault a
close‐up work would come, but he needed to get the night foe or having ghostly cannons fire on the enemy. A few
elves on the ground first. invest in matters of persuasion, using parlaying tactics and
They were only seconds away. Lorash let go of the tree and bribes against foes that will listen.
crouched on the branch, balancing on the balls of his feet.
He reached into his sleeves. Two shurikens—poison‐tipped, Subtlety: Subtlety rogues are the masters of the shadows,
their metal scuffed and dulled so it would not reflect the and they strike unseen. They don’t have the lethal poison-
moonlight—fit snugly between his index and middle fingers. tipped daggers of the assassin or the brawling prowess of
The sabers’ eyes gleamed in the dark. He could see each the outlaw, but their acumen on the battlefield and ability to
tusk jutting from their mouths, each feather on each bird. hide in plain sight are unrivaled. Some claim the art of
One of the sabers leapt past him. His head turned, looked subtlety looks like malevolent shadow magic—but no matter
straight at Lorash. And the druid kept running. The blood elf from where their power is derived, these rogues are capable
could not keep his mouth from twisting into a grin. of performing devastating assaults on their enemies,
Half of the druids passed him in the same way before he slipping away unharmed to strike again without detection.
struck. His wrists rotated. His hands opened. The shurikens Most rogues train their entire lives to learn how to walk in
flew. Two of the birds shrieked, flapping their wings the shadows—subtlety rogues were born there.
erratically as the poison went to work. One slammed into a
tree trunk with a sickening sound, and the other spiraled The Subtlety class most closely resembles the stealthy
toward the ground.” – A Good War aspects of the ninja, though without the advanced poisons
or deadly knowledge of anatomy that the assassination
rogue has. Their mastery of the stealth borders on the
supernatural, and they can, in fact, use Shadow energy to
magically enhance their weapons for vitality stealing
damage.

Outlaw: Outlaw rogues are the unscrupulous scoundrels of


Azeroth. Operating outside the law, they bend the rules and
distort the truth to get what they need. While they share
plenty in common with other rogues, these outlaws have
little use for tact or discretion, happy to engage in a tavern
brawl or spontaneous duel, rarely patient enough to wait in
stealth for the opportune time to engage. To survive in such
a world, outlaws must become master swordsmen in toe-to-
toe combat—and they can’t shy away from fighting dirty. If SABOTAGE: Though not part of their move sets nor
blade fails to cut too deeply, the outlaw takes advantage of confined to Rogues, I am including this information here
because, when it comes down to it, the Rogue is more likely
to be used for sabotaging the enemy force than any other
unit. Among the known means the Alliance and Horde uses Progression
for sabotage are infiltrating enemy camps, ships or strategic
positions like bridges and setting off bombs. In the Second Troops – Examples of basic ‘troops’ can be thugs,
War Dwarves did this with sticks of dynamite, destroying revolutionaries, pirates, contact killers, scouts and
fortified orc positions even if the act cost them their lives. saboteurs.
Nowadays dynamite, explosive chemicals and very recently Elites- In this group can be found professional assassins,
even small Mana Bombs are used. These tactical mana saboteurs, pirate leaders and rogue organizations like the
bombs are a far cry from what was dropped on Theramore Deathstalkers, SI:7 and Gnomergan Covert Ops.
however one charge is still powerful enough to sink ships or Champions –See Valeera Sanguinar, Garona, Lillian Voss,
blow up bridges. Speaking of Theramore, the strategy of Mathias Shaw etc.
hiding bombs than setting them off was used there to
weaken the Horde before they could get anywhere near the
city itself. In Pandaria the Alliance would continue its usage. PRIESTS
Disguises: Rogues are pretty good at disguises, as per
their calling. They even have some supernatural abilities
here, able to morph their form slightly so that they can
appear to be another humanoid race.
““You work well with the shadows. How are you at killing?”
He smiled almost cruelly and, for a moment, did not look
young. “Very good.”
“And disguises?”
“Superlative.”
She almost laughed. “One would think there is nothing you
cannot do, Tavar.” Then, more seriously, she said, “Do not
answer to impress me. Answer me truthfully. We cannot
afford to fail now.”
“I can take lives, and I have,” he said, matching her mood.
“And I do excel at disguises.”
“Show me.”
Tavar hesitated. “Now?”
“We have time to prepare you with appropriate clothing
later. For now—show me what picture you can paint with
just yourself as the palette.”
Role: Healer/Damage (Shadow Priest)
Again, he paused. Annoyed, she turned away—then she Max Range: Line of Sight
stopped as a hand grabbed her arm. It was stubby, Preferred Range: Probably bow distance
compared to that of a night elf: shorter fingers, broader Training: 4-7
palms. Delaryn turned and looked down into the face of a Mobility: Varies
fine-featured human male.
“It’s the best I can do, for now,” he said, in the heavy accent Priests are devoted to the spiritual, and express their
of a Stormwind native. And it was only now, with a start, that unwavering faith by serving the people. For millennia they
she noticed the long kaldorei ears. Somehow, impossibly, have left behind the confines of their temples and the
her eyes had not wandered to them. She shook her head comfort of their shrines so they can support their allies in
and said, “Change back.” war-torn lands. In the midst of terrible conflict, no hero
He straightened, and the deceptive shadow he had questions the value of the priestly orders. These masters of
wrapped around himself fell away. the healing arts keep their companions fighting far beyond
She considered. “How are you at impersonating Forsaken?” their normal capacities with an array of restorative powers
Tavar grinned. “-Elegy and blessings. The divine forces at the priest’s command
can also be turned against foes, smiting them with holy fury.
Though Tavar was uncovered by Saurfang during the As light cannot exist without darkness, and darkness
assassination attempt, it was not through fault of the without light, some priests tap into shadow to better
disguise itself rather the rogue could not keep his contempt understand their own abilities, as well as the abilities of
for the orc out of his voice. those who threaten them.

Priests are devoted to the spiritual, and express their


unwavering faith by serving the people. For millennia they They can even replenish a target’s stores of magical
have left behind the confines of their temples and the energy. Power Word: Fortitude increases a friendly target’s
comfort of their shrines so they can support their allies in stamina, allowing them to survive injuries that would
war-torn lands. In the midst of terrible conflict, no hero otherwise be fatal, while Fear Ward protects a priest’s
questions the value of the priestly orders. They serve immediate allies against spell affects designed to induce a
primarily on a support role on the battlefield, keeping their rout. They can cast inner fire on themselves improving the
fellows alive with both protection and healing spells. As holy quality of their armor and spell power. Shields can be
specialists they are built to take on unholy undead or placed on allies that absorb a number of damage before
demonic foes. Should an enemy be captured a priest they dissipating, with an example in Blood of Our
can compel it to confess the truth under pressure from the Fathers allowing assassins to keep fighting even with many
holy light. arrows bristling out of them or later on Anduin’s shield
deflecting an axe blow from a massive being. Priests can
channel the Light into a gateway to form a ‘light barrier’
Racial Background preventing enemies of the Light from easily moving through,
as shown in Legion. Perhaps the best move for the most
Every Alliance race, and every Horde race save the Orcs, talented Priests is Mass Dispel, which removes all non-
have priests serving their spiritual needs. On the Horde overpowered harmful magical effects within 15 yards of the
side, Priests are less prevalent, as traditionally shaman priest, and removes beneficial ones from enemies.
filled the spiritual role. Not every priest worships the Holy
Light with the Tauren worshipping Aun’she, the Sun, while However Priests cannot heal something that is dead or
Night Elves pay homage to Elune, the moon. extremely close to death. They will drastically lower the rate
of causalities though. Also they are phenomenally good at
LOADOUT: Small weapons such as daggers, staves, small curing plagues (over time), even persistent ones like the
maces and wands are used by the priesthood, and Zombie Plague which was cured within a week. Blessings
according to Night of the Dragon some Draenei orders by default will restore morale and leave the blessed feeling
teach potent martial arts. And like their Mage counterparts, replenished.
they don’t wear much I in the way of armor, preferring cloth
that can nevertheless be enchanted.

MAGICAL APPLICATIONS

Holy Offense: Priests can, through the means described in


the Light section, utilize the light itself as a method, on the
very basic level being capable of blasting a single target
with a bolt of holy energy or unleash small holy explosions
to hit an entire squad. Priests have means to shackle
undead and prevent them from moving, attacking or casting
spells for up to a minute. Past that we don’t see much
(disregarding specializations) until we come to the very best
Priests. The spell Cascade launches a massive bolt of holy
energy at a group of up to four enemies/allies, healing if
Healing and Blessings: It’s their main ability for the most allies and inflicting colossal destruction if enemies. Divine
part. Simply put as the Priest gets more powerful the effort Star does the same thing but along a 24 yard radius, while
required to heal decreases, they can heal more at a time Halo creates a 30 yard area around the Priest where
and they can keep alive those with more grievous injuries. enemies start to burn and allies get healed.
Zul’jin’s relentless attack on Gallel slowed. The Warrior
Anti-Demon: From years of working on countering the leader reeled as if in a daze, his free hand clutching his
demonic hordes entering their lands, Priests, Paladins and skull as he suffered a wave of pain, paranoia and terror”. –
sometimes mages have developed specific spells to counter Blood of the Highborne, it should be noted that Liadrin cast
demon kind. Exorcisms can be cast to remove the presence this spell while under suppressant drugs and had struggled
of demons from a possessed host, with difficulty varying by for minutes previously to gather her power.
the strength of the daemon and the host. Spells exist
making it harder to summon a demon to this plane, or that Mental Attacks: The effectiveness of all of this would
are able to bind it to a mortal host. Spells even exist to naturally be dependent on strength of mind score. The
reverse the corruption of a creature, though these seem to effects of these spells ranges from mind control to fear to
be confined only to the best like Anduin or Tyrande. outright mental collapse. At the lowest level these can be
Banishment spells exist to banish a demon outright from the used to input mental suggestions and advice within the
mortal plane. minds of enemies, sapping their will to fight if enemy will is
Exorcism Mechanics: The success of the exorcism is weak enough. At higher level, it can turn a enemy to a
going to depend on three primary attributes. 1. The Strength permanent friend, as demonstrated to the Elven dissidents
of the demon, with the weaker ones being repelled outright in Quel’thalas in the Burning Crusade. When mind
and the powerful ones being exceptionally difficult. 2. The controlled, these dissidents, who had previously spouted
strength of the” exorcist “: Needless to say the strength of anti-Horde propaganda, immediately switched to pro-Horde.
the one performing the exorcism, including the strength of Psychic Scream causes 5 enemies within the Priest’s
his mind and faith in the Light/Elune, is another determinant. immediate vicinity to flee briefly in extreme horror while
3. Strength of the possessed: This factor includes multiple Psychic Horror terrifies the target to where it is unable to
sub-factors including the possessed strength of mind, move or fight back. Mind Control allows the priest to briefly
whether s/he accepted the demon willingly or not, how long take control of a target’s mind to inflict all sorts of havoc,
the possession has endured act. If there is nothing left of whether it be having the creature attack allies or even
the person possessed but a shell then exorcism is commit suicide. Mind Sear puts the willpower of the priest
impossible for the daemon has effectively claimed the against another character, continually attacking it with life-
vessel as its own. In this case extermination will be used. sucking shadow energy. Mind Explosion tears an enemy
https://www.youtube.com/watch?v=no13fq6L0UQ mind asunder before forcing it to unleash a miniature
Priests can use this mechanism to banish or release psychic explosion over a couple of yards.
malevolent ghosts, too. Holy calming incense, whose fumes --Mind Control in action:
give off the power of the light, have been shown to be https://www.youtube.com/watch?v=lERFBo_62Ho
effective. In an instance in Tanaris, a Slithid bug was loaded up was
mind controlled, loaded up with explosives, and then sent to
the center of its hive (though said explosives were obvious
Unholy Shadow: Many and it only worked because Slithids were not that smart).In
priests, regardless of Western Plaguelands a very powerful priestess could utilize
whether they are part of mind vision to peek through the eyes of one of her
the Cult of the Forgotten associates, or scry nearby land .
Shadow, incorporate
such movements into
their spellcasting. Void
Tendrils roots five enemy
targets to the ground,
preventing movement
and constricting them.
These tendrils are not
ethereal so they can be killed however. Shadow Word: Pain
inflicts intense and tortuous pain on a target. It seems to be
akin to the Cruciatus curse of Harry Potter fame. Shadow
Word: Death is something harder to learn, but is only used
on mortally wounded enemies. It basically just ensures a
quicker demise.
“Liadrin felt the Light’s warm radiance at last, infusing her
being as she focused all the pain and horror she had felt in
the past minutes and redirected them into the mind of
Zul’jin.
and the Light, and even death cannot fully stop their healing
capabilities.
Unholy Summons: For brief periods those priests who These priests are all about healing and holy offense.
invest in Shadow can summon most unholy creatures. The Essentially the better they get the more they can heal allies.
Psyfiend continually casts fear inducing spells one at a time They can disorient foes with their holy fire or immolate
on any foes trying to assail the priest. Shadowfiend will them. The best can actually continue to heal allies after their
attack any foes threatening the priest with viscous claws, own death as a incorporeal spirit, though only for a limited
leaching off mana while it does so. Mindbender is time.
essentially an upgraded version of this. Other priests cause
void tendrils to emerge from the shadows to grapple foes. Shadow:
The Light in which many priests bathe is brilliant and
A Priest can control the amount of “threat” he or she puts effervescent, granting them immense divine power. But the
out. Essentially this makes the priest harder to detect for brightest light casts the darkest shadow—and from within
non or semi sentient foes, as the creature appears naturally this blackness, a rival power dwells. Shadow priests fully
at ease. It’s a cannon ability as Night of the Dragon shows. embrace this opposing polarity, their faith equally resolute
A Priest can also fade into the shadow making him or her as their holy counterparts—but focused on shadowy magics
hard to detect and create a temporary illusion of him or and mental manipulation. Like all priests, they dedicate
herself. much of their lives to worship—but they derive their power
from the Void, straying dangerously close to the domain of
Misc. the Old Gods. To truly understand such ancient, corruptive
Priests can receive visions from the Light. Light-based influence is to be driven mad. This is the state in which
visions showcase the most probable future (which, in the these dark priests thrive, embracing insanity and feeding off
light’s mind, is the only future). It does not normally of the minds of their opponents to reach terrifying new
showcase many alternate futures. limits.
These priests are so in tuned to the Void they cannot use
Specializations the Holy Light. . They are all about damage, being able on
Discipline: Some priests pride themselves on pragmatism. the basic level to flay or blast the mind of a target. If this
They understand that light casts a shadow, that darkness is doesn’t kill the target it drastically slows them down.
defined by light, and that true discipline stems from one’s Devouring Plague debilitates the target with shadow energy,
ability to balance these opposing powers in services of a draining their life over the battle. Shadow Priests can
greater cause. While these priests possess many holy assume shadowy forms that boost their ability to cast
virtues to aid their allies, they also dabble in the dark arts to shadow spells, but renders them unable to cast Holy. They
debilitate their enemies—always exercising immense can even create shadowy apparitions of themselves which
discipline to keep themselves away from the brink of engage a target close up, hitting them physically with
insanity. Many would say the ends justify the means; shadow energy. Shadow Priests do have a form of magical
scriptures both virtuous and vile should be studied and healing, though it also induces great pain.
understood to protect the congregation.
A few desperate Void Priests can fully surrender to the
Discipline Priests focus on a balance between Light and whispering void, massively boosting their damage for a few
Dark, and thus are able to use a number of holy and unholy minutes but then immediately, horribly dying.
spells. They are also known for their proficiency in casting
shields around allies, allowing said allies to better whether
enemy blows and survive longer. Progression
Troop- Priest troops would be well versed in healing spells
Holy: to support other troops on the battlefield, or use minor holy
After spending much of their lives in temples studying spells in offense. Those versed in shadow are already
ancient doctrine, preaching the tenets of their faith, and powerful damage dealers.
pledging their full devotion to the divine powers they follow, Elites – Powerful priests capable of quick rapid healing and
the most adept priests leave their houses of worship to purification or just raising havoc
serve on the battlefield, as shepherd to flock. There, they Champions- See Tyrande, Velen, Anduin, though all are
use their holy powers to bless allies and mend wounds. And the highest end.
while most stay behind the frontlines to aid their comrades,
these holy champions are also capable of smiting foes and
carrying out sacred justice. They’re also morally opposed to
the use of Shadow and Void magic—rather, they are
exemplars of the incredible grace and power of the divine
DEMON HUNTER Daemon Hunters are exclusively Blood or Night Elves.

