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Azeroth World Guide

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This conversion is of the much-loved World of Warcraft Role universe, as for 5th edition of
Dungeons and Dragons, made by the fans, for the fans.
The Azeroth World Guide is a supplement for the core rulebook, the Monster Guide, and is an
aide for all roleplaying in the world of Azeroth.

Credits
HOUSE RULES Arrius Nideal
CONVERSION
5TH EDITION CORE Wizards of the Coast (a subsidiary of Hasbro)
RULES
WARCRAFT INSPIRATION Blizzard Entertainment Inc.
AND SETTING
CONTRIBUTORS Mcgeneral, Big Mac, grimm, Jimbob, pagnabros, Neiven, as well as all the
commenters on the Warcraft 5e thread on The Piazza and the Discord server
Discord Server: https://discord.gg/XntzQC8

This work is purely recreational, and is not intended to contest and/or derive any commercial benefit in any way, shape,
or form from any Wizards of the Coast or Blizzard Entertainment products (the D&D 5th Edition Roleplaying game,
and product identities including but not limited to Warcraft, World of Warcraft, World of Warcraft: The Role-Playing
Game; all text under the “Description” header of any creature, spell, magic item, artifact, or NPC listing; any elements
of the Warcraft setting, including but not limited to capitalized names, names of artifacts, beings, characters, countries,
creatures, geographic locations, gods, historic events, magic items, organizations, songs, and spells; any and all stories,
storylines, plots, thematic elements, and dialogue; and all artwork, symbols, designs, depictions, illustrations, maps and
cartography, likenesses, poses, logos, symbols, or graphic designs), and use of this is non-commercial in purpose, and
appeals to the ‘Fair Use’ intent of copyright infringement laws.
The World of Warcraft
The Warcraft universe has many exotic and exciting locales, ranging from hot deserts swarmed
by insects controlled by Old Gods to lush and verdant forests, and the depth of the ocean to the
far reaches of the Twisting Nether. Wherever you are, the Azeroth World Guide is here to help.

Azeroth World Map (Source: Warcraft Chronicles)

The Current Era


This world guide assumes the start of the World of Warcraft, or Year 25 after the opening of the
Dark Portal (the default epoch), and 4 years after the mortal races stood together against the
might of the Burning Legion at Mount Hyjal, also known as World of Warcraft Vanilla (or the
Classic timeline).
Occasionally, there will be references throughout this work that reference different eras, such as
the re-opening of the Dark Portal, the Invasion of the Lich King Arthas, or even the discovery of
Pandaria and the last invasion of the Burning Legion.

Terms Era and Year (Approximate)


BC Burning Crusade (Invasion of Outland), Year 26
WotLK Wrath of the Lich King (Scourge Invasion), Year 27
Cata The Cataclysm starts, shattering the world of Azeroth and reshaping vast regions, Year
28
HoT The Hour of Twilight comes, testing the guardians of Azeroth, Year 29
MoP The Mists of Pandaria recede, revealing the ancient continent, Year 30
WoD The events of Warlords of Draenor take place, Year 31
Legion The last invasion of the Burning Legion takes place, Year 32
BfA With the Legion defeated, the powers of Azeroth war over resources and settle old
grudges, Year 33
SL The barrier between the worlds has shattered, bringing the Shadowlands unto Azeroth,
Year ??

This book is split into several parts, describing various Rules, Culture, and Geography.
Rules cover DM aides and supportive material, Culture covers facts of life in Azeroth, and
Geography covers various regions, provides supporting material for running adventures in them,
and other materials.
Note. These rules may occasionally make references to the Codex Mandatum supplement, and
that supplement is designed with forward compatibility. Strongholds, settlement rules, war rules,
and other helpful content are described there.
Chapter 1: Rules
Various rules must be taken into consideration when running a campaign in Azeroth or using this
guide.

Coinage in the World of Warcraft


The monetary system in the world of Warcraft operates on the scale described in the Player’s
Handbook. The only exception is that platinum pieces have yet to make an appearance in the
world of Azeroth; though the value of platinum is recognized, it is rare enough that it is still used
primarily as a decorative material rather than a type of coinage.

Empire Building
Besides the normal game modes—like-minded adventurers questing out to right a wrong or end a
danger on their hometowns, is the chance to build a more permanent presence. The Azeroth
World Guide is a world reference tool that can be used in conjunction with the Codex
Mandatum ruleset to replicate the experience of RTS games such as the Warcraft trilogy, as
well as the Garrison system of World of Warcraft: Warlords of Draenor, the Order Hall
system of World of Warcraft: Legion, or the mission tables of World of Warcraft: Battle for
Azeroth.
For this purpose, the ruleset’s terminology will be employed below.
 Armies have sizes ranging from squads (10-man troops) to companies (30-man troops),
and more, with some pre-made into troops in the Monster Guide.
 Settlements have size categories (from hamlet to metropolis) and have economic
activities, modifiers, and traits that determine various challenges or encounters within.
 Organizations are detailed in the world guide to provide framework on how they
function, and could also have rules on how to advance in the society and possible rewards
within.
 Strongholds could also double as dungeons, but are usually described simply to be
useable in conjunction with the Codex Mandatum.
If a region has particular potential for development and empire-building, such as Alterac,
Lordaeron, or certain regions in Draenor, the possible threats and rewards are detailed
appropriately.

Magic
Magic (especially Arcane) is intrinsically tied to the fate of Azeroth, as they are bound to the lay
lines of the world. Legends even say that the currents of lay magic are the literal lifeblood of
Azeroth.