== LOADOUT = =
Mobility: 5 Offensive: Warglaives:
Training/Experience: 7
Max Range: 40 meters
Preferred Range:
Melee
Role: Anti-Demon
Specialist
Demon Hunters are
dark, shadowy warriors
who made a pact, long
These blades appear as a strange cross between a small
ago, to fight against the
buckler and a sharp-looking, curved, two-bladed short
forces of chaos using its
sword. The demon hunters of the night elves wear these
own terrible powers
blades while they hunt the minions of the Scourge, the
against it. These
Burning Legion or other dark adversaries worthy of such
mysterious warriors ritually blind themselves so that they
weaponry. While many of the demon hunters rely on non-
develop 'spectral sight' that enables them to see demons
magic weapons, eventually most have either one of these
and undead with greater clarity. They wield demonically
double blades or a matching pair.
charged warblades in battle and even call upon demonic
Magic:
energies to augment their formidable combat skills.
Demon Hunters make heavy use of fel magic
Although they are counted as some of the mightiest warriors
Defense: In their normal form they wear light cloth or
within Elven society, society, the Demon Hunters are
leather armor, valuing speed and agility over protection.
always maligned and misunderstood for making their
They are incredible acrobats in this manner and can dodge
selfless pact with darkness.
many blows outright. In demonic form they become much
The training for demon hunters is long and fraught with
more durable, can fly out of reach of enemy blades if they
danger. Many die or lose their sanity in the attempt!
wanted to, and have low grade regeneration.
However by the end of it there is perhaps no better
individual better equipped to hunt demons. At range they
Additional Factors:
can suck the very life-force or magical energy from demons,
In undergoing the ritual to becoming a demon hunter they
weakening or destroying their connection to this realm.
blind themselves to the physical world , applying a blindfold
Shadow or fire attacks are also used. At close quarters
over their eyes forevermore. However in return this gifts
demon hunters can cover themselves in a shell of fel fire
them with the ability to see magic! Not only does this allow
while coming in close to cut with their devastating war
for them to determine instantly who or what they are dealing
glaives! And trickery shall avail the demon not, for ancient
with in a fight, but it also makes any force that even one of
rituals allow demon hunters to see all magic rather than
them is in vastly harder to infiltrate if you are demon. In fact
physical properties. So those demonic changelings and
Demon Hunters have foiled daemonic infiltration many,
possessors better beware!
many times including attempts to assassinate the
Alliance/Horde leadership. It doesn’t matter if said demon is
The zeal to kill demons has led to some even becoming
a changeling or in possession of someone, even capable of
what they hated, gaining the ability to transform into a
mimicking the client character with a hundred percent
powerful demon themselves! Though some demon hunters
accuracy. Demons, as inherently magical creatures, glow
have been corrupted, this unit can be likened to the most
brightly with magic and thus all it would take is a cursory
radical of the radical 40k inquisitors. The vast majority of
glance for a demon hunter to immediately know what he is
these demon hunters are dedicated not to any demonic
dealing with. In Felwood one student of Illidan purged the
overlord but to their complete and utter eradication. If that
Cenarion Circle of demons that had infiltrated their ranks
means that the means of the enemy must be utilized to do
and had mimicked those they infiltrated skillfully . He did so
so, if it means that they must ensure their own destruction
with flawless perfection, killing those from the bottom to
at some point; so be it. Indeed in one questline a Demon
even a hidden arch druid! This ‘spectral sight’ can allow
Hunter ghost willingly binded a demon to himself so he
them to see through physical objects, such as walls, so long
could drag it forcibly into the afterlife. Even Illidan was
as the object isn’t too thick.
willing to make deals with demons so long as it ultimately
resulted in their destruction, like he did in the WOTA, or else
enslave them to his purposes as he did in Outland.
‘troops’ as any that survive this grueling several month
training already counts as an elite.

Class Comparison: Alliance and Horde

Demon Hunters have the potential to steal demonic powers


and use it as their own. For example in the opening demon
hunter questline the PC character kills a Inquisitor- demon The superpowers of Azeroth, the Alliance and Horde, both
with eyebeam powers- and henceforth can use said have members involved in every class, though in some
eyebeams, From killing a Doomguard a daemon hunter can areas one side is dominant numerically .
gain the ability to consumed magic, and from killing a Fel
Lord, the ability to summon a demonic glaive. What one For the Alliance, the prevalence of Light worship far
Demon Hunter learns they can then, through a similar exceeds any equivalent on the Horde side, both in terms of
mystic process, teach other Demon Hunters. cultural prominence and historical dominance. Thus the
Special Items: Some demon hunters carry soul gems both Alliance has a significant edge in numbers of priests and
to protect their own souls and to capture demons in them to paladins, which has only grown with the inclusion of the
torture the entities for information. Others have “Nether Lightforged and Dark Irons.
Crucibles” which allow them to scry across great distances
and contact beings in other dimensions. On Maradum, this Historically, shamanism has been the main vehicle of faith
device was used to directly spy on the enemy commander among the Orcs, Tauren and the like, and as a result it is
and spoil an attempt to flank the Illidari from the rear. The held as more common among their races than the Alliance.
Illidari use anti-demon ‘orb-hands’ to defend their base By contrast, the Draenei have only recently started using
camps, which shoot concentrated bolts of shadow energy at shamanism while Dwarf shamans vie with Light users in
foes. If necessary, these wards can be used as anti-missile terms of importance. The Horde still has a significant
shooting down enemy projectiles or even bolts of energy. numerical edge here.
They can, however, be overloaded or drained.
Druidism is more tricky, as equal numbers of Alliance/Horde
-The entire training system is a trial by fire scenario. The races have chosen it. However, I would lean the Alliance
training begins with the person slaying a demon, eating its having a slight advantage simply because of how incredibly
heart, and drinking its blood. The spirit of the ingested prevalent it was in Night Elven society, where a large
demon bonds with them and from this bond the demon portion of the males (and, later, females) embraced the
hunter receives visions of the Burning Legion destroying magic and left the arcane behind. Thus Druids have a
countless worlds across the universe. In horror at the sight, Alliance edge.
they tear their own eyes out, and usually puts them into a
coma. The fel power infusing their bodies after ingesting the While the Arcane used to be an area where the Alliance
demon's heart and blood causes the demon hunter to held a clear edge, in recent years this has softened
mutate, gaining demonic features such as scales, horns, or significantly as the Kirin Tor went neutral and the
claws Nightborne went Horde. Currently, I think the Horde has an
edge here in terms of mages.
The trainers are then forced to fight against one another,
weather all sorts of tests and then sent on direct combat The Warrior is the archtype of the Horde and, though the
missions to prove their worth. For that reason there are no Alliance has no shortage of them, they all come from
societies where warriors are a lot less needed. Thus the Max Range: Backup spells maybe
Warrior is a solid Horde Edge. Preferred Range: Away from battle Role: Logistical supply
and innovation
While many Horde societies are hunter gatherers, the Night
Elven sentinels are the single largest force of marksmen in
the game, and all other Alliance societies make use of
hunters, scouts, trackers etc. The Edge is Alliance, though
slight and declining.

By contrast the Warlocks have traditionally been a solid


Horde area since Warcraft 2, though this edge has declined
in recent years thanks to the re-emergence of other magic
archtypes (Shamen for Orcs, Priests for Forsaken) as well
as the Alliance inclusion of the Dark Irons, who deploy
enough warlocks to count as a basic troop in the Arathi
Warfront. This is a Horde edge, though slight and declining.

Rogues are probably as much in the Alliance corner as


warriors are in the Horde. They are filled with secret
societies and no group of rogues is as wide reaching as the
SI:7. Solid Alliance Edge.

Death Knights and Demon Hunters are difficult to


determine, and the edge for each would be slight enough to Herbalism/Alchemy
basically be little noticeable. Historically, the Scourge spent Herbalists carefully harvest the helpful and potent herbs
a longer time targeting human lands (and thus turning some found throughout the world. As they travel, herbalists use
into Death Knights) while the Blood Elves would probably their keen senses to seek out the rarest and most precious
be more open to Illidan’s ideas, which would give a slight flora, which can be transformed by other professions' mystic
edge to each. recipes. Herbalists can supply themselves (or their guilds or
groups) with an abundant quantity of reagents to aid in their
Monks are again barely noticeable, though in game slightly crafting, or they can sell or trade bundles of herbs for a
more Horde races can be monks than vice versa. profit. The best can magically induce the herbs in their
position to reproduce and grow.
To Sum it up, on a scale Alchemists use herbs to create strange, magical brews that
(Solid>Significant>Moderate>Slight> Tie) heal, empower, and produce a variety of positive effects -
Alliance invisibility, elemental resistance, mana restoration, and
Rogues( Solid) much, much more. They can also transmute mystic
Paladin (Significant) materials into rare and exotic new forms. By creating rare
Priest (Significant) materials, Alchemists can make a great deal of money,
Hunter( Slight) enable the creation of powerful weapons and armor, and
Druids (Slight) even influence the economy of Azeroth!
Death Knight (Very Slight)
The typical cproduct of the alchemist is either the potion or
Horde the elixir, with the difference between the two being the
Warrior (Solid) length of effect. A potion will act and take effect quickly but
Shamanism (Significant) dissipate fast while a battle elixir will last at least an hour.
Mage (Moderate) Elixirs/potions have an incredible number of effects. In
Warlocks( Slight) addition to standard potions such as those that heal, restore
Demon Hunters (Slight-Moderate) mana, or boost stats, more exotic effects may be found
Monks (Slight such as magical empowerment of weapons/armor, give
water breathing, induce magical visions,boost spellpower,
give the user magical detection abilities, provide invisibility,
heal plagues/curses, improve accuracy to a impossible
PROFESSIONS degree, or be used as fuel for explosions. One example of
Training: 2-3 such alchemical works occurs in the Ghostlands, where
Mobility: 4 Magistrix Aminel uses rotting undead hearts to create an
elixir that makes the drinker stronger and uses undead
spinal fluids to create a potion that enhances spell power.

Finally they can transmute materials into others, like earth


into water or fire into air. This helps greatly with the
production of equipment.

Engineering
Engineers take advantage of their inventiveness to create
an immense (and occasionally random) variety of helpful
items. By tinkering ceaselessly, and tolerating malfunctions
Enchanting and misfires, an engineer can make utterly unique objects:
Enchanters disenchant surplus magical items - and use the sight-enhancing goggles, potent guns, robot pets,
residue to permanently augment equipment of their mechanical mounts, and even more unusual trinkets.
choosing. With the right incantations and materials, an Successful engineers use their inventions to solve problems
enchanter can add bonuses to their armor or weapons, and make life easier, faster, and better for themselves and
making them stronger, faster, or more resilient (among a their companions.
host of other mystic powers, including magical attacks and The majority of Engineering schematics can be
special defenses). Some of these exotic effects include manufactured anywhere, provided the engineer has already
adding elemental damage, cloaks of permanent invisibility, obtained the diverse materials necessary for their creation.
making a character particularly resistant to certain types of As such many of these have magical effects or are made of
magical attacks or even just make their armor more durable superior to metal materials (see Mining section)
in general, absorb more damage, adding reserve healing, -Bombs: Anything from basic dynamite to Seaforium,
or improve various physical or mental attributes such as grenades, sticky grenades or land mines, with the option to
speed/intellect. In one canon instance, Jaina Proudmoore use a grenade launcher. Some of these have magical
enchanted the swords of Footmen so that they could cut effects
through thick dragon hide, against which normal swords -Defense: Devices that can deflect limited spells back at
would usually break. Before the Battle of Broken Shore, the their casters.
Draenei of the Exodar and the Blood Elves used
widespread enchanting to give their respective sides -Guns: Blunderbusses, pistols, rifles, sniper rifles, rocket
magical prowess. launchers etc. Some are extremely powerful energy
weapons while others are just weird, such as guns that
shoot out of the helmet or shoes.
-Special: Specialized goggles that help to see far or see in
other types of visions(serving as stealth detectors), a fishing
hook that magnetically attracts fish, devices that allow for
hacking of robotic targets or limited mind control, electrical
devices to restart a fallen ally’s heart, field repair robots,
rocket boots, a pylon that can resurrect allies, long range
wormhole generators, a gun that fires healing bandages, jet
packs and a dispenser that produces small sentry turrets.

-Tinkering: Specialized engineers can attach various


equipment to their weapons and armor giving special
Jewelcrafting
effects. Fiberweave Underlay attaches a cloak to the user
Jewelcrafters unlock the surprising power in precious
that can morph into a parachute, pyrorocket attaches a
stones, creating potent jewelry and trinkets. They craft
small rocket launcher to the tinkerer’s gauntlet, frag belt
rings, amulets, and other objects of known mystical power,
attaches a miniaturized frag grenade assembly to the belt
but they also cut gems to fit in socketed items like weapons
that continually builds frag grenades, hyperspeed gauntlets
and pieces of armor, granting those pieces of equipment
improve reaction time, nitro boosts improve running speed,
unique properties. A talented Jewelcrafter can count on a
and reticulated armor webbing boosts defensive armor.
demand for their services in crafting special items,
More advanced tinkerers can build a personal plasma
improving equipment, and shaping rare gems. Like with
shield, invisibility fields, spinal healing injectors, mana
other professions, these magical jewels can have a number
injectors, and powerful tasers.
of effects boosting spellcasting, to providing for greater
defense or reaction time, to magically empowering weapons
Lorewise, engineers would help build some of the more
with a given magic type. Rarer objects exist and can be
exotic weapons of the Alliance/Horde/Neutral factions such
made, like magical trinkets, temporary figurines that grant
as Lightforged suits, tanks and cannons.
magical power and even sentient crystal mounts!

Inscription
Scribes weave words of power into glyphs that can improve
heroes' skills and abilities, and add special effects not
possible by normal means. By transferring their powers into
ink, scribes can also create consumable scrolls, mystic
tomes, and pieces of vellum that allow enchantments to be
passed between adventurers. Like Enchanting, Inscription Leatherworking/Skinning/Tailoring
can help veteran adventurers further improve themselves -
Skinners ensure that nothing goes to waste by removing the
but inscriptions focus on augmenting class powers, not
hides of dead beasts and amassing piles of fur and leather.
equipment. These attributes ‘stack’ with enchantments and
Skinning is a straightforward, convenient profession for
other buffs.
those already engaged in hunting animals, but it's highly
useful, too. Leatherworkers take the rough, spiny or sturdy
hides of beasts everywhere and turn them into useful
products. First and foremost among these creations are metal formed from it is going to give its wielder an increased
lighter armors - leather and mail - as well as cloaks, bags, protection value. However its main benefit is that it us nearly
and unique patches and stitching that improve the defensive one half lighter than the standard steel, giving the wearer
values of armor. The craft of Leatherworking is useful to the same or better protection value as regular steel, but far
those who want to outfit themselves and others with suitable greater mobility.
armors, as well as those who want to proft from selling their Truesilver: Is a light metal that serves as a potent conduit
rare creations. Tailors take simple cloth and weave wonders for the arcane.
out of it; cloth armor and robes, shirts, bags and other Thorium: This metal combines the strength of steel with the
creations are the purview of the tailor. The benefits are weight of lead, being far thicker then other substances. It is
diverse - lightly armored classes can wear mystic robes, all used in tanks and some of the heavier orc weapons
types of heroes can benefit from a variety of bags, and Dark Iron: Another exceptionally rare metal, though a
everyone can appreciate the decorative shirts and outfits prominent one. It is mined primarily by the Dark Iron
springing from the tailor's loom. dwarves, who are named after the metal. Dark Iron is
As with every other profession, magical effects can be another metalloid that is both conductive to magical energy
attached to both leatherworking and cloth tailoring. Some and extremely rare, being forged only in in the hottest
materials in Azeroth are unnaturally strong, like Dragon hide settings (literally in a volcano) . It is a pretty tough metal and
being stronger than steel and certain silks being abnormally weapons have a better chance of cutting through enemy
durable or magically conductive to improve spells. armor, while wearing said Dark Iron Armor makes the
Dwarves more resistant to fire
Warcraft is home to many rare metals that have unique
magical properties. Examples include:
Had he been other than what he was, the wizard would Elementium: A rather heavy material that is known for
have perished there, the meal of a savage, being harder than a diamond and the ability to channel the
saber-toothed creature with four gleaming green eyes to go elements.
with its eight clawed limbs. The monstrous wolf-creature Saronite: While this armor puts the user at risk for
brought him down, but Rhonin, having magicked his madness, it is exceptionally good at deflecting magic or
garments to better protect him from the elements, proved a magical weapons, even the Holy Light, and is quite durable
hard nut to crack. The claws scraped at a cloak it should as well. Only the Death Knights use this material.
have readily tattered, only to have instead one nail snap off. Kyparite: A rare Pandarian amber-like substance that
-Page 25-6, Well of Eternity provides both armor and low grade regeneration.
Blackrock: Blackrock ore is a rather dense and powerful
ore of Draenor that is used in many orc weapons.
Leystone Ore: Leystone ore contains an incredible amount
of magical energy, even more than Saronite or Elementium,
and is light like Mithril. The Naga have been known to use
them as breastplates.
Felslate: The armor of demons, this remarkably heavy
armor hisses with malevolent energy and, though
exceptionally durable armor, will turn the wearer into a
demon after a long period of use. On demons, this armor
can help regenerate limbs and serve in place of functional
organs. Used by Illidari and Warlock demons.
Mining/Blacksmithing Incendicite: A rare metal so incendiary, that it cannot be
Miners pursue valuable and useful ores, extracting them mined in any normal fashion. Great for explosives!
straight from the earth with their picks. Their familiarity with Azunite: A magically resistant ore said to be nearly
the land gives them a strong notion of where rich veins of indestructible!
gold, silver or even more precious metals can be found, and Lumenstone is described as being "an enchanted material
they retrieve and smelt these minerals for profit, or for use that can negate magic, even withstand great amounts of fel”
in metalworking of all types. Blacksmiths utilize their and can be used to forge ‘shatter-proof’ weapons. Both
expertise with hammer and anvil to craft deadly weapons, Paladins and Priests have acquired a great deal of this
heavy suits of mail and plate armor, and other, more material.
specialized items.They are also responsible for repair after
the battle.
Mithril, a material lovingly borrowed from Lord of the
Rings, is a prominent and surprisingly common metal found
ADVENTURERS
in Warcraft. In both Warcraft 3 and World of Warcraft it is
Mobility: 3-5, 7-9 (Mounted)
regarded as being a superior metal then steel, and thus any
Experience/training: 4-9 Ogrimmar and much, much more. They participated in
Mas Range: Sniper nearly every battle of the Horde-Alliance war, often
Preferred: Varies performing vital but little seen roles. Indeed it was their
Role: Specialists, Anti-Hero assassins, taskmasters, constant conflict with each other that helped define the key
champions, Commanders battlegrounds such as Alterac Valley and Ashenvale.

It is they that own (most) of the exotic mounts and a good


portion of the mundane ones. They have a higher proportion
of magically enchanted items, even greater than average
experience and can be considered partisan mercenaries.
They won't work against their own faction but are willing to
work for neutrals, especially if said neutral works against the
overall enemy.

On the downside they are heavily freelance, and by default


won't work in huge armies. They are either lone wolves or
work together in small groups to enact their goals. This is
shown in just about every story, novel, comic they are
featured in, and differentiated from those attached to armies
as a profession.
However as Theramore showed, as the first preliminary
(and failed) assault of Statholme showed they will group into
The tern classes refer to a particular subset of individuals armies if the cause is high enough or called to do so.
drawn to a particular and overall similar calling. Shamans
and Druids love interacting with nature, or recognize its As shown by Warlords of Draenor, Legion and now Battle
strengths and the aid it could provide their fellow man. for Azeroth, some adventurers have come to lead armies,
Warlocks are demonologists, and the modern ones in the using their incredible experience to serve as pivotal roles in
Alliance/Horde are scarred by previous invasions and want the fight to defend Azeroth. According to a recent Blizzard
to fight fire with fire. Mages refers to a huge group of people interview, there are tens of thousands of adventurers on
who decide to study arcane magic for reasons. Illustrious Azeroth, with some having power levels described as ‘near
scouts, assassins and pickpockets can be hired as rogues. god-like’.

Some of these are attached to armies, some to special


enclaves, cities or bases and some to specific missions.
These individuals are available to the Alliance/Horde by
default, either drawn to war though not seeking it or already
attached to armies.

However alongside this group is a special group of


individuals that aren't satisfied with staying in one place and
focusing on a certain task. They want to travel, they want to
fight but on their own terms . They want to be famous, or
rich, or be heroes or even just make a difference in the
world. Some of them might have even very specific
objectives from the getgo. These are the adventurers, and
they, perhaps more than any other force, are the prime
movers of the Warcraft universe.

http://www.youtube.com/watch?v=nyeZ8khSEC0#t=35

These unnamed were there in the First and Second and ===LOADOUT==
Third war, though always behind the scenes. They helped Offensive: See Weapons and spells of the individual 12
take down Illidan in the Burning Temple, foiled Kil’jaden and classes. Note given their profession adventurers are far
the Legion at the Sunwell, drove two Old Gods back to the more likely to possess magical weapons and artifacts. They
Nether realm , killed Arthas on Icecrown, aided Thrall in the can duel on the ground or, as War Crimes showed, in the
destruction of Deathwing, participated in the Siege of air.
Though the very weakest examples of the adventurers bear’s protective throat ruff at such an angle that blades
might barely be a match a grunt or footman, the most met and the druid’s head was neatly severed.
powerful have travelled thousands of miles, fought in
countless regions(or even over a dozen planets!) and
The cries of pain and rage and bloodlust were
battled some of the fiercest foes their world has to offer.
These are true one-man armies, able to take hordes of augmented by other sounds- the singing of arrows being
lesser foes by themselves or even powerful ones mano-e- loosed and the echoing boom of gunfire. The Hunters—who
mano, like taking on dragons in War Crimes. were directing the spiders and scorpids, the wolves and
crocolisks and raptors—were now entering the fight
Defensive: See Above, with again increased likelyhood of
themselves Malkorok swore beneath his breath as he
magical trinkets and armor.
==ADDITIONAL FACTORS==
leaped over the fallen bodies of a goblin and hyena locked
Mounts, magical weapons, various profession equipment in a fatal embrace, the goblin’s blade in the creature’s eye
(including outlandish tech) can all be considered common and the beast’s jaw bout the green throat.
for this group. As shown by the Kingslayer Orkus questline — Jaina Proudmoore: Tides of War, p 178-79
and the fighting in Warcrimes, an adventurer’s mount can
fight alongside him or her or, if the foe is aerial, the
adventurer can board his own aerial mount to take to the
skies.

Numbers: According to the WOW creative director Alex


Afrasiab there are tens of thousands of adventurers
roaming the world, and his text implies that may only count
champion-level adventures (so the little guys might be
counted separately).

He was interrupted by the sound of furious growls.


No fewer than ten beasts suddenly charged out of the
marsh, where they had been concealed by the many
rounded hillocks and low-hanging branches of trees. Two
warlocks, a mage, and a shaman went down, barely able to
speak two words of a spell.

The rest were locked in Close-quarters combat as


claws shredded flesh and massive jaws crunched down on
windpipes. Before the attack of the shape-shifted Alliance
druids could even register, more than a dozen Horde
Fighters dropped stone dead in their tracks, felled by knives
in the back wielded by unglimpsed foes. Other animals now
rushed from the concealment of the swamp, creatures of
the arctic or the desert, which should never have known of
this dank climate yet were here and harrowing the horde.

The battle had only lasted a few seconds, and


already more than two dozen were dead or dying.
(For the record, yes they did take the camp.)

“Ambush! Attack!” cried Malkorok. He suited


action to word, charging at a huge brown bear with
painted markings ripping into an undead warlock who was
frantically trying to drain the druid’s life to power his own
magical abilities. The twin axes whirred, biting through the
ELEMENTALS Fire wants to burn and doesn’t care what it has to do to
burn. In direct combat fire elementals may be the most
potent, for who would want to fight a living torrent of flame?
Fire is associated with passion and indeed apathy is not a
word a fire element would understand. However rage and
fury are terms understood instinctively by the scions of the
Flame, for all too often they feel these emotions. Lava
Elementals are traditionally allied with Fire Elementals and
might be included here.
Earth Elemental: Earth elementals are elemental creatures
(usually) made of the rock, and energy of the earth itself.
Mobility: 5 Though often made of rock, the planet has many different
Training/Experience: Unknown minerals inside of it and sometimes they might come from
Max Range: Spell another element. Earth is known for its stability and
Effective Range: Spell durability as positives and stubbornness and inflexibility as
Preferred Range: Melee negatives. Earth Elemental commanders generally use
Elementals are living shards of planet that were infused with defensive tactics before resorting to overpowering
the light in the creation of the universe. One dimensional counterattacks.
components of planet were given life by the Light, nurturing Air Elementals: The elements of air are the most creative
off the planet’s collective spirit . In Warcraft you can pick up and cunning of the many elements though also the variant
a rock and, if you are a shaman, there is a good chance you most given to madness. They are elemental creatures
can communicate with it (telepathically). However such made of air, wind, storms, and weather, of the heavens
things are unmoving and barely sentient , normally. In themselves. Air wants to flow, is free moving and the least
places where the elements are strong their power can confined by barriers and thus the most difficult to fight
collectively grow, merging into each other until eventually conventionally.
they grow to form sentient, man-sized creatures (or taller) Other Elementals: There are a number of other elementals
creatures. to be found on Azeroth among them sand, shadow, and fel.
Elementals are one-dimensional creatures dedicated solely However there are only two others used to any great degree
to spreading their own elements existence. For example a by the denizens of Azeroth. The Arcane Elemental,
fire elemental will burn, a water elemental will attempt to embodying the mystical magic of creation, is heavily used
bring water to an area etc. There are numerous different the Kirin Tor and other mages as messengers and guards.
elements in existence however there are four primary Recently a light-based elemental, made of pure, solidified
elements that Azeroth’s heroes can call to their aid. Though holy light has been found and is aiding the collective priest
personality differences do exist between elementals of the class in their war with the legion.
same element, they, for the most part, share the same traits Offensive: Every elemental attacks in a manner associated
and thus I will list the positive and negative trait associated with its element. For example the Earth elemental hits like a
with each element. boulder, the water elemental unleashes streams of water
that might be heated or chilled to be scalding or freezing
All of these typically fight alongside Shaman, though some (potentially even freezing the opponent solid!) , air
members of the Alliance/Horde include them in their more elemental hits with skin-flaying gale force winds and the fire
general armies. elemental is rather self-explanatory. These attacks can be
Water Elementals: Water elementals are elemental in melee or even short ranged, with examples including
creatures made of water and various other liquids. Ruled by hurled boulders, fireballs and water bolts. The rarer
Neptulon, Water prefers flowing around the enemy rather elements might fire blasts of raw, warping arcane energy or
than through them, thinking strategically rather than that of the holy light.
attacking directly. For that reason Elementals of Water are The most powerful elementals can be counted as advanced
known as the most diplomatic of the elementals, and in the as a shaman of their given element.
original World of Warcraft they alone were enlisting mortal Defensive: While an elemental can be effected by normal
champions to fight other elementals. They are also the most weapons, they are, nonetheless, rather tricky to kill. Imagine
common to dole out their services and can be found in both clashing your sword against a boulder, sticking it deep into
Mage and Shaman armies. Ice elementals might also be a campfire, or trying to shove it in the mix of fast moving
included in this category. Water is associated with water or winds. It is possible to take an elemental down by
tranquility or peace of mind though at times this may hacking it to pieces in such a manner though very difficult.
manifest into indecisiveness. Elementals are also immune to the element which they are
Fire Elementals: If water is smooth , subtle and flows spawned from.
around the target, fire is direct, unsubtle and destructive.
However they do have a more clear and easily identifiable think of. They dominate the skies via spaceships that look
weakness. Almost all elementals, whether summoned or vaguely like a Covenant cruiser and are masters at
entering Azeroth on their own free will, have a set of portalling in armies. They could create giant titan sized (as
bracers. these bracers form automatically when the in Warhammer 40k titan sized) mechanical monsters,
elemental leaves the Elemental Plane. They tie the artillery that fired magic and immortal souls that could only
elemental to Azeroth and allow it to exist outside of the be killed in the Twisting Nether, otherwise they would later
Elemental Plane. If the magic of the bracer's is disrupted, self-ressurect.
usually by prolonged physical or magical attack, the
elemental loses much of its power and may inadvertently Brief History of Conflict
return to the Elemental Plane
==Additional Factors==
There also exists, as a rarer variant, the ‘greater elemental’
which is the size of an ogre.

PAST OPPONENTS
The following section is a vast listing of the Alliance &
Horde’s enemies however, their most frequent foe is each
other.

COSMIC/PLANETARY THREATS
Burning Legion
Threat Level: Massive (threat to all life), has destroyed
many thousands of worlds.
Notable Wars: War of the Ancients(WOTA), 1st and 2nd One of the few pictures of the War of the Ancients
War (via Proxy) , Third War, War in Outland, Third Legion
Invasion
Status: Defeated The first time, 10,000 years ago, the Legion managed to
seduce the Night Elf Queen Azshara and pull through a
great many demons in a operation led directly by Sargeras,
however they were defeated through a massive resistance
force led by Tyrannde, The brothers
Stormrage, Shadowsong, Ravencrest and in a bizarre twist
time-traveling heroes. This war was so destructive that it
actually split up the original super-continent into the three
we see today. Ultimately the Night Elves were only able to
achieve victory be forming a vast alliance between early
Tauren, Dwarves, Dragons, and all sorts of creatures of the
woodland realm, overcoming their own arrogance in the
meantime. In the climax of the battle the Portal that
brought the demons into this world was destroyed right as
Some of the many Demon Races of the Burning Legion Sargeras attempted to step through, destroying him for the
first time.
Basic description: The Legion is a multiversal union of
daemons and corrupted races unified by a single leader,
Sargeras, and his singular goal- the destruction of all life
everywhere. As of Warcraft Legion, the Burning Legion was
said to be very close to this goal.