Acts of Power
Optional Rule
The summoning of Ragnaros and the creation of the volcano in Blackrock Mountain
The destruction of Draenor by portals tearing the realm apart
The spell woven by Illidan to tear Icecrown apart and undo the Lich King
The creation of the Black Portal
The raising of the Broken Isles and the Tomb of Sargaras
The merging of Ner’zhul and Arthas Menethil
The Sundering
The shrouding of Pandaria by the Pandaren Emperor
The opening of the portal to allow Sargaras into Azeroth during the War of the Ancients
All such events are considered great acts of power. Acts of power vary in strength and magnitude,
but have the potential to warp the world.
To conduct an act of power, you require a beneficial circumstance and a catalyst effect.

Beneficial Circumstances
This includes instances of direct interference of assistance by otherworldly powers, such as divine
will, destruction of valuable artifacts, or being in the right place and the right time (in magical
terms).

Catalyst Effects
In most cases, catalyst effects are spells or abilities, such as the Divine Intervention priest ability,
an instance of self-sacrifice, or the destruction of an artifact.
The Wish spell is always considered a catalyst effect.

For instance, the warlock Gul’dan heard the calls of Sargaras’s tomb, and sailed to the spot where
they would arise. The circumstance was the will of Sargaras, latent if not for the catalyst—with
Gul’dan providing the catalyst by casting the Wish spell. Drained as he was, he could not later
properly defend himself against the tomb’s defenders, dying alone in the dark, water-logged path.

When Illidan consumed the Eye of Sargaras to rend Icecrown apart, he needed to be in the right
place, which necessitated he stand in the ruins of Dalaran to channel the spell. Performing the Act
with these circumstances fulfilled would been able to destroy the Lich King utterly, had his
brother not interfered.

Potions
Moonberry Juice
Moonberries are a natural fruit that grows near moonwells. Distilling and brewing these berries
produces a delicious and intoxicating wine. This wine has the added bonus of increasing a divine
caster’s abilities. For one hour after imbibing a draught of moonberry juice, you can heighten any
divine spell you cast. The effect of multiple draughts do not stack.
Creating moonberry juice requires an Intelligence check with proficiency in a Brewer’s Kit or a
Alchemist’s Supplies. A bottle of moonberry juice is rare in quality and contains 4 draughts.

Ley Lines and Magic


Ley lines are currents of magic that runs under Azeroth. Ley lines affect the world in various
ways, creating terrain features, serving as points of interest (and adventure), and are tied to the
lore of the world.
There is no sure map of ley lines, but in locations where ley lines intersect, there is a possibility to
create a mana well. Ley lines can be tapped to by other means, such as by constructing
strongholds with the magic nexus function.
In this case, the stronghold has the benefits of a mana fountain, with the benefits limited to the
master so long as they are inside the stronghold and are attuned to it.
Ley Line Map

Ley Line Map (With strongholds and significant presences)


Mana Fountain
Terrain Feature
Mana fountains are areas of intersecting ley lines that allow their waters to emerge to the surface.
Not all mana fountains reach the surface, with some underground. Mana fountains increase mana
regeneration for creatures within 30 feet of it by 25% (round down, minimum of 1 extra mana
point).
A character can spend an action to drink from a mana fountain, which allows them to regain mana
as if drinking a minor Mana Potion (which restores mana as if rested for 1 hour). Such waters
may be removed from the fountain, but lose potency within one hour of being bottled.
This is not a potion; it has no rarity, cannot be dismantled, nor prove miscible with any other
potion (which would just revert the vial’s waters to regular water).
Drinking from a mana fountain (bottled or directly) can be done only once per long rest (although
the benefit to mana regeneration remains indefinitely).

Moonwell
Terrain Feature
Moonwells act similarly to mana fountains, but require the completion of the following ritual on
an existing mana fountain: a priestess of Elune must spend her time in prayer from dusk till dawn,
spend 10,000 gp worth of silver or moon-rocks of similar worth for each 5-foot square (any moon
suffices, as Elune’s power is all-pervasive), and spend mana equal to a 3rd level spell (and be
able to access that spell level).

Once the ritual is complete, the mana fountain becomes a moon well consecrated for Elune. It
retains all the benefits of a normal mana fountain, as well as the following two features:
 All the waters in the well act as holy water if used within 1 hour (otherwise it degrades to
normal water, even if bottled). Submerging an undead or fiend in the waters deals 2d10
holy damage per round of submersion (a spirit saving throw halves damage).
Furthermore, because of this, neither undead no fiends can benefit from the Moonwell.
 Any character within the range of the well who spends a hit dice can reroll any dice they
roll for healing, taking the higher result of a given roll. This does not apply if the waters
were bottled.
 Drinking from the Moonwell (directly or bottled) also allows a creature to spend 1 hit
dice for healing.
It is night elf tradition to rest in a Moonwell when clad in white robes.

Way Gate
Terrain Feature
Way Gates are fabulous structures that transport a character from one Way Gate to another.
Anyone standing adjacent to a gate’s shimmering glow can spend 5 feet to enter the gate, and
they will instantaneously be teleported (as if using the teleportation circle spell) to the sister Way
Gate.
Way Gates can only be constructed upon a mana fountain, and can only lead through the Ley
Lines to another point (either downstream or upstream). There is no effective limit on the
distance connected between sister Way Gates, but referring to the map and finding a good end
point is difficult.
Constructing a Way Gate requires the character to be able to cast the teleport or teleportation
circle spells, the expenditure of 10,000 gp worth of arcane or air-related infusion materials, 7
days of work, and casting two teleportation circle spells (once the gates are constructed). After
being completed, the Way Gate can be keyed to another.
Keying A Way Gate. Any spellcaster who can cast the teleportation circle or teleport spells can
spend a short or long rest near a Way Gate can learn its coordinates. Afterwards, they can cast the
teleportation or teleport spells near another Way Gate to connect the two, so long as the
spellcaster has knowledge of both gates’ coordinates.
Sealing A Way Gate. A Way Gate can be sealed and shut, deactivating it unless the teleportation
or teleport spell is cast upon it. Even then, the spellcaster (as above) must know the coordinates
of the Way Gate that was the original designation. Sealing a Way Gate requires casting the same
spells to break the connection, but they must be cast after spending a short or long rest near the
gate.