All the warlock daemons can be found in the Burning Legion


armies, only in far greater numbers. Their entire army uses
corruptive fel magic and the Legion has deployed every
single underhanded move against Azeroth that they can
Alliance/Horde combined with their allies on Draenor to
drive the daemons off the planet and slew Archimonde,
lieutenant of Sargeras, for good.

Finally, the Legion launched a hail mary assault on Azeroth


larger than any previous invasion. This invasion saw the
greatest ever defeat of the Alliance/Horde in the Battle of
the Broken Shore and then, to capitalize on this success,
the Legion spared nothing against Azeroth. They portaled
entire armies into provincial assaults across the planet,
used shapeshifting assassins that had doomed entire
planets in the past, utilized necromancy, plagues,
poisonings, cults, widescale corruption, magic that
devoured souls and corrupted the environment, maddening
Shifting focus from direct to indirect the Burning Legion whispers, air superiority in the form of swarms of giant
then used corrupted orcs to take over the lands however fireball spitting fel bats, the nightmare (See forces of the Old
they too were defeated after a long series of wars and the Gods) and covenant style spaceships, magic immune
Avatar of Sargeras itself was destroyed by a gaurdian hounds and swarms of daemons that dwarfed any previous
meant to ward off it. Afterwards the legion attempted to invasion in number, among still yet other methods.
invade again during the Third War, actually pouring through
the portals with the second-in-command Archimonde
leading the rebellion personally AND founding the Undead
Scourge to weaken the forces of Azeroth through hordes of
their own dead. In the battle of Mount Hyjall the Night Elves,
Human-Dwarf-Elven Alliance, and the Horde barely
managed to achieve victory over both combined
demonic/undead forces and kill the demigod Archimonde.

The champions of the Alliance/Horde, against all odds,


prevailed and acquired artifacts that could be used to seal
the daemon’s portal. Furious, Kil’jaden launched a hail mary
attack that contained dozens of capital ships and more
daemons yet, that too, was ground down and defeated, with
Kil’jaden himself slain in a battle that crossed the cosmos.

Then the incredible happened- the Alliance & Horde


launched a invasion of the daemonic home world of Argus
The demons scattered and continued to pollute Azeroth for itself. In a brutal campaign across the corrupted landscape
years to come, as both Horde and Alliance were forced to the forces of Azeroth, allied with the Army of the Light,
fight innumerable engagments against them. The Forces of empowered their spaceship, the Vindicaar, while assaulting
Azeroth even went to the corrupted realm of Outland and and destroying Legion strongpoints. Ultimately, this force
achieved victory there, freeing it mostly from demon assaulted the capital of the Legion on Argus, Antorus, killing
presence. This was a rather confused campaign, for the many Legion leaders and, with the help of the Titans
Alliance/Horde were caught in a three way between themselves, slaying the world-soul Argus and imprisoning
themselves , the Burning Legion and Illidan's forces Sargeras.
however ultimately the planet was purged of demonic taint
(mostly). A third invasion, this time by the new second in ---Implications: The Alliance has a huge swathe of
command Kil'Jaden, was again foiled by the combined experience with just about every dirty little trick you can
might of the Alliance and Horde at the Sunwell. think of (see above), some of which were used occasionally
while others were employed en mass. They are used to
On AU Draenor, the Burning Legion returned and corrupted fighting cosmic horrors and did not panic even when the
the remnants of the Iron Horde, but were beaten when the planet sized Sargeras saddled Azeroth itself. However,
there is a more terrifying implication below that I am copying each day, the seasons would not pass, the cycle of life
from another website I posted on would become meaningless, and all living creatures would
eventually die from being unable to sustain themselves. It is
the most sacred mission of the bronze dragonflight to keep
THE LEGION & THE AU that from happening.” – Chronicles 3

He stood above his own corpse where it sprawled atop the


dead felhound. Slowly, impelled by some external force, his
spirit rose and drifted out into the blackness. He saw that
Outland was but a tiny speck in the infinity of the Great
Dark Beyond. A tiny worldlet that floated in a void too
vast for any mind to encompass. He became aware that
all around him in that void were millions upon millions
of worlds, teeming with life and glittering with
promise. He focused on one and saw a golden land, bright
with sunshine, where a carefree people harvested. Then he
saw a portal tear open in the fabric of reality. Through that
rent poured the unstoppable forces of the Burning Legion,
invincible armies of demons, bent only on destruction and
Before beginning, I would like to establish the nature of slaughter. All of this had happened many years ago. Long
Alternate Universes in Warcraft, where there are a near before the Legion had ever reached Azeroth, it had
infinity amount of them based on the multiverse theory but, smashed its way across countless worlds, destroying
in a deviation from said theory, only one (the MU or Main everything that got in its path. Its sole relentless
Universe- the one most of the games are set in) matters in purpose was to kill. There were times and places where
the long run. the Legion was halted, but it always came back,
stronger than before. Sometimes worlds were not
“In all known realms of the cosmos, time flows forward, ever destroyed; they were conquered and incorporated into
forward. Chaotic energies in places like the Twisting Nether the Legion’s structure, producing more soldiers to feed
can affect how quickly it flows, but it only flows forward. its unceasing war engine. He was not the only parent
who had ever lost a child to the Legion. Every moment,
Once an event happens, it cannot be changed. These somewhere, ten thousand children were killed by its
events and choices, made up of all creatures and forces in unrelenting savagery. -Illidan, Page 105
the cosmos, join together like a river, sharing the same These quotes established what was always known, that the
reality. Different choices and different possibilities Burning Legion is an enemy that operates easily on a
naturally spin off the river of time like small creeks and universal scale. To put that into perspective there are
estuaries, ebbing and flowing for a while. If these 1,000,000,000,000,000,000,000 stars in space and,
shades of what could have been are left alone, they will assuming the Warcraft universe is the size of ours (an
eventually dissipate into nothing. If efforts are made to assumption I think is fair, given we are also assuming
preserve them (or alter them), they can indeed remain in Avatar planet is earth sized) the Legion can freely project
existence indefinitely. They can even be made to feed back itself across all of that.
into the main river—dead creatures can seemingly "live
again," and the past (or future) may literally come back to
haunt you. This is not a natural phenomenon, and the
inhabitants of the main timeway will often find these
experiences to be quite alarming.

But the only timeway that has a permanent effect on the


cosmos is the main timeway. Creatures like the bronze
dragons, who have command of temporal magic, can see
all the countless tributaries of alternate universes and
timelines, and they can even move back and forth along the
stream to observe the past and the future. Images of innumerable dead worlds flickered through his
mind. He saw gigantic ruins, toppled buildings that had
If that main river is disrupted, it could spell doom and once reached the sky, lakes of glass where proud cities
disaster. All life on Azeroth depends on time to flow ever had once stood, endless plains of rubble. He saw the
forward. Without the surety that the sun will rise and set lights of life in the universe winking slowly out until
only a few remained. He never doubted the truth of what decomposed on the ocean floor, surrounded by the
he was seeing. The Burning Legion left behind a trail of skeletons of the aquatic armies that had once guarded
smoldering worlds in its wake. There was madness here on them. Nothing lived, not even the smallest particle of
an incomprehensible scale. The Legion existed only to plankton. The air itself was turning poisonous without plants
destroy. It would not stop until everything everywhere was to purify it and keep it alive.
dead, and then it would turn on itself with all its savagery He passed through another portal. A world of deserts and
until nothing remained. It was a vision of unspeakable fire. Here and there he came upon the bones of wandering
horror. The worst of it was that he knew now how strong the tribespeople and their pack animals. The wells of every
Legion was. Nowhere in all the worlds in all existence oasis had been poisoned. The sun blazed down on an
was any force capable of defeating it. Pg. 105 empty landscape of shifting dunes, to which only the wind
gave animation. Sometimes they crumbled to reveal the
These quotes establish that, of those millions of planets, the skeletons of great armored worms or the acid-pitted ruins
Legion has destroyed all but a few. Moreover, the first quote of brass skyscrapers. On and on his spirit flashed,
gives a strong hint that these include technologically passing through dead world after dead world, monuments to
advanced civilizations capable of making skyscrapers. This the eternal malice of the Burning Legion. Everywhere lay
is brought back later when Illidan travels through portals ruin. This would be the fate of Azeroth and Outland and
and glimpses some of the civilizations that include 'strange the few remaining living worlds once the Burning
alien weapons', bunkers and burnt out war machines. Legion attacked. He searched for traces of life and found
nothing, not even a cockroach or a rat. Sargeras’s army had
It represented the flows of energy of the portals the Burning set out to cleanse these places of every living thing and it
Legion used to get to Outland. With an effort of will, he sent had succeeded. Illidan had known what to expect and still it
himself flashing along the trail, faster than light, quick as appalled him, this senseless, monstrous violence, this
thought, until he found the first connecting portal. He hatred of all life, this wanton murder of world after world
descended from the Nether and flashed over a world. He after world. He had been a fighter all his days. He had
looked upon a desert where once fields had grown, fought and killed and hated, but still he struggled to imagine
cemetery cities where unburied bodies clogged the streets. what drove the Burning Legion to this. Here and there he
Eerie green energy flickered from disrupted portals. Amid came upon hubs where the ways split and the paths of
the ruins imps frolicked and shouted obscenities. One or conquest led onward across multiple routes to multiple
two sensed his proximity and peered about them as if worlds.
nearsighted. In the distance an infernal lumbered, all Pg. 160
blazing skin and burning rock for limbs. He flashed from But there is two more quote I think needs to be made.
place to place, finding no sign of life, witnessing only
destruction. He flowed past bunkers where the skeletons Now you know the truth. Join us. The voice was back. This
of creatures smaller than elves lay beside the alien time there was a wheedling, pleading note, but he sensed
weapons that had not saved them. He flashed past suits the same hunger lay behind it. Never. Reality shifted. He
of corroded mirrored armor and the wreckage of burned- stood amid the shattered heart of a tower. A carpet of
out battle machines. War had blasted the landscape, blackened bones crunched beneath his feet. A felhound
slicing off the tops of hills, turning fertile plains to sheets of lurched forward, determined to kill him. He stooped, picked
glass. The mad ghosts of a sad people keened songs of up a broken rib, and stabbed the demon through the heart.
defeat and despair. Nothing lived save a few demons that It was easier this time and he felt stronger, as if each time
had been stranded when the Burning Legion moved on to he slew the beast, he gained part of its strength. Once
its next conquest, or had been left to stand guard over the again, he opened its chest cavity, drank its blood, and
waypoints of the Legion’s march. devoured its heart. A titanic vision smashed into his brain.
Mountains had been carved to resemble dreadlords. A
moat of bones surrounded the corpse of a city the size This time he saw not just one universe but a near
of a nation. A giant animated skeleton rose from the infinity of them, a complex fractal structure, where new
ossuary sea and clawed its way over a mountain of ribs and worlds were born each minute from the decisions made
skulls and thighbones, until its spark of necromantic energy a heartbeat before. Everywhere the Burning Legion
faded and it tumbled back into the mass from which it had marched, destroying world after world. Every death
emerged. He followed the trail of his spell through another narrowed the range of possible worlds, till eventually all
portal and emerged onto a different world. Water had once the multitude of possibilities narrowed to but a few. In
covered its surface, but now the ocean was red as blood, every one of them, the Legion marched triumphant, leaving
filled with poisons that had killed the whale-sized futures stillborn and presents empty of all life. He saw
inhabitants. Massive rafts woven from dead kelp rotted on countless Azeroths, countless Vandels, and countless
the surface. The corpses of merfolk were entwined around Khariels, and to every one of them came death. He saw
them. The cadavers of creatures the size of cities his child die in an infinity of different ways, and in every
one of those possible worlds, he was powerless to Sargeras, since the first time I truly understood what the
prevent it. In every world, in every future, the Burning Burning Legion was.” He paused for a moment, recollecting
Legion strode, invincible, unstoppable, dooming the that.
universe to eternal darkness in its wake. Behind it all, he
saw the looming demonic figures of its leaders:
Archimonde— who was believed dead by so many—
Kil’jaeden, and above all others, Sargeras the fallen titan,
once sworn to guard the universe, now bent on destroying
it. On and on the visions roared, tearing through his brain,
goading him to the edge of madness and beyond. And
every time he saw one, part of him died, and the demon
within him fed on his agony and gloated. He covered his
eyes with his hands, but it did not stop the horrors from
flowing in. He squeezed his eyes tight shut, but still he saw
and saw and saw, until he could bear no more. Drowning in
horror, he inserted his fingers into his eye sockets, feeling
the blood flow and the jelly puncture beneath his nails. He
pulled and pulled and pulled, straining against muscle and
optic nerve until his eyeballs came free with a hideous
sucking sound.

At the last moment, before horror overwhelmed him, he


realized this was what Illidan once saw. This was what had
turned him into what he was. The Betrayer had walked this
path before him. This whole ritual was intended to re-create
his experience. Pain seared through Vandel’s skull.
Darkness. Silence. pg. 105 He had been shown the same vision he had shared with
the demon hunters, only a hundred times more
In Warcraft, alternate universes are formed by different vividly. It had been meant to convince him that the Legion
possible decisions than the main universe. If you were to was invincible, that it was pointless to oppose the will of
wake up tomorrow and ask "Do I want Pizza or Panini for Sargeras, that the best and only thing he could do was join
dinner?" Congrats, you just created an alternate universe. the Legion and have a say in the remaking of the universe.
Now Chronicles 3 establishes that all these other AU His mind had not crumbled, though. He had remained who
universes are fickle things, and will eventually die unless he was. He had taken what he had seen and used it to
merged back into the MU (as AU Draenor was) but the motivate himself through all the long centuries of opposition.
Legion still takes the time to destroy them as the vision He had had plenty of time to dwell on such things, he
establishes. This fact is made more significant by the fact thought bitterly.
that the Twisting Nether, home of the Burning “I was imprisoned for ten thousand years. In those ten
Legion, transcends all realities and thus the daemon that millennia I was not idle. I considered everything I had
your pizza-loving self is fighting now is the one who learned about the Legion. I ran through every possible way
slaughtered the panini au guy, is the one who murdered the of opposing it. All the ways anyone could oppose it. That
one who chose Thai food the other night, is the one who was why I had joined the Legion. I sought to learn all that I
butchered your AU self who chose instead of Thai to order a could about it. I gave up everything for that knowledge. I
mchappy meal etc. know more about the Burning Legion than any living
creature save perhaps its rulers, if you wish to count them
And one more quote to post among the living. I learned many things but they all boil
down to one stark and terrible fact.
Vandel surprised Illidan by speaking up. “Is it worth it, Lord? “I learned that there is no way that the Legion can be
Can we truly end the Burning Legion’s threat?” defeated by simply waiting for it to come to you. “The
Legion is too strong. If you turn it back once, it will
Illidan glanced from face to face. The truth was that he did return. If you turn it back a thousand times, it will
not know. He was only making a leap in the dark. Perhaps return. And every time, it will be stronger. Its
the Legion was invincible. Perhaps killing Kil’jaeden would commanders will have learned from their mistakes. Its
make no difference. Of one thing he was certain, though. “I generals will be prepared for your strategies. “They are
have dwelled on that question for ten thousand years and immortal. Their souls cannot be destroyed in most
more, Vandel,” he said. “Since first I made contact with places. They can be merely thrown back into the
Twisting Nether. Eventually they are reborn there, with the figures given, though unlikely to be drastically so.
all the knowledge of their previous lives. Imagine
fighting a warrior who, every time you kill him, comes MU Azeroth beat that....within two years. Yes, I feel
back. And this warrior remembers the trick you used to comfortable giving the victory to the Alliance more than the
defeat him previously, and returns prepared for it. Horde on this one, though both Horde and neutrals played
Eventually you run out of tricks. You run out of luck. their part. The Alliance of MU Azeroth canonically beat a
That is why the Legion cannot be beaten on Azeroth. force with infinite respawns, who knows a great deal of what
The spirits of demons can only be destroyed in the they can do thanks to conquering all those AU timelines,
Twisting Nether, in places where it bleeds into the and who they outnumber and outmuscle by astronomical
world of mortals, or in places utterly saturated with the orders of magnitude in terms of soldiers, supplies, industry
demonic energies of the Burning Legion. Nathreza was etc. While it is true the Legion could not bring their entire
one such place. Argus is another. military to bear at once (Karazhan establishes if that
“There have been those who thought they had defeated the happened, Azeroth would be screwed) Chronicles 1-3 all
Burning Legion. Dreadlords stride through the ashes of their establish that Sargeras and his lieutenants had a fixation on
worlds. Infernals desecrate the tombs of their children. You Azeroth and thus, it can be established they put far more
cannot beat the Legion by fighting it on its terms. In the end troops into it than they typically would for planets. As
you can only lose. “There is only one way of winning: to another acknowledgement, Azeroth wouldn’t have been
assault the Burning Legion where it can be destroyed. It is a able to invade Argus at all without Illidan Stormrage, who
slim chance, but it is our only one. We do not have a choice. spent years acquiring the planets coordinates and thus had
All we can do is stand and wait to die, or we can take the an advantage no other civilization had before.
war to Sargeras and his minions. We will destroy the
lieutenants who motivate the Legion’s forces. We will slay Though people tend to chalk up the defeat as Legion
Kil’jaeden, and Archimonde, too, if he has been incompetence and I have come to disagree somewhat with
reborn. Sargeras needs commanders to control his that. Rather, its akin to a bored, sadistic video gamer
soldiers. Without them, the eredar will fall to fighting among playing the same level over and over again, having beaten it
one another, and piecemeal may be destroyed.” countless times, only to be surprised by a sudden loss as
Let's put this all together. The Legion is a force capable of the NPCs pull suddenly become massively stronger than
projecting itself not only across the universe but the infinite ever before. Every trick, power up, weapon the Video
multiverse, with no duplicates caused by AU selves. It is Gamer knows and which he had deployed countless times
established to be winning against mortals everywhere before successfully are all countered and his PC dies. Then,
(though, perhaps, not against the Void) with very few before the video gamer can have his PC respawn, the
planets left and have destroyed countless civilizations some NPCs come to his real world house and beat him up.
of which can be surmised to be more advanced than on
Azeroth.. Unless killed in the Twisting Nether, a daemon will Now, as a limiter, some of the reasons for their ultimate
always come back and the Legion gains more the more victory over the multiversal legion undoubtedly involved luck
mortals are corrupted. In regards to Azeroth it has literally while others might include the fact that both the Old Gods
conquered the alternate versions of the planet countless and the titan Azeroth have been influencing their evolution,
times and thus its daemons pretty much know almost every and according to both text and WOG the Legion has never
trick the mortals could conceivably pull. Its force is magical, been able to inflict a severe blow on the Void while Azeroth
it can corrupt your citizens, can corrupt your land, has is the most powerful titan. It is possible, given the nature of
innumerable mages and has weapons not commonly seen these beings, that their advantages do not translate over to
in Fantasy, like spaceships. And yes it has fire, its other AUs.
the Burning Legion after all.
That said, even with all that acknowledged, it is clear that
We even know how long it took them to accomplish such a much of the credit for the victory needs to be given to the
feat, thanks to the audio drama a Thousand Years of War, uniquely formidable Azerothians.
which establishes twenty years in real space equals a
thousand in the Twisting Nether. The Burning Legion,
though existent before, only really became a machine after
the acquisition of the Eredar in 25000 years before the
present time. So 25000/20 = 1,250, which is then multiplied
by a thousand to get 1.25million. That is how long it took the
Legion to hollow out most of the MU universe while
simultaneously klling nearly everything in the AU.Note,
thanks to the fluctuations of time in the Twisting Nether, it is
possible this timeframe is somewhat lower or higher than
Undead Scourge

Brief History :
The first instances of the Burning Legion using undead
against their foes occurred in the War of the Ancients,
Threat Level: Massive (Threat to all life) however these were often isolated cases.
Notable Wars: Third War, War Against the Lich King
Current Status: In hibernation mode, almost entire When the Scourge initally appeared on the scene through a
leadership killed series of plagues they were initially repelled by Prince
Arthas of Lordaeron, who in a desire for vengeance led a
bloody assault on the continent of Northrend itself. This
Brief Introduction: turned out be the demon lord Mal'Ganis's plan however the
original Lich King, Ner'Zhul, planned around said plan.
Instead of having Arthas only corrupted he had Arthas
corrupted and kill the demon lord. Now with the corrupted
Arthas the Scourge went on a rampage, inflicting utter
devastation upon the High Elves and the Human Kingdom
of Lordaeron, forced Daralan to retreat to the North, and
aided in the failed demonic assault on Mount Hyjall.

The Scourge is the legion of the dead molded into one


terrible force. Undead of all sentinet races an be found
among their number as skelatons, ghouls, ghosts, or unholy
abominations merged together at a surgeon's table.
Whether through spellcraft or terrible diseases all undead
are brought to serve the Scourge and its terrible Lich King.
They are supplemented by the almost entire undead spider
race known as the Nerubians, undead Vikings/Valkyries,
vampyric blood elves, frost wyrms, Death Knights and
more. Even outside the battle the effects they wage on the
environment are horrifying, as the very ground they walk
upon dies as they do so, water is fouled as undead cross it,
and trees die on contact.
After the archdemon Archimonde was defeated Arthas and themselves were diverse too ranging from vampire blood
the Lich King made their own bids for independence, elves to giant Norse Warriors with superhuman strength to
fighting remnants of the humans, demons and various abominations sewn together from various
eventuallyNaga under Illidan Stormrage. The latter so bodies, undead dragons, hordes of death knights, ethereal
weakened the Lich King's control of his subjects that ghosts and of course the various undead.
Sylvannas Windrunner, general of Quel'Thalas, was able to
assert her independence. This forced Arthas to travel back
to the seat of Lich King's power, Icecrown, fighting through Old Gods & Their Armies
minions of the Old Gods along the way, and then defeat a
three sided army of Naga, Vengeful remnants of the High
Elves known as the Blood Elves and Illidan himself.

Roughly 6 years later , now fully merged with the Lich King
and dominant over the form, Arthas launched a vast assault
on all the living kingdoms of the world, vowing that they all
must die and serve him.Terrible plagues and great strike
forces were unleashed on many cities of the world, and for
roughly a week there were zombies everywhere. However
eventually even this was cured.

The Alliance and Horde, along with new organizations


dedicated solely to the Scourge's destruction like the Argent
Threat Level: Major
Dawn, rallied against the Lich King and brought the fight to
Notable Wars: The Nightmare War, Cataclysm, War of the
Northrend. It was a very grueling war in which both the
Shifting Sands/ Sillithus War, Various Minor Conflicts
Alliance and Horde had to fight for every inch of land with
Current Status: Active
the full knowledge that whoever they lost would be sent
right back at them again. Eventually Argent Crusader head
The Old Gods are the Warcraft universe's resident Eldritch
Tirion Fordring himself with a group of adventurers stormed
Abominations. They are the highest lieutenants of entities
the Lich King. All in all the war caused the Alliance to lose
known as the Void Lords, launched into the Great Dark
50,000 good soldiers in the conflict.
Beyond to find and corrupt an infant Titan world-soul so that
they could bring about the end of the universe.To that end,
--Implications:
they utilize a vaguely united coalition of corrupted races and
their own horrible monsters to achieve that goal.

The most ancient of these allies are the Aqir and their
various successor races- the Sillithid and their Qiraj
masters, Mantid and Nerubians. They are vast swarms of
tunneling insects erupting in the tens of thousands in
modern era capable of overrunning both ground and air with
swarms of flyers. Though many are barely sentient, others
have been given intelligence for various purposes, such as
the Klaxxi. Coming in many variants they resemble both
pure insects and insect humanoids, along with various sizes
ranging from creatures the size of enormous (real world)
bugs to colossi that tower over the Pandaria’ Great Wall
expy.

In short Azeroth is going to be extremely familiar with


undead armies, necromancy, magics and especially foul
plagues, including those that kill on contact. When Arthas
was the Lich King the Scourge used a huge diversity of
tactics ranging from subtle infiltration by living
spies,poisoned food/water, cults (including a werewolf one)
to sabotage from within, possession/mind control, internal
sabotage, massed unending assaults,magical
banners/statues, corruption and more. The armies
magics and forced champions of the Alliance/Horde to fight
in both the past and alternate timelines to stop them. The
Nightmare Dragonflight is a corrupted version of the Green
Dragonflight, with mind altering and corruptive life powers.
Finally the Chromatic Dragonflight was a experimental
version that attempted to combine the powers of all
dragonflights into one dragonflight with very limited (but very
potent) success.

At one point, the Old Gods corrupted the forces of Ulduar.


These were armies of skilled robots, some blessed by the
titans themselves, which were made entirely of iron and
wielded diverse magic such as that of runes. Though most
resembled Vyrkul or Dwarf, some were golems the size of
giants.

The Emerald Nightmare was the physical manifestation of


The N'raqi are a monstrous race that arose from the organic the Old God’s corruption in the Emerald Nightmare and,
matter that seeped from the Old Gods' blighted forms during when deployed, it could corrupt nature en mass. During the
the primordial era of Azeroth. Cunning and intelligent, they Nightmare war Xavius, the Nightmare Lord, succeeded in
serve their eldritch masters with fanatical loyalty.In battle locking most of Azeroth in inescapable nightmares while
they are highly durable foes employing Void magic and who using the bodies of the afflicted to visciously hunt down the
seem to specialize in mind altering effects, like fear, awake individuals in the real world (“Sleepwalkers”). In the
madness inducing whispers, and even, in some variants, Emerald Dream they deployed elements that took the form
mind control. of every person’s individual nightmare, were deployed in
swarms and were virtually unkillable within the nightmare.
The serpentine naga are some of the most formidable
villains of Azeroth. Masters of sorcery, the naga were The Blood God Ghuun, the physical embodiment of the Old
formerly Highborne night elves, members of Queen God’s need to corrupt, deployed the Blood Trolls to try to
Azshara's court in the War of the Ancients. They were corrupt all of Azeroth. This force not only knew its trademark
transformed into naga by the Old Gods, more specifically blood magic, but were also masters of plagues and
N'Zoth, and now haunt the seas of Azeroth building a great pestilence. They made significant use of necromancy and
civilization on the ocean floor. In addition to formidable corruption on the dinos of Zandalar. They are allied with a
sorcery and amphibious assaults, they make heavy use of troll who is basically a 40k Farseer.
various enslaved sea creatures like Leviathans, marauding
sea giants and murlocs. The Sha are physical eembodiments of extremist emotions
found in Pandaria.
Corrupted mortals and elementals make up a significant
portion of the Old Gods forces and many of these cults were Finally, it should be noted that many of the minor conflicts
able to, historically, operate even on the high levels of the detailed a bit below were orchestrated by Old Gods working
Alliance-Horde before being rooted out and destroyed. to weaken the Alliance/Horde from the background.
Significant numbers of elementals, particularly of the fire &
air branch, joined these cultists and employed their chosen History
elements to great affect.

The Old Gods either corrupted or were informally allied with


five branches of dragons. The first, the Black Dragonflight,
was a exceptionally large grouping of thousands of dragons
blessed with magma breath and elemental powers, led by a
Dragon with a 1,200 foot wingspan. The Twilight
Dragonflight was a experimental brood also employed in
significant numbers of dragons gifted with the ability to drain The Old Gods have been a consistent problem for Azeroth
magic and turn incorporeal at will(though not indefinitely). for potentially hundreds of thousands of years and in the
The Infinite Dragonflight is a corrupted branch of the Bronze days of their Black Empire it took intervention by the titans
Dragonflight who wants to cause the apocalypse now to themselves to defeat them. However they could not kill said
avoid a even worse one down the line. They wield time
Old Gods without damaging the world soul of Azeroth and Freddy Kruegar style tactics to trap people in dreams then
so were forced to imprison them. bring their nightmares to life. Though The Nightmare Lord
comes very close to defeating Azeroth wholesale, he is
Since the time of mortals the Old Gods have strived, foiled by heroes that include Malfurion Stormrage and
primarily, to move behind the scenes barring a few periods Tyrande Whisperwind.
where they get overconfident.
In Cataclysm the remaining and most cunning Old God,
The first of these wars was an attempted breakout of the N’Zoth, decides to try to overwhelm the Alliance & Horde by
Sillithid a thousand years ago in the War of the Shifting having its servants throw every Doomsday scenario at once
Sands. In those ancient days the Kaldorei rose to fight at them. He had Deathwing cause obscene elemental
them, though it was only with the aid of four of the turmoil across the planet (inducing volcanoes to erupt in
dragonflights that they were sealed inside their prison once some places; flooding in others), had his air elemental
more. servant seek out a titan artifact capable of scouring all life
from Azeroth, ordered Azshara to control the head Water
Eventually, the imprisonment broke and the qiraji poured Elemental and cut off all sea travel while the Infinite
forth. The combined forces of the Horde and the Alliance, Dragonflight sought to disrupt time itself. Meanwhile, the
with High Overlord Varok Saurfang as their Supreme Alliance/Horde hierarchy, locked in combat with both the
Commander, had to stop the qiraji before they could forces of the Old Gods and themselves, would be hard
overrun Silithus and eventually Kalimdor. The qiraji General pressed to respond to stop all of these events when N’zoth
Rajaxx commanded the opposing forces, and an endless just needed one ot succeed.
flow of silithid and Anubisaths flooded Silithus. This battle
stretched across all of Kalimdor, with qiraji resonating However, the Old God reckoned without a unique
crystals summoning the insects. Nonetheless the Might of phenomenon in Azeroth history- the ability of random
Kalimdor was victorious where Saurfang led the combined champions in the Alliance or Horde to put away their
forces in the destruction of their main fortress, with Alliance animosity for each other, form neutral groups independent
adventurers destroyed the old god, C’thuun. The last of the of the Alliance/Horde hierarchy and then use said groups to
qiraji forces were defeated, retreating back to the ancient counter threats to Azeroth. These neutral groups,
city-fortress of Ahn'Qiraj. The qiraji Resonating Crystals sometimes aided by the Alliance/Horde (sometimes not)
littering Kalimdor vanish as quickly as they appeared, managed to defeat every threat N’zoth orchestrated. In the
leaving behind nothing but sundered earth. end even the might Deathwing himself was deated.

Though not connected to N’zoth’s commands, in Pandaria


the Alliance & Horde would fight and subdue the insect
Mantid Empire and defeat the Sha, who are physical
embodiments of extremist emotions.