Way Gates do not immediately show their destination, but most of them have their destination
inscribed.
Allegedly, Muradin Bronzebeard's expedition to Northrend sought an ancient way gate that
supposedly transported one to a hidden vault where the runeblade Frostmourne was held.

Travel Rules
Travel Rolls and Overland Travel
A travel roll is made whenever an exploration round (however decided) passes in overland travel.
A travel roll may introduce a hazard, an encounter with hostile forces, a discovery of treasure or a
resource node, or a curio that enriches the narrative.
A DM can choose to set travel rolls at certain intervals instead of what is appropriate for the
exploration type (local or regional).

When rolling a travel roll, roll 1d4 for the possibilities.

Roll Result
1 Encounter (roll 1d6 to determine hostility)
2 Discovery (roll 1d6 to determine type)
3 Curio (roll 1d6 to determine type)
4 Uneventful day (do not roll for type)

Roll Result
Roll Result
1-2 Hostile/negative discovery or curio
3-4 Neutral
5-6 Friendly/positive discovery or curio

Note. In hostile or dangerous territories (such as an Alliance member in the Barrens or any living
in the wastes of Northrend), reduce the result of the d6 by 1 point (minimum 1) to increase
hostility or chance of negative discoveries. In friendly or safe territory, such as a Tauren in
Mulgore, increase the dice result of the d6 by 1 point to increase friendliness.
In all cases, what determines hostility is the character’s reputation with the primary power of the
land, but a discovery may be unaffected if the terrain is dangerous but rich.

Encounter
When resulting in an Encounter, determine the initial reception, and roll on the below Encounter
Table.

Discovery
When resulting in a Discovery, determine the surroundings, and roll on the below Discovery
Table.
Exploration Rounds
When exploring a region (such as the tunnels of Ironforge, the woods of Quel’Thalas or
Zul’Aman), unmapped dungeons (such as the Deadmines or Blackrock Mountain), you may use
exploration rounds.
The DM may decide to work on 1 or 10-minute rounds (if the region is small, densely populated,
or if the characters have high movement speeds or are mounted), or 1 hour or day rounds (if the
region is large, sparsely populated, or if the characters are on foot).

Overland travel usually takes place while using exploration rounds. The rules supplant those in
the Dungeon Master’s Guide.

A character can perform the following activities with a 1-minute action.


• Carefully search a moderate-sized area (such as a room or hallway, roughly 20x20 feet)
for secret rooms, doors, hidden items, or traps, with the appropriate Spirit (Perception) check DC.
Exploring a smaller section or a part of a trap takes one action as normal.
• Cast a spell with a casting time of 1 minute (such as the conjure spell)
• Finish 1/10th the crafting time of a very simple item.
• Finish activating a construct (start-up).
• Finish preparing a 1st level spell from your class spellbook (1 minute per spell level).

A character can perform the following activities with a 1-hour action.


• Carefully search a large area (such as a large room or small stronghold) for secret rooms,
doors, or traps. This works similarly to the same search activity above.
• Cast a spell with a casting time of 1 hour.
• Finish crafting a simple item
• Take a short rest.
At the end of every hour, the following occurs:
• A construct spends 1 charge in activation.
• One torch is fully exhausted.
• One-sixth of a lantern’s oil is burnt out.
• Spellcasters or creatures with active mana pools regain a number of mana points equal to
their proficiency bonus.
• The duration of many spells (such as the conjure or charm spells) end.

A character can perform the following activities with an 8-hour action.


• Finish crafting a moderate-complexity item (martial weapon or potion).
• Harvest from a resource node or gather raw materials from the field.
• Locate a resource node within a 12-mile hex, such as a grove with uncommon herbs or a
vein with special minerals. This may require extensive searching, and a Spirit check with the
appropriate tool proficiency (DC set by the DM).
• Take a long rest and lose 1 level of exhaustion.

Encounter Table
D10 Creature Activity 1
Target Location
Number
1 Weak humanoid2 Gather Idol Caves 1
2 Strong humanoid3 Guard Treasure Dungeon 1d4
3 Fey Conquer Discovering Settlement 1d6
4 Dragon Spying Portal Fort 2d4
5 Giant Worship Relic Monster Lair 3d6
6 Monstrosity Summon Person Stronghold 4d8
7 Outsider5 Activate Prisoners Ruins 4d10
8 Undead War/raid Creature Monument 8d8
9 Ooze Dealing Location Weird Locale 10d10
10 Roll x2 Searching Secrets Castle Roll x2

1 This includes the activity of the Creature that is focal to the encounter’s nature. An Undead
conducting Worship may be attempting to curry favor with the Lich King, while a Dragon
Warring or Raiding a Settlement is a classic encounter.
2 This covers low-CR creatures (such as Commoners, kobolds, and creatures with CR ratings
from 1/8 to 1)
3 This covers humanoids from CR or level 1-5 (or up to party class, whichever is higher)
4 Outsiders include creatures from other worlds, such as fiends, celestials, or others

Sample Encounters
A roll of 1, 2, 8, 1, 3 results in: [1d6] [Weak Humanoids] [Guarding] a [Creature] in [Caves].
The DM can roll then for the Creature being guarded, and optionally even roll for their Number,
or what their Activity is (to the DM’s discretion).

The result could be 5 (roll of 1d6) orcs (weak humanoids) guarding 4 zombies (undead) in a cave.
This can be Friendly (orcs charged with jailing undead), Neutral (studying them on behalf of their
master), or Hostile (guarding their shaman’s dark experiments).

Another roll of 2, 5, 1, 10, 2 can result in:


Two Blood Elves worshipping an idol in an abandoned castle. If Hostile, this can be to induct one
elf into the Shadow Priesthood to spread the word of the Void. If Neutral, this can be a simple
pilgrimage. If Friendly, the Blood Elves may be attempting to quench their mana withdrawal by
turning to the Holy Light by using a holy relic, and befriend those who aid them or protect them
from a hostile Discovery (see below).

Discovery Table
D10 Discovery Creature Activity 1
Location
1 Food/water Weak humanoid2 Gather Plain Sight
2 Metal Strong humanoid3 Rest Caves
3 Crafting 4
Fey Fight/Defeat Road
4 Relics 5
Dragon Spy/Search Dungeon
5 Person/Prisoner Giant Worship Lair/Settlement
6 Sign6 Monstrosity Summon Stronghold (abandoned)
7 Portal7 Outsider8 Activate Stronghold (active)
8 Treasure Undead Trade9 Ruins
9 Lair/Settlement Ooze Dealing Monument
10 Stronghold Roll x2 Searching Weird Locale

1 This includes the activity required to complete the discovery (if a check is not required)
2 This covers low-CR creatures (such as Commoners, kobolds, and creatures with CR ratings
from 1/8 to 1)
3 This covers humanoids from CR or level 1-5 (or up to party class, whichever is higher)
4 Crafting materials include materials for alchemy, engineering, or infusion, or any tool kit
appropriate to the terrain (smithing for mountains, etc.). This can include nodes that are minor or
moderate, and larger and more rarer ones are usually pre-placed on the map.
5 Relics include various items that are not immediately convertible to gold (unlike treasure), but
icons, curios, idols, and curious encounters (roll for a random trinket).
6 Signs include any method of communication. This can range from intercepted letters, a signpost
showing the way (allowing a party to avoid having to roll against getting lost), or even a slain
courier (which can then roll for an Encounter to determine what his purpose was).
7 Portals include anything that can be on the path, from nonmagical gateways (such as archways),
shortcuts that can decrease the travel time by 2d10 hours, to magical Way Gates (see Lay Lines
under Chapter 1: Rules).
8 Outsiders include creatures from other worlds, such as fiends, celestials, or others
9 This includes any exchange, from gold to a creature gathering the resource to blood to sate an
ancient guardian.

Settlement sizes
If unsure how large an encountered settlement should be, roll on the following table for a possible
result.

D6 Size
1 Hamlet (50+)
2 Small village (200+)
3 Large village (1,000+)
4 Small town (5,000+)
5 Large town (10,000+)
6 Metropolis (25,000+)

Stronghold Type
If unsure of the stronghold type encountered, roll on the following table.

D8 Stronghold Type
1 Abbey/Temple
2 Cottage
3 Garrison/war camp
4 Castle (with medium settlement)
5 Fort or Tower
6 Residence (inn)
7 School
8 Manor (with small settlement)

Note. Towers are more common where lay lines intersect. See the Lay Line map under
Geography.

Travel Mediums
There are many ways to travel, such as those included in the Player’s Handbook and the Dungeon
Master’s Guide. Specific to Azeroth is the Goblin Zeppelin.

Goblin Zeppelin
Unless previous arrangements have been made, there is only a 20% chance that a random goblin
trading post will have a cargo zeppelin moored nearby and available for hire. A zeppelin can
cover about 108 miles (or just under 11 12-mile hexes) in a 12-hour day of travel, allowing the
crew time to rest and make any necessary repairs. The average cost of hiring a zeppelin and its
three-man crew (pilot, navigator, and engineer) is 20 gold pieces per day on a round trip and 30
gold pieces per day for a one-way trip (with an increased cost in order to cover the empty
zeppelin’s return trip).
Depending on your background or relationship with the sky-captain, the price may change
considerably.