In the Blood War, with the Alliance-Horde hating each other


more than ever before, the Old Gods(or, really, just N’zoth
Shocked that the mortals had actually managed to kill one
at this point) decides to take advantage of the Chaos. The
of their kind, the Old Gods became more cautious with their
Naga corrupt a portion of the house of Stormsong in Kul
manipulations and focused more on gathering mortal
Tiras while, in Zandalar, the Blood Trolls and Zul move
servants for their cults.
behind the scenes to unleash G’huun. The Stormsong are
taken out by Alliance adventurers and while the move to
However, in Northrend Yogg-Saron, who had long
free G’huun initially succeeds, the Proto-old god is put
subverted the titan keeper Loken and his army, was drawn
down. However, this is just the tip of the Old God’s plans
into a conflict with the Alliance/Horde that saw champions
and later in the expansion the Naga rise their main province
storm his halls, free the enscrolled titan keepers, and
from the seafloor while N’zoth at last fully breaks his titan
ultimately slay the Old God himself. Later, towards the end
imprisonment. More omnisiously still, the N’qari-Aqir Black
of the expansion the Nightmare Lore launched a
devastating assault across the breadth of Azeroth, using
Empire that dominated the world in the beginning of time is
heavily rumored to make a return, soon.

Implications: The forces of Azeroth have experience


beating a diverse collection of forces ranging from
elemental powerhouses, incredible amounts of dragons,
pyshcological horrors, vast legions of insectoids, maritime
snake people, corruptive magics and much, much more.
Though it does need to be said that the Old Gods they have
beaten so far were weakened by titan imprisonment and
that they have not yet fought the Black Empire at its prime.

The Void
Threat Level: Cosmic Composition: When the Alliance and Horde invaded
Notable Wars: None Yet Outland they had to contend with the varied and hostile
Current Status: Watching forces of Illidan Stormrage, who had succeeded in uniting
The Void is a force that even the Burning Legion feared and many disparate groups under his cause. The Blood Elvs
the Old Gods are their servants. If the Old Gods are the under Kael’thalas, though later defecting, were one of the
Great Old Ones of Lovecraft, these guys are the Great most important. They utilized powerful magic and were
Outer Gods.. The void lords are monstrous entities capable of utilizing great machines to actually suck it from
composed of pure shadow energy who dwell within the from the lands. In addition Ballistas, archers, and
Void, outside the borders of reality. Merciless and cruel swordsmen could be found in their ranks. The Naga under
beyond imagination, they seek only "to twist reality into a Lady Vashj like their cousins mostly stayed near water
realm of eternal torment",and ultimately to devour all matter sources and brought along with them hydras for battle.
and energy and the universe itself. However, only the most Enslaved Daemons and fel Orcs formed the frontline of this
powerful of the void lords can actually manifest in the expedition, while Broken Draenei were both the slave and
physical universe, and only for limited amounts of time for assassin force.
their energies quickly seep into nothingness. They thus
must consume untold amounts of matter and energy to Essentially a new coalition of old foes that can all be found
maintain their presence. elsewhere, however in addition Illidan also enslaved
netherwing dragons and giants, and maintained elite cadres
Azeroth has only fought some of their servants, who utilize of daemon hunters.
plenty of portals, powerful magic and corruption beyond that
of the Old Gods. However, with the Legion destroyed the History:
one force keeping the Void in check is gone, and it is very When the Alliance entered Outland it was accostered by
likely Azeroth will feel their attentions soon. both the Burning Legion and the forces of the warlord Illidan
Stormrage. This was a very diverse force, composed of
many different sub-factions operating more or less
independently. Hordes of Fel Orcs and allied-daemons
Illidan's Forces sought to drive the Alliance and Horde out by force, while
Threat Level: Minor the Naga wanted to completely drain Zangarmarsh to serve
Notable Wars: War in Outland their own mysterious purposes.
Current Status: Defunct
One by one the Alliance, Horde, neutral factions or
adventurers aligned with one of the above foiled these plots
and began shutting down the different factions. Too the
Illidari coalition suffered from great defections such as most
of the Blood Elves to the Burning Legion, as well as the
Ashtongue Draenei who sought to kill and supplant Illidan
as the ruler of the Black Temple. Eventually, after a
combined Draenei-Blood Elf assault led by the Shat’ar
Naaru, as well as the aid of the Night Elf Warden Maiev
Shadowstrong and Azerothian champions, the Ashtongue
leader Akama succeeded.
Empire of China. They utilize hordes of spirit-bound
Implications: animated statues in dog-like and Mogu form, and even have
The Illidari Alliance doesn’t add much other then what has a machine allowing them to build hordes of robots. They are
already been said, but it does provide yet another powerful magicians, especially in the form of Spirit
experience of having to face a highly diverse alliance of old Magicians.
foes, particularly one using lots of enslaved forces. Their assassins could remove spirits upon death blows, and
they could be resurrected thousands of years after
hibernation. They could portal whole strike forces in and
Zandalar Coalition and Mogu attack rapidly, or craft flesh to create the then-servent race
of the Saurok.

History:

Until recent times the Zandalar troll tribe, who were the
proginitors of all trolls (and thus elves) were thought of as a
myth. However when in Zul'Gurub the troll remnants of the
Gul'bushi nation attempted to summon Hakkar the Soul-
Flayer the horrified Zandalar set sail from their island
kingdom, and together with the Alliance and Horde put an
end to them. Later when the trolls of Zul'Darak sacrificed
their loa gods to gain more power, the disgusted Zandalar
again allied with the Horde and Alliance to put an end to
them.

The Catacylsm, which utterly devastated the land, reshaped


Threat Level: Moderate-Major the trolls opinions on the prospects of another empire.To
Notable Wars: War Against the Zandalari them it had to be reformed, or their species would be made
Current Status: Reeling, Mogu Defunct extinct. Led by a mysterious prophet known only as Zul,
the Zandalari have issued a call to Azeroth's embattled troll
Composition: populations: unite into a single mighty empire and save their
As the Zandalari seek to unite all trolls their force is race from extinction. Thus far, the Gurubashi and Amani
incredibly diverse with some commonalities. All trolls for trolls have answered the summons and received aid from
example use beserker-like troops, have regeneration the Zandalari, allowing them to rebuild their respective
capable of regrowing whole limbs over time, and call upon capitals in Zul'Gurub and Zul'Aman. Not all trolls, however,
voodoo magics of their gods, sometimes even bringing have so eagerly adopted the Zandalari's grandiose vision of
powerful Avatars of them. In addition there are many tribal a new troll empire. Vol'jin and his Darkspear tribe are
differences. opposed to the warmongering espoused by Zul. To prevent
the burgeoning Gurubashi and Amani troll forces from
Zandalari use packs of raptors, ballistas, and powerful and wreaking havoc on Azeroth, Vol'jin has reached out to his
ancient magics, including barrier magic. In the Isle of Horde comrades and members of the Alliance for
Thunder they kept the entire island covered until Alliance assistance.
and Horde elite strikes destroyed it from within. In their own
homeland they kept their island secure in a little bubble after In Zul'Aman the Armani trolls tried to destroy the blood
it sunk under the sea. They used giant dinosaur monsters Elves of Quel'edas, only to be defeated by a joint strike
like the pterodactyle, devilasaur (T-Rex) and force led by Hauldon Brightwing, Vereesa Windrunner, and
stegadon/triceratops, often all covered in thick steel armor. Voljin. Likewise Alliance and Horde, despite concurrently
waging a war against each other, assaulted Zul'Gurub
The Sandfury brought hordes of voodoo controlled zombies, where the Zandalari foolishly tried to steal the power of a
giant cobras and scarabs, while Frost Trolls have much god to wield. The battle ended when said god Hakkar
larger portions of undead, use mutilated beserkers far larger manifested on the mortal plane once more, viciously killed
then norm, and murdered their own gods to take their the remaining Zandalari, and letting the adventurers go in
power. The Gurubushi and Armani tribes specialize in return for their aid.
hexes, fast moving forest beserkers, and priests.
In Tanaris the neutral goblin city of Gadgetstan was
Finally in Mists of Pandaria the Mogu join this alliance. attacked by Sandfury trolls. The goblins predictably called
Towering at eight to ten feet tall, this race is full of upon (and likely bribed) the Horde and Alliance for aid, who
impressive warriors and archers, being based on the Qin
put the trolls down. Finally in Dun Morough the Zandalari and stops the Orcish clans from drinking the demon blood,
allied Frost Trolls sought to besiege Ironforge, only to get instead raising them up united with armies of steel and
foiled by a army led by Varian Wrynn and Queen Moria. present-day military tactics; they're no longer the Fel Horde,
but the Iron Horde, belonging to an Alternate Timeline. Most
However in Pandaria the Zandalari experienced a brief of the chieftains and their clans throw their lot in with the
resurgence by allying with the Mogu Clans, ancient allies Iron Horde, the only exceptions being Durotan and the
from almost 15,000 years past. Together they attempted to Frostwolf, and Gul'dan and his warlocks in the Stormreaver
take control of the continent, battling Alliance, Horde, the Clan, although the latter are tying to wrest a place among
native Shado-Pan and adventurers all the while. The Mogu the Iron Horde so they can, in the end, bring them to
succeeded in resurrecting their great Thunder King, unifying demonic corruption. With Kairoz's help, the Iron Horde
around him, however the Kirin Tor allied with the Shadow- rewrites the nature of the Dark Portal into a portal to the
Pan eventually ended his reign, disintegrating the Mogu present of Azeroth's main timeline, so that they can invade
threat and killing off most Zandalari leaders. Now only their Azeroth and Garrosh can take his revenge.
main island of Zul stands under their definitive control….
This Garrosh succeeded in doing, however he and his
Implications: father were arrogant and opened up a new front without
bothering to close existant ones. As a result, the Horde was
Azeroth has experience in fighting foes with a huge variety fighting in Frostridge to subjugate the Frostwolves, Taanan-
of magic casters , infantry, and dinosaur cavalry. This is a Shadowmoon against the Draenei, Spires of Arak against
numerous foe that exists almost everywhere in Azeroth, and the Arrakkoa, Goregrond against the Breakers & Primals
thus Alliance experience is somewhat frequent. The Mogu and now through the Dark Portal against Alliance/Horde.
give experience with legions of soulless automatrons, ghost The end result went poorly for the Iron Horde, as the
assassins, and physically powerful warriors. Azerothian forces broke through the portal, allied with
Draenei and Frostwolves, then systematically destroyed the
Iron Horde across the continent with minimal effort from
Iron Horde themselves.

Implications: Alliance/Horde have acquired experience


fighting a borderline steampunk foe with superhuman
soldiers powerful explosives technology and plenty of
subjugated giants armed with said technology.

Provincal Threats
The following describes threats that were capable of
threatening at least one member of the Alliance and have,
Threat Level: Potent as organized groups, reaches across entire portions of
Notable Wars: War Against the Iron Horde continents.
Status: Absorbed into Horde Dark Horde:
Description: The Iron Horde was a faction of Orcs, Ogres
and giant creatures from alternate Draenor that formed as a
result of time travel gone awry. This faction was given
formidable and explosive war technology based upon the
‘iron star’ which they used to mass tanks, cannons, and
outfit their giants with armament on their backs. Their entire
force was superhuman in biology augmented by technology
that included semi-automatic rifles, flamethrowers, along
with various traditional methods of fighting. Included in this
force were the Ogre gorian empire, who made use of tough
fighters and plent of arcane magic. More details can be
found in the Horde profile, as the remnants of this force
would eventually join the mainstream Horde.

Brief History : n Warlords Of Draenor, Garrosh, with the The Dark Horde were a remnant from the Second War
help of the traitor bronze dragon Kairoz, travels back in time Horde that preserved both the basic lifestyle and attitudes of
that era, and military capacity. They were mostly limited to
primitive siege weaponry such as catapults for their most
powerful weaponry, as well as Warlocks, Troll hex-priests
and Ogre Magi for magical support. Baseline troops include
troll axe-throwers and assassins, Ogres, goblin mercenaries
armed with exotic weaponry (such as flamethrowers) and of
course heavily armed Blackrock Orc warriors with Worg
cavalry. As a front on behalf of the Black Dragonflight,
which manipulated the strings from the rear, they
sometimes utilized black dragons and wyrmkin in their
assaults. The Defias Brotherhood is a vast criminal organization
formed from the remants of the Stonemason’s guild after a
At their height the Blackrock Orcs made foreys into the revolt over payment. This group has expanded among the
province surrounding Stormwind itself, as well as seriously primarily poor areas within Stormwind’s rule, taking recruits
threatened the Redridge Mountains. Yet they were foiled by from the disenfranchised lower classes in opposition against
a combination of what scant forces the Horde had in that the King and the Alliance in general. They deploy a great
region (the Blackrock Orc’s warchief, Rend, claimed himself spy network that extends all the way out to Kalimdor, and
the true leader of the Horde and that wasn’t tolerated by through that they were able to – if briefly- kidnap the king.
them), Dark Iron Dwarves (many of which were allied with When forced into combat they employ thugs, rogues, and
the Alliance or neutral) and of course the Alliance. Indeed various criminal organizations that they have allied with,
the Alliance seems to have only seriously commited one such as Goblin Mercenaries, Kobolds and Ogres.
special elite squad to combating them and this squad, led Sometimes this even includes war machines, like goblin
by Troteman and Keeshan, did extreme damage to the shredders and experimental large harvester bots. Rarely do
Blackrock Horde, wiping out most of their leaders. they fight directly, but instead rely on intricate infilatration
and ambush.
Dark Iron Dwarves:
The Alliance has had to fight this organization twice, with
the first example ending after the gutting of most of the
organization and the death of its leader, Edwin Van Cleef.
However his daughter Vareesa survived and witnessed the
horrific act, vowing revenge. Years later she refounded the
organization and set Westfall alight in revolt, preying upon
public dissatisfaction with the draining Scourge War.
Though defeated and the organization butchered yet again
her death has yet to be confirmed….

Scarlet Crusade:

The Alliance and Horde has long warred with the Dark Iron
Dwarves, who were a renegade clan of Dwarves based in
Blackrock Mountain along with the Blackrock Orcs (who
they constantly warred with). The military for this race of
dwarf has already been discussed in the opening section,
but in addition to that they did have great digging machines
that allowed them to launch a underground tunnel invasion
to Ironforge Airport, briefly devastating it. In additioh they
were enthralled by the Fire Lord Ragnos and thus many fire
elementals could be found in their armies.
The Scarlet Crusade is a fanatical organization of paladins
By BFA, the majority of this faction has joined the Alliance. and priests, made up of the survivors of Lordaeron, that
sought the utter destruction of the Scourge. To that end
they showed little distinction between the Scourge and the
Defias Brotherhood Forsaken, which cause problems with the burgeoning
Horde. Eventually their fanaticism led them to engage any after the War of the Ancients ended they gathered en
non-infected Human or non-Humans in general who masse and attacked. Such were their numbers at this point
werenot part of the Crusade, viewing them as Scourge that they roughly equaled the Night Elven armies, and many
sympathizers or, in the case of other races, as "polluting" of them were powerful spellcasters to boot. To supplement
the Human's world. Horrified at how fanatical they had themselves they also allied with demons left behind by the
become, the last reasonable members left the order to join previous invasion.
the new Argent Dawn group, which would play a role in the
Lich King's death. The Night Elves suffered heavy losses at first. However in
time a small sub-faction of druids began to embrace a
While the Alliance didn't mind the Crusade targeting the powerful but highly dangerous banned form of
Horde, it was infuriated by the second. While the Forsaken shapeshifting: the Worgen form. This power proved to be so
and the Horde were undoubtedly played the largest role in incredible that it broke the Satyr’s hold, and ever since they
countering the crusade, the Alliance sent in assassins too have been a scattered population whose only threat is
until recently and directly sought to suppress their through aiding the Old Gods or Burning Legion, depending
operations in Northrend. In its war against the Lich King, on who is available. Satyrs live to corrupt….everything.
Horde, Alliance, and all other things that invoked its Whether working for the Old Gods or Burning Legion or
intolerance, the Scarlet Crusade launched an invasion . their own devices, it doesn’t matter, for the Satyr objective is
This time the manipulation of the daemon behind them was to pervert and destroy.
revealed. In Cataclysm the Alliance sponsored a Scarlet
Crusade renegade named "Joseph the Insane" to kill off
what remained of the old leadership and build a stronghold As a faction the Satyrs employ many terrible and dark
right on the border of Sylvannas's land. magics, including daemonic minions or overlords. Through
dark rituals they can apparently turn members of other
races into them, boosting their numbers over time. At times
In addition to the holy light and legions of footmen, they they might experiment, such as the occurrence when they
made use of warlocks that could turn into daemons and used plague-bearing rats or enslaved a race of grell.
death knights.