Resurrection Accessibility
Altars of resurrections are known center points of power, usually built in intersections of ley
energies or in hallowed areas. It is these sites, once erected, that heroes may be resurrected to do
battle once again (for an offering of gold). To be restored via an Altar of Resurrection, a character
must be at least of 5th level or higher and attune themselves with one altar (does not count against
the normal limit of 3 attunements).
The Altar takes 24 hours to revive a creature whose spirit is called out to, and besides the offering
and a sure way to identify the target, the target’s corpse is not required. The resurrected creature
appears unarmed, unarmored, and unclothed, and has no starting possessions (except save of
whatever armor, clothes, or weapons left near the altar, which the creature may rise fully armored
and armed).
If the character died while affected by a curse, they retain the curse, but their bodies are free from
any nonmagical diseases or poisons. The character is also at half hit points and mana, and retains
any prepared spells, and suffers from a resurrection sickness penalty of -4.
Summoning a character’s spirit this way costs 50 gold per level of the target, sacrificed at the
altar. Alternatively, the offering may be paid with the sacrifice of any similarly-valued object of
value to the target (such as breaking an ancestral blade, or the sacrifice (willing or forced) of a
being within two levels from the target). If a creature dies on a plane different from where its altar
is located, it cannot be revived by the altar. Access to the Altar is usually restricted—as those
who sabotage it undermine a great weapon.
The altar cannot resurrect a creature that is not dead, one not willing to return, one whose life has
concluded in a way that fully defines them (such as fighting to the death to defend a family
member), or a creature that has already underwent a transformation that changed what it was
(living being into an undead, or a demon), or a creature whose soul is stolen (such as by the
spiritual essence spell) or consumed.
Some settlements possess altars. In this case, they are described as if they have it.
 Altar of Kings. Made by materials provided by Kirin Tor to serve the Alliance and her
people, the Altar of Kings, acts as a harness for the derelict life forces of fallen human champions
(including their allies the dwarves and high elves). The specifics of this building's magical
properties are among the most guarded secrets in all the realms.
 Altar of Storms. Used by the Orcish Horde and created by utilized elven runestones
corrupted by fel magic, the altars of storms were used to create Ogre Magi during the Second War
(and to a lesser extent, the Third War). After the war ended, they became reinfused with
shamanistic magic to recall the lingering spirits of heroes back to life.
 Altar of Darkness. Built with dark magics in blighted grounds, this structure serves as a
channeling nexus for the Scourge's dark restorative powers. When a hero falls in battle, his
essence may be recalled to this site, where it is given new, unholy life. Altars of darkness are
utilized by the Forsaken and the Scourge.
 Altar of Elders. So powerful is the Night Elven bond with the Ancients, that even upon
their death and the death of their ancient allies, their life energies may be recalled, and their spirit
made tangible in the waking world once again. For this to occur, a nexus must be constructed, a
channeling place to collect and restore life energies. This place is the altar of elders.
Chapter 2: Culture
Classes in Lore
Due to natural affinities, historic inclinations, and cultural reasons, each race in Azeroth has
certain ways to approach each class, archetype, and talent choice.
ALC: Alchemists alchemists find surviving failed experiments
Draenei alchemists are often support-based, and easier, should they explode into poisonous
although they are few in number and influence, fumes (only so long as the poisons or diseases
are appreciated for what they could lend to war are not magical in nature). Forsaken alchemists
efforts, especially healing or exorcism potions. are always in demand, as healing does not come
Draenei often take the construct homunculi, easily to the dead. Most choose to join the
crafting constructs that appear as Elekk, the apothecary path, joining the secretive Grand
draenei racial mount. Apothecary Society of Undercity, and few
Dwarves choose to take the path of the mutant, becoming
 Ironforge dwarves appreciate the undead monstrosities.
flexibility potions serve. Ironforge dwarf Gnomes compete for dominance with goblins
alchemists often use potions to support over alchemy. Gnome alchemists primarily
their allies and scatter their foes, such as choose to support their allies with healing and
the explosion and mold earth potions. In battlefield support potions. To gnomes, alchemy
many cases, dwarves who take the is a long game that emphasizes preparation for
alchemist class mix their craft with every contingency, survivability, and
brewery, making beer-potions that have sustainability. Gnomes usually take the path of
the distinct taste, but without the the transmutor.
intoxicating effect that might jeopardize Goblins find themselves the kings of the
allies’ safety in war. Ironforge dwarves alchemical profession. A goblin alchemist takes
often take the homunculus weird advantage of explosion potions to scatter their
science, choosing to craft constructs that enemies and destroy their fortifications, and
also look like mechanical dwarves. mutation potions to empower homunculi and
 Dark Iron dwarves are excellent their allies. Goblins often take the path of the
alchemists, and usually focus on fire- mutant or the transmutor.
based offensive and support potions. Human alchemists usually share the perception
Their volcanic homeland (Blackrock of power and mystery with mages. Isolated
Mountain and the surrounding areas) hermits may follow the path of the mutant, while
provide many nodes for alchemy. Dark more studious ones take the path of the
irons often choose the explosive potions transmutor.
weird science (choosing fire). Orc traditions of alchemy are rare, but an
Elves increasing amount of orcs studied troll alchemy
 Night Elves of Kalimdor do not have a from witch doctors. Orcs often take the path of
strong tradition of alchemy, preferring the mutant.
to instead rely on divine magics for Pandaren traditions of alchemical discovery are
support. In other cases, night elven well-entrenched, and almost always follow the
alchemists often choose spells that path of the transmutor. Such potions often have
appear on the hunter or druid spell lists. tasty twist, or touch of alcohol in them, as the
 High Elves, Nightborne, Void Elves, tradition of alchemy with pandaren originates
and Blood Elves often treat alchemy as from the culture’s appreciation to fine drink.
an inferior art to arcane magic, but Tauren traditions of alchemy are very rare, but
would be foolish to discount its a few are exploring this new art, and usually
flexibility. Whether they be mana, take the path of the transmutor.
healing, or revivifying potions, alchemy Troll
is respected—at least as a tool.  Forest Trolls and Ice Trolls have
Forsaken alchemy is more than an economic ancient traditions of mixing shamanistic
commodity or a frivolity—it is the origin of their powers and alchemy as shamanistic
suffering. As most Forsaken were created after witch doctors. Taking the voodoo out of
succumbing to the Lich King’s dreaded Undead the potion is hard, but possible. Forest
Plague, most see alchemy as a tool that could troll alchemists usually take the
make or break them. Being undead, Forsaken transmutor or mutant paths, and they
soon develop their own aura of mystery normally do with one lifetime. Those who do
and ‘get-out-of-de-way-I’m-brewin’. not adopt such an outlook are usually intensely
Worgen history of alchemy is still new, but is spiritual, seeing their constant brushes with the
rapidly developing as Wargen alchemists afterlife as a message to them.
attempt to find a way to lift their curse. Humans were the original and first Death
Worgens’ sporadic inclinations often lead them Knights. Arthas Menethil, the once crown prince
to take the mutant path, however. of Lordaeron and Lich King was the first human
Death Knight to adopt the mantle by choice.
DKN: Death Knights Many paladins traveled to Northrend to possibly
The first death knights were made by the orc hunt down the mystery of the undead plague
warlock Gul’dan, creating them by bonding the after it devastated the Eastern Kingdoms, though
dead knights of Stormwind with the spirits of his few managed to survive the journey, and many
Shadow Council warlocks. Mounted on skeletal succumbed to the same dark path Arthas
steeds and bearing scepters of power, they followed, choosing to serve their once crown-
served as terrible foes who scattered the Grand prince and breaking their holy oaths.
Alliance with their horrific powers. Orc tradition in being Death Knights is
Second and third generation of death knights in shrouded in mystery and myth. Originally, the
lore were introduced during the Second War and wicked warlock Gul’dan bound the souls of the
during the War of the Lich King—these are Shadow Council (warlocks that once served
undead who were trained and cursed by the dark him) into the corpses of the strongest knights of
blade Frostmourne to carry out the Lich King’s Stormwind during the beginnings of the Second
will. War, granting the undead creatures scepters of
Humans, especially former paladins, make up power, first among which was Teron Gorefiend.
the most of Death Knight orders. These orc spirits bound in human bodies have a
Draenei Death Knights are new, as per the War stronger tradition of warlock and fel magic than
of the Lich King, being third-generation Death most Death Knights, and it shows in their list of
Knights. Their previously-holy powers become chosen spells; taking spells that intersect and
tainted and lost, gaining a necromantic twist cross over from the Warlock and Death Knight
instead. spell lists.
Elves Troll
 Night Elves that were forced into  Ice Trolls death knights are the only
servitude often eschew heavy armor and type of Troll familiar with the art. Due
rely on stealth, or choose to be battle- to powerful ice troll witch doctor magics
archers, drawing shortsword runeblades and potions (which conferred protection
only to end wounded enemies. against the undead plague) and a strong
 High Elves and Blood Elves forced into Ice Troll state of Zul’Drak in Northrend
servitude to the Lich King are usually (which protected against repeated
the embittered remnants of the citizens Scourge incursions and starvation
of Quel’Thalas slain in Arthas’s march tactics), the Scourge was unable to fully
to conquer Silvermoon during the Third conquer them until the War of the Lich
War (making most of them second or King took place. However, the Lich
third-generation death knights). Such King crippled their numbers, suffusing
elves are usually thought to be dead by many trolls with necromantic magic. A
their surviving families. few ice troll death knights emerged from
Forsaken Death Knights personify tragedy and this, often wandering the wastes half-
spiritual misfortune; slain and raised to the mad.
service of the Lich King once, and then bonded
to the Frozen Throne once more, Forsaken death DRD: Druids
knights are bitter, cynical individuals whose Dwarves
lifetime of suffering caused them to make and  Wildhammer Dwarves have a minor
break more oaths and bonds than one could tradition in druidism, but they usually
lean to shamanism instead. Those who Forsaken and Humans traditions in druidism
do take this path often choose to adopt a are primitive and mostly faded, usually reserved
gryphon as a flying form, and a for village wise-folk in Tirisfal Glades before
wolverine for a ground form. the Third War devastated Lordaeron. Should
Elves these mysterious druids survive both Arthas’s
 Night Elves were the first druids, undoing of their homeland and the following
learning from Cenarius, the demigod Forsaken conquest of the land, they might have
son of Elune (the goddess of the moon) many things to share with the world. Those who
and Malorne (the Ancient stag-god, have survived to become Forsaken are often
bound to earth). The first of such known as blight druids—mysterious figures who
students is the archdruid Malfurion eschew shapeshifting and focus on alchemical
Stormrage (and his twin brother, the remedies to ailments that affect the dead.
wayward Illidan). It was through Tauren druids have a complex history. It is
Malfurion Stormrage was druidism believed that Tauren learned druidism from
introduced into night elves as a cultural Cenarius the same way Night Elves did, with
and religious movement, and it was Cenarius appearing to them in a different form,
druidism which was a strong weapon with the tauren Xarantaur possibly being an
that was ultimately instrumental in earlier student than Malfurion Stormrage.
stopping the Burning Legion from However, due to tauren nomadic lifestyles,
conquering Azeroth in the War of the several calamities that decimated their numbers
Ancients ten-thousand years before the in Kalimdor, and a propensity for adopting
First War even started. Night elf druids shamanistic traditions and ancestor-worship,
draw from a powerful and ancient druidism faded over the millennia. Tauren
tradition, as druids have been awakened druids are adept shapeshifters to large creatures,
from enchanted slumber during the and often cast druid spells that deal elemental
Third War to fight once more against the damage.
Legion and its demon pawns. Troll
Night elven druids fall into distinct  Forest Troll and Ice Troll druids are
orders, depending on which wildshape connected with the Loa in a way
form they prefer: the Druids of the Claw different than Witch Doctors or Shadow
(bears), Talon (stormcrows), Fang Hunters. Whereas the two channel their
(snakes), Antler (stags), and the Pack (or semi-divine powers, druids (or
Scythe, wolves). shapeshifters) channel their animal
 High Elf tradition of druids is hidden forms.
and often confused for esoteric arcane Worgen traditions in druidism are new, taught
techniques. Finding spiritual connection by Night Elves once the Worgen chose to join
with their distant night elven brethren the Alliance to temper their natural shapeshifting