Wars of the Satyr:

The Nexus War

"Malygos, the Dragon Aspect of Magic and the patriarch of


the blue flight, had led a life fraught with tragedy. For
millennia he had been mad, driven insane by
Deathwing.Not so long ago, he had finally recovered from
The Satyrs were created through the corruption of Night that dreadful condition, to the great joy of not just his own
Elves in the first Burning Legion invasion. In this initial war flight but all the flights save the hate-filled black
their presence was minimal, for there were not yet many of dragonflight. The relief and happiness of his recovery lasted
them, however they served to disturb those Night Elves who a poignantly short period of time. The other flights soon
encountered them. At first mostly willing (for a lot of Night learned that, once he had regained his mind, he had put it
Elves were enticed by the Burning Legion) they do appear to work analyzing the role of magic in Azeroth—and had
to have invented means to pass their curses onto others, reached a horrifying conclusion. Malygos had decided that
even non-Night Elves. arcane magic was running amok in the world—and that the
mortal races where to be held accountable for its abuse.
Sadistic to a man, the Satyrs have held a grudge against And so he had started a war. Malygos had diverted the
the Kaldorei both for the defeat of the Burning Legion and magical powers that coursed beneath Azeroth to his own
the death of the first Satyr, Xavius. Roughly 1,000 years seat of power, the Nexus. The consequences had been
violent, dangerous, and deadly.The world’s crust had In Outland the various fel orcs clans continued to be a
splintered, and the resulting unstable rifts had torn the very nuisance, with at least one of them having the potential to
fabric of the magical dimension known as the Twisting be a serious threat. In general they are legion of daemon
Nether. Malygos’s misguided attempts to “correct” the corrupted and various powerful warriors, with many
perceived misuse of arcane maic had to be halted … warlocks among them, accompanied by actual daemons.
whatever the cost.
Dragon had fought against dragon in the bitter NexusWar,
and it had been the Life-Binder herself who had reached the
agonizing decision that Malygos—not long recovered from
millennia of insanity—had to be destroyed. Alexstrasza had
taken her flight and allied with the magi of the Kirin Tor.
With all that was at stake, the remaining flights had agreed
to join the reds in their bitter task. The alliance of dragons
became known as the Wyrmrest Accord. Together they had
been able to defeat and slay Malygos, and the war had
come to an end. Now the bluedragonflight was deep in grief,
and without a leader."
pg 18-19, Alexstrasza's description of it.

The Dragonqueen gave a rather excellent description of the


short, sad and very bitter war . The Blue Dragonflight,
though numerically the smallest of the Dragonflights, had a
vast measure of magical power at its disposal and was well-
equipped to match the rest of the world. Indeed their master
could actually re-arrange the entire field of magic in the war,
not only tearing the world apart but disallowing magic
among their foes. In addition to the dragons a few mortals
saw his point that the mortals were killing the planet and
joined his cause, and specifically crafted anti-mage hounds
were created to suck their main Kirin Tor foes dry.

Seeking his own new empire the Death Knight Ragnok


Bloodreaver (from the original Horde, not of the Scourge)
used the bought services of ethreal mystic devices to take
control of many netherwing dragons, who had the ability to
In Combat The Blue Dragons are master mages, and were
phase in and out of reality at will. After defeating his rivals
planning actually sap magic from the entire planet to deny
the Dragonmaw clan (or their presence in Outland)
anyone else it. As their main foes were the mages of the
combined with his own fel orc tribes he launched a invasion
Kirin Tor, the Blue Dragon’s specialized in anti-magic.
of the Dark Portal, to destroy the Alliance and Horde army
These include using giant flying serpents that could eat
there and take control of the access point between two
magical energy, hounds that track them, prisons that could
worlds.
drain it dry from someone and all kinds of such devices.
They also magically enslaved giant ancients to do their
bidding as shock troopers and of course brought plenty of
draconic forces to the assault. Finally they had their fair
shair of mortal servents, either taking up the cause
zealously or blackmailed into helping.

Fel Orcs:
At first, thanks to the power of Netherwing Dragons, Nether Murlocs are an ancient race that has emerged, in recent
Rays and many thousands of Orcs, Ragnok beat the times, randomly from just about every body of water to
Alliance-Horde expeditionary force back. Yet the tide turned trouble basically everyone. Some suspect that they are
when Alliance paladin hero Jarod Mace seized control of a mere agents of more viscous factions such as the Naga or
Netherwing and boarded Ragnok's netherwing mount. another deep sea horror however this is as yet unknown.
Simultaneously blue dragon Tyrygosa worked to subvert his Murlocs attack with ferocity that is legend among their
control of the Netherwings. Together they pulled the Fel Orc enemies, and a surprising amount of coordination too,
lines apart, destroying their one serious attempt to pose a known to be viscous packhunters that tries to lure foes to
threat. Thereafter Fel Orc tribes just appear as minor the water whenever possible. They mainly utilize primitive
threats, or part of a larger one (like Illidari Legions). magic and weaponry, however those that underestimate
them find to their folly just how deadly these fish-people can
be.
LOCALIZED THREATS
The following are threats that have, at most, only really
posed a threat to a single region and are, for the most part,
considered nuisances.

The wild Worgen were


naturally a threat in many
places, where infectious wolf
cults rose up such as
Duskwood, Felwood, Northrend
and Gilneas. In the latter area
Worgen, led by the original
werewolf-druid known as Alpha
Prime, threatened to overrun
the land through an alliance
Gnolls, a pest to many factions within the world, utilize a
with Forsaken. Fortunately a
combination of crossbows, giant ball and chains, over-sized
Gilnean alliance with Night
swords/cleavers, poison and low level elemental magic.
Elves proved more fruitful and
They are relatively cunning on the battlefield, born out of a
ultimately successful in killing the Alpha. The Worgen are
love of fighting, and can breed in incredible numbers.
cunning beastmen that are deadly in melee combat, ripping
Fortunately their tempers are such that only a few can get
opponents limb from limb with superhuman strength, deadly
along with one another at once. In battle they like massed
claws and jaws. Worse their bite was and still is infectious,
group tactcics and display a clever use of ambushes. They
and those bitten if not killed will become Worgen in a few
also occasionally hire themselves out as mercenaries.
days. However not only did the Gilneans learn how to kill
the beasts but, through Night Elven rituals, learned how to
tame the beast within, rending it under their control. In
recent times there are few Worgen left outside of Alliance or
neutral faction alignment.
Kobolds are the cowardly race of rat people that are
Blizzard's parody of the Skaven. Stupid, untrustworthy, and
scared of their own shadow (literally) these guys really only
attack when they sense their opponent is super-weak, when
backed into a corner, or when utilizing overwhelming
numbers. They don't wield much in the way of armor Vicious, warlike and fast, the Centaurs are renowned for
however occasionally they are shown to use rudimentary their terrible raids. While not technologically advanced they
magic. They are odd in that the more candles are around are known for utilizing primitive shamnistic magic, as well as
them, the more their morale increases. traditional bows, spears ect. They are the traditional enemy
of the Centaur and both the Alliance & Horde, frequently
send agents to foster discontent and warfare among the
tribes to prevent a unified leader from taking control.
However at least once the Night Elves of the Cenarion
Expedition formed alliances with certain tribes (after
strongarming them into compliance) to fight against a
greater threat- the Burning Legion.

Harpies are viscious hit and run flying birdwomen with a


love of magic, rape and cannibalism, frequently face the
Night Elves, Tauren and other races of Kalimdor. They
wield primitive weaponry and sometimes elemental/nature
magic, however they are considered only a nuisance by the
Whether it be the Bog Giants of Zangamarsh, the Crystal
Night Elves who occupy the continent. Usually they are only
giants of Hellfire and Shadowmoon, the Sea Lords of the
a harassment to supply lines or isolated shrines.
Ocean or the Maugnataur of Northrend , the Alliance &
Horde has a lot of experience with giants in their land.
Some are primitive, such as the Bog Giants, while the
Maugnatar have a level of sophistication that includes the
taming of a rat-like race of Snobolds. Quite a few of them
are skilled in the various types of magic, too, or else are
giants of a certain aspect or element (Molten Giants, Ice
Giants, Storm Giants ect). For the most part these are only
threats to individual bases at worst, and nuisances at best.
It was unfortunate that, in the process of daemonic
enhanced devolution, the Broken and Lost Ones both lost
The most threatening of the various tribal races, the a great degree of their cognitive abilities, with the Lost Ones
Quilboar, ride giant boars into battle, possess numerous becoming near animalistic. Though quite a few maintained
elemental shamans, have numerous primitive weapons, their memories from before, quite a few fell into corruption
attack from underground and, most importantly, are masters or else were enslaved by the Legion or Illidan’s forces. The
of vine magic. They can summon up a whole underground Alliance freed and rehabilitated those tribes it could, and
vine complex virtually overnight, doing so in Stormsong, wiped out the ones it couldn’t, while the Horde focused
complete with hostile giant flora that attacks intruders. more on wiping out. These tribes often used primitive
elemental/nature or dark magic against their enemies. Also
unlike other Draenei, they employ shadowy assassins to do
their bidding. Often they are deployed as slaves by the
Illidari.

Deceitful, malicious, and incredibly self-centered, the


Grimtotem is a perversion of everything that the Tauren are
known for. Their deeds are terrible, and both Alliance &
horde hate them. And yet there have been instances of
reluctant alliances against the greater threats of the Horde
(for the Alliance) and Twilight Hammer, even if said
alliances do not last long and conflict returns. Against the
grimtotem, Azeroth gains more experience with dark
shaman who use the elements forcibly to do their bidding,
and more experience with the powerful warrior race of the
A race of bird-men among Outland, the Arakkoa were once
shaman. More critically however they have gained
a mighty people that has since become divided into many
experience with fickle alliances that lasts only for a tiny
sects and has since fallen to dark powers, in particular a
amount of time.
nascent Old God .Do to their unique racial history they
became skilled at binding those who had perished, and
manipulating corruption even from birth. In battle they
utilize mastery of shadow and elemental magic, as well as
primitive weaponry. The Alliance, along with the Horde,
Shat’ar, and a group of light-worshipping renegade
Arakkoa, foiled their plans to bring the Old God into this
world and ultimately defeated the organization.

Later, in Draenor, the Alliance/Horde fought the winged


Arakkoa, who were excinct by Outland’s time. This faction
used sun based weapons that essentially functioned like forcibly turning them into machine gnomes, utilizing a legion
giant magnifying glasses, made heavy use of mechanical of robots to get his way. This was ultimately foiled.
solar robots and were quick and agile fighters who swooped
down from the skies. The second were the “Iron Dwarves” under the corrupted
Titan Guardian “Loken”, a trickster like the Norse god of the
same name. His Dwarves used powerful towering giants
and golems (at least one of which was several hundred feet
tall!) , rune magic, mole machines and had their natural iron
skin as a powerful defense. Loken too was defeated, mostly
through the efforts of Brann Bronzebeard.

The Hozen are a minor race the Alliance/Horde fought in


their quest to control Pandaria. This was a tribal race
consisting of great hordes of monkeys that constitute the
Jinyu’s greatest enemy . As a result the Alliance often
warred with them, some of whose tribes were sponsored by
the Horde. These monkeys wield great strength, some
heavy technology (via Horde) and light magic against the
Alliance, however the Alliance was able to pacify much of
them and give the Jinyu their first victories over the Hozen
in a long time.

The Saurok are another primordial race of Pandaria. Their


Ethereals are a void-faring race of traders that has long warriors are powerful humanoid lizards who , though
traveled the stars since the destruction of their homeworld, utilizing primitive weaponry, can shoot gobs of acid spit, and
which has also robbed them of a corporal form. They have wield dark magic. Sometimes they appear as servants of
only stopped themselves from completely disintegrating into the Mogu, though sometimes they are organized into their
the Aether via their advanced technology, and are now a own tribes. They were extremely agile, able to jump a
nomad race who possesses truly spectacular technology. couple dozen feet in the air or climbs cliffs with their claws.
These range from teleporters to limited terraforming in the
case of eco-domes, and they are probably the most Yaungol: The Yaungol are a fierce plains people who have
advanced race in the setting, even more so then the recently been driven off their lands by the Mantid threat.
Goblins or Gnomes. Physically they can move fast enough Invading Pandaren lands partially out of animosity, partially
to leave after-images and magically they are powerful out age-old hatreds, the Yaungol were a shock force just by
mages. Their race is split up into factions and the their physique. In addition they utilized a great deal of heavy
Azerothian factions, or members of, have alternated armor, heavy cavalry such as Yaks and mushan lizards,
between fighting and trading with them. many fire-specialist shaman, and primitive ballistas.

Vyrkul The Troggs are a primitive titan creation that has remained
The Vyrkul are a race of giant Northerners who were once burief for thousands of years. They are tough, brutish, and
the proginitors of mankind. They stand on average 10 feet ferocious in battle, their stone flesh ensuring that they are
tall and are fierce warriors, with both sexes dedicating their all, to a trogg, difficult to kill. Worse they are extremely
entire lives to warfare and combat. A faction of them, like proficient diggers and often erupt in random places to attack
the Norse of our history, dedicated themselves solely to anything they see with swarm like numbers. They exist
raiding via longships. They were accomplished magicians, primarily as a nuisance race plaguing the Dwarfs.
able to cloud entire islands in mists, and rode upon bear
and proto-dragons into battle. There are many pirate organizations in Warcraft, ranging
from the terrible Bloodsail Buccuneers to the Pirate capital
Iron Dwarves :Throughout their campaign in Northrend, the of Freehold. Many of these groups exist only to raid, while
Alliance/Horde was assailed by the crazy, obsessed others work with shadowy organizations like the Ashvane
followers of the Titans. These were various individuals who company and are gifted with fearsome armaments.
could not recognize the reality of what is and instead sought
what once was. They wielded advanced technology and
ancient magic, and of course were divided into sub-factions.
The first such was a fight with Mechagnomes, in which the
Mechagnome sought to help nearby Alliance gnomes by
The Primals are a faction of malovelent plant men that are
known for their widespread use of druid magic. However,
they have no respect for life that isn’t their own and, for that
reason, the Botani keepers use giant centaur-like
Genasaurs to cause rampant life to erupt wherever they go,
along with spores that cause organic beings to literally
deteriorate into plant food or else become fungal zombies.

The Breakers are the counterpart of the Primals, and are


formed from races of progressively larger (and dumber)
giants created by the titan Aggramar to squish those icky
plant primals. Many of them are massive while others have
elemental magic.

Sethrak Empire : A Snake-people empire on the ride, Ambient Wildlife: In addition to all these factions, the
whose followers make heavy use of electricity and desert wildlife itself has often proved threatening on Draenor,
based magic. In fact whenever they conquer a place the Outland, Argus and Azeroth. Such threats include corrupted
environment is magically altered to resemble a desert. beasts, giant spiders, viscious pack hunters like ravagers
Typically uses a lot of poison based weaponry, lightning and more.
cannons and rides upon giant armored krolusks which are
basically land trilobites.