after the high elves’ exile, high elf tendencies with distinct druidic traditions
druids aided in crafting and raising the thousands of years old.
Runestones that protected the forests of
Quel’Thalas against the sight of the HTR: Hunters
Burning Legion. Circles of high elf Dwarf
druidism are most likely faded or dead  Ironforge Dwarf traditions are usually
following the conquest and razing of sharpshooting, eschewing magical
Silvermoon by the Scourge, though talents and substituting them with
should these exceptional elves survive, precision dwarven engineering. Animal
their knowledge and touch with nature companions of dwarves are usually
will surely help heal the land from the those found in the high altitudes of Khaz
unholy blight the Scourge left. Void Modan, such as bears or boars.
Elves and Nightborne have a similar  Wildhammer Dwarves who take the
approach. path of the hunter often join the gryphon
riders—adopting a gryphon as an animal Gnomes and Goblins often become
companion once they acquire an egg and sharpshooters due to their natural aptitude for
are powerful enough to assert control engineered weapons. Animal companions are
over the fiercely independent creatures. usually eschewed due to proficiency with
Wielding stormhammers (see magic engineering, taking constructs instead, or a
items) or taking the Heroic Throw vicious raptor in case of goblins.
talent, these hunters clear the skies of Orcs of the Horde first learned the ways of the
any threat to the Alliance, be they hunter from forest trolls on Lordaeron, or
ground forces, troll bat riders, or even developed such skills from evolving their
dragons. scouting traditions from Draenor. Animal
Elf companions for orcs are usually boars.
 Night Elf hunters usually join the ranks Forsaken hunters are often known as dark
of the army, especially the respected rangers. Reflections to Quel’Thalas’s Farstriders
Sentinels as archers or huntresses (who just as a Death Knights to a Paladin, these
employ thrown moonglaives (see hunters adopt elven traditions with a deathly
equipment) and take the favored by twist, employing poisons, conjuring undead via
Elune hunter talent. Animal companions black arrows, preparing spells such as Silence
of night elves are usually saber cats and taking talents like the Suffused Arrows,
(who also double as combat mounts). Terrifying Tracker, Essence Touch, Iron Willed
 Nightborne do not often follow the path Hunter, or Magic-User’s Nemesis, these dark
of the hunter, as the urbanized dwellers rangers are a terror to enemies of the Forsaken
of Suramar have little exposure to the who find easily themselves all alone or
elements. Now that the dome has fallen, separated from their allies. Forsaken animal
Nightborne may follow in the footsteps companions are usually wildlife who carry
of their elven kin. mundane plagues the Forsaken is immune to.
 High Elf, Void Elves, and Blood Elf Human and Worgen traditions usually follow
hunters with special skills join the ranks elven or dwarven traditions.
of the ancient and prestigious Farstrider Tauren have been masters of the hunt since the
order, led by the Ranger-General of dawn of the world. Such tauren are usually
Silvermoon (often kept in House known as plains walkers, and employ thrown
Windrunner). Silent and adept in spears (taking the Heroic Throw talent).
deploying guerrilla tactics, these rangers Trolls
have guarded the forests of Quel’Thalas  Forest Trolls and Ice Trolls traditions
against its many foes ever since the exile are either headhunting, axe-throwing, or
of High Elves from Kalimdor. Slipping even bat-riding. Headhunters are spear-
as ghosts between the woods, dancing a throwers who often rely on rage
deadly dance with troll hunters, be they carrying them through thick and thin,
axe-throwers or headhunters, Farstriders releasing spears or setting traps from the
are always a sight to sore Elven eyes. shadows or behind the cover of trees.
The most renowned ranger-general is Axe-throwers are more versatile, using
Sylvannas Windrunner. handaxes as melee and ranged weapons,
Chosen talents are usually suffused favoring their versatility, often taking
arrows, primeval awareness, favored the Leap talent). Animal companions for
terrain (forests), dread ambusher, and trolls are usually raptors drawn from
master of tactics, or talents that help distant isles.
infiltration and sabotage of enemy The Shadow Hunter archetype is one
ranks. Animal companions of night trolls often takes to cement their
elves are usually dragonhawks (who authority by tapping into shamanistic
often double as flying mounts), or none and ancestral magic touched and
at all as the hunter relies on themselves tempered with Loa power.
or their allies instead.
MGE: Mages utilization of it. It was the High Elves
Draenei mages are well-respected, often who taught humanity to wield magic,
employed in war efforts to raise up abjurations and high elven mages are known as the
and ward off demons or capture them (via authors of many (if not nearly all)
banishment, magic circle, and capture essence), ancient spellbooks and treatises on
as well as supporting and empowering allied mysterious ley magic. High elven mages
troops and debilitating enemies (via time magic often look down upon other spellcasters
such as haste or slow) and employing and employ pure arcane spells with
dimensional magic such as plane shift to lead pride (such as arcane missile, mana
charges. Such mages often take the arcane burn, detonate mana, and teleport), and
specialization. are overwhelmingly of the arcane
Dwarves have a weak tradition in arcane magic, specialization. Void Elf mages often
except the odd infusionist-focused crafter (often take up the title ‘Locus Researcher’ after
known as runemages). Among Dark Iron transforming.
dwarves, however, their natural inclination to  Blood Elves who survived the coming
fire magic and their elemental overlords’ hatred of Arthas and the Scourging of
to demons lead them to adopting arcane magic Quel’Thalas have grown embittered
to burn and debilitate their foes, often taking the indeed; the scourge’s necromantic
fire specialization. magics has sullied their land and slew
Elves 90% of their populace, scarring their
 Night Elves have long since shunned homeland. Many mages have abandoned
arcane magic for what it has done to the their old magics, taking up fel magic
world, and due to it being the beacon and becoming Warlocks instead. Those
that attracted the attentions of the few who didn’t are known as magisters,
Burning Legion. Night Elves who and act similarly in fashion as how high
answered the call to master the arcane elves acted, though focusing more on
arts are known, however, such as Illidan destruction than utility.
Stormrage, who walked the page of the Forsaken mages who take the path of the school
mage, then warlock, then demon hunter. of necromancy are often ostracized as Lich-
The Highborne, an ancient faction of Kings-to-be, causing many Forsaken mages to
Night Elves who refused to abandon the take the frost or arcane specialization (if not
art after the conclusion of the War of the turning to the Warlock’s fel magics). In most
Ancients were exiled by the great druid cases, however, Forsaken mages take a