The Drogbar are a race of hulking earth dwellers that look


like a cross between gorillas, troggs and orcs. They are WARLOCK MINIONS
extremely strong by nature with a brutish appearance that
belies their innate cunning. They are excellent Felguard/Wrathguard
‘earthbenders’ capable of traveling quickly through their
tunnels, creating hulking crystalline constructs to serve as
frontline troops and have successfully domesticated the
various giant worms of the underground to be used as
battlefield companions, mounts and even siege weapons.
Drogbar have also shown a proficiency in the spreading of
plague and pestilence on enemy crops along with traveling
via underground tunnels.

Standing anywhere from 6-12 feet tall, the Felguard is a


very muscular, broad shouldered daemon. The majority
have large horns or spines protruding from their backs, and
smaller ones on their forehead. It is intended for front-line
combat. These daemons rely not on magic and trickery
instead using sheer brute strength and oversized weapons
to carve through enemy soldiers.

The Drust were a race defeated millennia ago by Kul Tiran In combat Felguards use an arsenal of giant spears, flails,
settlers after a genocidal war, yet have persisted and halberds, axes and claymores, with an occasional thrown
eventually returned in Battle for Azeroth. Among other axe (also huge) at short range. Though shown to be
tactics, they made use of mass sorcery to drive all animals, relatively disciplined for daemons, they are capable of
from bears to does to little rabits, violently insane and falling into a orc like bloodrage in combat, boosting their
hungry for flesh, turned into populations into viscious melee capabilities and swinging blades around in wide
pigmen, utilized mass mind control on military regiments, ranging arcs.
resurrected the dead, fostered and used witch cults, and Felguards are often led by elite daemons known as
made use of Witcher or stone monsters that ranged in size Wrathguards, who are Eredar that have perfected the art of
from dyrad to ent. combat, using dual swords with equal skill. Too, they are
sometimes given a bodyguard role by their masters. If the and malovelent than a Void Walker, possess more powerful
Felguard specializes in brute force, the wrathguard spells and have some odd form of metal plating.
combines that with incredible finesse. Offensive: Extreme strength combined with frostbite-like
touch and a aura that slowly saps life from nearby enemies.
Offensive: Most Felguard are armed with giant, almost They can use short ranged spells that invoke suffering, fear
man-sized weapons with an optional throwing axe (that is or torment in their foes. A few might be able to cast long
still pretty large). A few can empower their weapons with fel ranged shadow bolts.
fire or even breathe flame! Defensive: Extremely durable courtesy of their composition
Wrathguard possess dual felswords and often empower (Living shadows) though not incorporeal. They can bolster
their weapons with fel, sometimes using felfire at range. their vitality or defense with void based spells. Rarely, a few
Defensive: With the exception of their chests, felguards& might have some form of plate armor.
Wrathguards are covered in plate armor. A very select few
might be able to make hazardous fel-flames emanate from
their person. Packs of Imps

Void Walkers

Void Walkers look like exceptionally muscular, human to


ogre sized (and human like) heartless from Kingdom Hearts Training : 2-3
3. They are similar in many ways, being fleshless creatures Mobility : 4
from the void that are almost entirely devoid of positive Max Range: Couple Dozen meters
emotion and positivity. Unlike most creatures that a Warlock Preferred Range: Spell
can summon, Void Walkers are not creatures of the Imps are small, cackling, mischievous demons. Standing
tumultuous Twisting Nether but of the realm of the Void, the roughly two feet high, what a Imp lacks in strength it makes
ultimate manifestation of all negative emotions in up for in cunning and deviousness. As daemons, they are
Warhammer. all innately capable of firing small baseball sized balls of
felfire.
In battle a Void Walker is an incredibly deadly supernatural Considered the lowliest of daemons, imps do not pose a
threat whose power belies its wispy form. Touching a Void large threat alone, and are often underestimated due to
Walker has been compared to the burning sensation of their singular lack of toughness. However, when in a group
frostbite and their strength is legendary, being able to crush they can quickly replace their fallen and overwhelm their
bone to powder or, in one of the Warcraft comics, lift up and opponents, and their real threat is in how difficult it is to kill
rip a one ton (2000 lbs) centaur in half. They are capable of every single one of them while all are simultaneously
using spells that inflict supernatural torment, terror, life unleashing fireballs.
leach or suffering or using the void to endow themselves Offensive: Generally the ability to summon a firebolt,
with incredible defense or strength. though a few might know another felfire or even a shadow
spell. If forced to fight in melee, they have sharp claws and
A very select few Warlocks might be able to summon the teeth.
tiniest fragment of a void lord, who are even more powerful Defensive: Usually very little. There might be a few that can
summon a small shield of fire to protect themselves, or even
temporarily phase shift into the Nether which would make buffs (so magical protection would be crossed out) or tear
them invulnerable to attacks but also unable to attack during the magic from enemy magical/summoned units. At closer
the duration. quarters, they have a vicious assortment of melee attacks
Additional Factors: In addition to being summoned in including those deadly suckers. Some Felhounds have
packs, a few of the weaker warlocks might have an Imp as plagued or shadow-plagued bites (meaning vitality is
a combat companion. They are deathly afraid of rainbows, drained).
the sight of which instantly causes them to rout. Offensive: Bites, Claws and anti-magical abilities
Defensive: Scaly Hide
“But just as they reached the top of a ridge, something
farther down made Illidan frown and Lord Ravencrest curse.
Felhound The commander immediately slowed his mount, the rest
following suit. Ahead appeared to be a number of peculiar
mounds scattered along the trail. The night elves cautiously
descended the other side of the ridge, Ravencrest and the
soldiers keeping their weapons ready. Illidan suddenly
prayed that he had not overestimated his daytime skills.
“By the Blessed Azshara’s eyes!” muttered Ravencrest.
Illidan could say nothing. He could only gape at the carnage
revealed as they drew near. At least half a dozen night
elves, including two of the Moon Guard, lay dead before the
newcomers, their bodies torn to shreds and, in the case of
the two sorcerers, seeminglysucked dry by some vampiric
force. The two Moon Guard resembled nothing more than
shriveled fruit left in the sun too long. Their emaciated forms
were stretched in positions of the utmost agony and clearly
they had struggled throughout their horrible ordeals.”
(…)
Mortal creatures would not have noticed the magic of the
Role: Anti-Mage oak sentinel, but the demon did. It seized upon this
Max Range: Couple of meters unmoving prey with eagerness, the dire tentacles quickly
Preferred Range: Sucker Range thrusting out and striking the thick trunk. The oak did its best
Training: 2-3 to combat this unexpected foe. Roots sought to entangle
Mobility: 5 the paws, but the felbeast dodged them. Loose branches
Felhounds are ugly, red, spined creatures from the depths dropped from high above, battering the monster’s thick hide
of the Twisting Nether that somewhat resemble great futilely. When that did not work, from the oak came a
hounds. At least the size of a Great Dane if not bigger, thse peculiar keening sound, one that picked up in intensity. It
vaguely reptilian creatures are armed with savage jaws with soon reached a level inaudible to most creatures .But for
tall teeth, claws on their legs, curled horns that bend out of the felbeast, the sound then became agony. The demon
their shoulders and, most sinisterly, two leathery tentacles whined and tried to bury its head, but at the same time it
that come out of their backs with squid-like suction cups. refused to release its hold on the guardian. The two wills
Felhounds are considered the bane of any mage and, in struggled… In the end, the felbeast proved the stronger.
fact, the very mention of them is likely to provoke fear and Increasingly drained of its inherent magic, the oak
apprehension among any Warcraft wizard. To wizards, witheredmore and more, finally dying as the Moon Guard
felbeasts were an especially insidious foe, for they hunted had, slain in its duty after thousands of years of successfully
those with the gift for magic and drank from them until protecting the way.The felbeast shook its head, then sniffed
nothing but husks. It mattered not whether a spellcaster was the air before it. The tentacles eagerly stretched forth, but
a sorcerer, wizard, or druid, the magic that they used the demon kept its position. It had grown as it devoured the
quickly became a part of them. By draining the magic out of oak’s ancient magic and now stood almost twice as tall as
its victims, the beast also devoured their life force. Given before.
enough energy to devour, the demonic hounds could Then, metamorphosis took place. A deep, black radiance
multiply themselves several times over, creating an surrounded the felbeast, completelyenveloping the demon.
epidemic of evil. Within it, the felbeast twisted in various directions, as if
In combat, unless ordered otherwise their master, Fel trying to escape fromitself.And the more it tried, the more it
Hunters tend to focus on enemy mages. At range some succeeded. One head, two heads, three, four…then five.
have demonstrated the ability to disrupt enemy spells or Each headstrained harder, pulling and pulling. The heads
even cause feedback to a enemy spellcaster (which causes
magical energy to hurt the caster), ‘eat’ positive enemy unit
were followed by thick necks, brawny shoulders, Stormheim the seduction of a local Gnome Warlock led to
thenmuscular torsos and legs. the flooding of a Vyrkul burial ground with demons.
Fueled by the rich magic of the ancient guardian, the one Outside of seduction, many know vitality draining shadow
felbeast became a pack. The great effortmomentarily spells like shadowbolt and shadow word: pain. Their whips,
weakened each of the demons, but within seconds they though not especially formidable weapons, can tear off
recouped. The knowledge thatahead lay more sustenance, chunks of flesh and cause terrible pain.
more power, urged them on.As one, the felbeasts charged Offensive: Whips, some Shadow and mental domination
toward the glade. spells
(…) Defensive: Virtually nothing, though a few can temporarily
And from those hands, Cenarius unleashed what seemed a turn invisible.
miniature sun at the foremost demon.Perhaps the demigod
only tested his adversary or somehow underestimated the
resilience of it, for the felbeast thrust forth both tentacles SHIVARRA
and, instead of the sunburst striking dead its target…the
demon’s hungry appendagesabsorbed Cenarius’s spell with
ease.
The felbeast hesitated, shimmered…and suddenly, where
there had been one, there were now two.

- War of the Ancients: Well of Eternity

Succubus

Role: Seduction
Max Range: Spell
Preferred Range: Couple of meters
Training: 5
Mobility: 5
A succubus is a stunningly beautiful woman wearing leather
with large bat wings unfurling from her back and a set of
horns above her forehead. Such fair looks belies their Mobility: 5
nature, for Succubi revel in causing anguish, and serve the Training/Experience: Demonic (immortality)
Burning Legion by conducting nightmarish interrogations. Max Range: Battlefield Spell- Couple hundred meters
Creatures of incredible mental powers, they can lull those of Preferred Range: Usually melee
weak minds into their servitude Succubi know much about Role: Zealous Priests, Battlefield Support
love and are described as devourers of souls, destroyers of
hearts, dominators of minds, and tempters of men. The Shivarra can be called the priestly caste of the Burning
In combat Succubi do not have the sheer brute force of the Legion, carrying out Sargeras’s will with a fervor that goes
felguard, the magical prowess of the Doomguard or the beyond even other daemons. Extremely charismatic, these
specialized anti-magic of the felhound. Instead, her prowess demons often are utilized to help whip other daemons into
is in seduction and manipulating the minds of the enemy. In fervor. They are also second only to the Succubi when it
combat they can temporarily distract the minds of the comes to a love of the arts of seduction and infliction of
enemy and the most powerful can essentially cast mind pain.
control, seducing the target in a manner only the death of
the succubi will disrupt. During the Legion invasion of
In battle the Shivarra are primarily a dark priestess race In physical combat, a Doomguard is going to be a difficult
though with significant melee capabilities. Spell types they opponent for most foes due to sheer size, bulk and deadly
are capable of using include soul-rending fel fire, torment claws capable of tearing through armor, with some wielding
inducing mystical pain, life draining shadow magic, and great swords or glaives. However, their real specialty is
mental manipulation such as the ability to invoke terror, ranged combat as they make use of many spells that a
confusion or temporarily dementia on a target. They are Warlock can. They can call down a literal rain of fire,
also shown, in the Illidari campaign quests, to be expert unleash large volleys of shadowbolts, emit blast waves, or
portal practitioners and many demon hunter assaults are control felfire against enemies. However, their most feared
enabled thanks to Shivarra priestesses creating opportune abilities (both in lore and in gameplay) are the dreaded
portals. Finally, courtesy of their six arms, the Shivarra are curses such as Curse of Agony, Enfeeble- which cripples an
shown to be masterful swordsmen. It doesn’t hurt that they enemy for a period of time- and the dreaded DoomGuard’s
can be over twenty feet tall, either. Curse, which blocks all healing to an enemy character and
inflicts a massive amount of shadow damage after a short
. time.

Offensive: Up to six sword arms combined with Offensive: Claws or a Sword or Halberd like weapon for
superhuman strength. Many Shivarra are also skilled magic melee. At range they primarily use fel and shadow magic.
users.
Defensive: More durable that most mortals however they Defensive: Metal armor covering portions of their body.
usually wear little armor. If slain except in a place saturated Some lore suggests they have magic resistance.
by Fel the Shivarra, like most daemons, will retain their
souls and may be summoned back later on.
Infernals

Doomgaurd

Training : 5
Mobility 4
Max Range: Couple of meters
Preferred Range: Melee
Role: Smashing
Infernals are nearly mindless amalgamations of matter and
Role: Spell and Combat fel energy, created by more powerful and intelligent
Max Range: Spell demons. Acting as living siege weapons, these brutes use
Preferred Range: Spell blazing fists of fel fire and stone to hammer down the
Training: 8-10 defenses of their enemies. Falling to earth as green, molten
Mobility: 9 (Can Fly) meteorites, infernals exist only to destroy every living thing
in their path. Though their lifespans are limited, the mighty
infernals have been known to destroy entire cities before
Doomguards are hulking daemons- weighing over 4,000 lbs their energies dissipated back into the Great Dark Beyond.
and standing over 10 feet tall- serve as the Burning Legion’s In combat imagine a giant made of powerful fel stone that
captains, elite guards and generals. Powerful and whose very presence is deadly to be in, animated and sent
deliberate, these winged aberrations are known across the into battle utterly without fear. Standing somewhere
cosmos for their brutality. They are some of the most between 20-30 feet tall to many stories tall (Infernals vary
formidable troops the Burning Legion has sent at Azeroth greatly in size) these daemons exist only to crush, pummel,
and, for that reason, only the most powerful warlocks can or crash through whatever obstacles-living or not-lay in their
control one temporarily, much less permanently. path. Though most are mindless, a few are capable of fire
spells at range, even calling upon car sized fel meteors to
rain down.
Infernals arrive via crashing into the earth like a meteor. In
the Legion cinematic trailer, one of these immortals
destroyed a steel cannon battery-bunker that way, and then
tore through a couple decks of an airship. An infernal
arriving within the ranks of the enemy may scatter it.
Offensive: A massive, hulking monster that likes to smash.
Worse this thing constantly emanates fel fire in a couple
meter radius around it, ensuring that just being under its
shadow is deadly. A few might be capable of basic fel fire
spells.
The Warlocks have trained these giant creatures to fire
great boulders of fel-infused rock at the enemy. This has the
range of a catapult and would likely explode upon impact.
Defensive: Magically enhanced rock. It should be noted
that, in Warcraft 3, this unit was entirely immune to enemy
magic and though some WOW quests suggest that is not
entirely the case at current, they are likely heavily magic
resistant.
Additional Factors: An infernal’s spirit is bound to its core.
If this is recovered, a skilled Warlock can quickly remake
the infernal. These creatures are rare though, used
sporadically as independent agents by the Black Council
and occasionally as combat companions by the most
powerful warlocks.

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