Malfurion Stormrage. These elves have supporting role in Forsaken armies, slowing
sailed across the sea to a new land, and down and debilitating their foes.
named it Quel’Thalas, slowly changing Gnomes who take the path of the mage adopt
in appearance to become High Elves. high elven practices in working the arcane,
 Nightborne consider themselves the finding themselves well suited (and possibly
inheritors of the Highborne, the caste of even poised to surpass the old masters). Gnome
elite Night Elven society who mastered mages see little conflict in the idea of mixing
magic. This isolation caused them to magic and engineering, and are often the
perfect their magic, but not test it to the pioneers in arcane technologies, such as crafting
times. Nightborne magi may have more arcane golems, magical sensors, and other
exclusive spells than other magi, or technologies.
sophisticated uses of existing spells, but Goblin mages are inclined to adopt the fire
are sure to hungrily pursue knowledge specialization and choice transmutation spells,
to learn what advancements made by the often adopting such spells into potion forms.
world in the field of arcane magic. Although goblins are relatively new to accessing
 High Elves and Void Elves may not arcane power, they adopt it with zeal, usually
have invented arcane magic, but they employing such magics to gain an edge over
did invent organized study and rivals in business and politics.
Human mages have founded the city of Orc monks are few—Orgrimmar’s beginning
Dalaran, and make some of the most was aided by the wandering Brewmaster Chen
distinguished and powerful mages of Azeroth. Stormstout, and few orcs have taken up the golly
Although high elves perfected the study of monk’s path.
magic, humans institutionalized it, founding Pandaren are the original monks of the
Dalaran to be a neutral observer in the use of Warcraft universe, learning a combat dance to
magic. Powerful organizations such as the train themselves to revolt against their
mysterious Guardians of Tirisfal, Tirisgarde, and oppressive Mogu overlords, Pandaren managed
the Council of the Six protected Azeroth from to overcome and overthrow their oppressors, and
the Burning Legion, Guardians, and regulated ushered in a golden age where reason,
arcane magic, respectively, aided with the gentleness, and reflection dominated Pandaria
wisdoms learned by the tales the High Elves for 10,000 years. Pandaren monks usually join
gave regarding the War of the Ancients. Human the powerful Shado-Pan, and these often-serious
mages array across all specializations, and few monks may eschew alcohol for tea, or see it as a
study specific schools of magic in a more way to connect to their subconscious.
focused way. Diversity in approaching the Tauren are also familiar with the dwarven
arcane is the rule, not the exception with approach to the monk class—drawing runes on
humans. their fur and drawing power in to release it in
Orc and Troll mages are very few, as orcs with combat.
the aptitude for spellcasting often lean towards Worgen are unusual monks, who learned to
shamanism (for divine) or warlock (for arcane). exercise better control over their Worgen shape,
and hopefully weaken the curse enough to
MNK: Monks suppress it.
Monks who take the brewmaster tradition often
take the Brew Mastery feat to augment their PLD: Paladins
versatility. Draenei who walk the righteous path of the
Dwarves monks are few and far in between, but paladin have done so for tens of thousands of
are often temped to join the ranks of years. Nearly immortal with the aid of the
Brewmasters, regardless of clan, once the blessed Naaru, Draenei paladins have fought the
wandering monk Chen Stormstout challenged Burning Legion across countless battlefields,
the great Dwarven brewer Grimbooze and are an inspiration to their allies and a terror
Thunderbrew into a brewing contest. This to their enemies. Draenei paladins often take the
amicable interaction initiated many dwarves into Holy or Retribution paths.
the idea of unarmed combat, and once Chen left, Dwarves who take up paladinhood are
began exploring the idea of being a monk in a universally Ironforge dwarves, as the tradition of
wholly organic way. When Chen returned to aid the Holy Light is powerful among their people,
King Magni Bronzebeard fight in the Third War despite new discoveries of their Titan origins.
against the Scourge, more dwarves tested their Most dwarven paladins belong to the Order of
new traditions of monkhood against Chen’s, the Silver Hand.
enriching both the dwarven and pandaren Elves who take the holy vows are only High
schools of monkhood. Elves or Blood Elves. Although High Elves have
An exception for this rule are wildhammer membership in the Silver Hand, having retained
dwarves, who recognize the path of the monk as their ties with the Alliance as the priestly
the runeweaver. Drawing tattooes on their skin brethren despite Quel’Thalas’s distance, Blood
to focus their power, wildhammer dwarves of Elves are a weapon of necessity. Following the
this fighting tradition do not take up re-opening of the Dark Portal, newly Horde-
conventional arms, and focus their titanic aligned Quel’Thalas has attacked and defeated a
ancestry into making incredibly powerful Draenei garrison, capturing the Naaru M’uru. To
unarmed attacks and runic attunements. feed their mana addition, the elves began to
Human who took up the monk class usually drain mana from it, but Magister Astalor
learned the path from the dwarves. Bloodsworn felt this was not the true potential of
their treasure; he drained holy power from the Tauren paladins are something of a curiosity—
Naaru, and granted it to blood elf warriors, some would explain their origins as druids who
turning them into paladins. Lady Liadrin, a followed the sun rather than the moon, and some
former priestess of the Holy Light found this would point to ancient traditions lost even to
development intriguing, and volunteered to be Tauren, who once heard the whispers of the
the first of the Blood Knights. The order became Holy Light eons ago. Although few druids can
an elite force in the army of Silvermoon, despite explain the intricacies of the origin of their
the consternations of the few remaining faithful strength, tauren paladins exist regardless,
and traditional elements of blood elven society channeling light drawn from the sun. Suffused
(especially the Farstriders). Employing red with divine powers, these warriors are known as
ranseurs (treat as a pike), Blood Knights fight Sunwalkers.
alongside spellbreakers, farstriders, and
magisters to protect Quel’Thalas, although they PRS: Priests
believe the Light has forsaken them. Draenei have been worshipers of the Light for
Human have a strong tradition to hold up to. at least as long as they have known the Naaru,
Archbishop Alonsus Faol perceived that the and draw their wisdom and power from them,
pious Clerics of Northshire, who suffered such becoming the first known race that has adopted
terrible attrition in the First War, were ill-suited the holy priesthood. The most well-known
for the dangers of combat. Along with many of draenei priest is the prophet Velen.
the surviving priests, he sought those of only the Dwarves
greatest virtue among the knighthood of  Ironforge dwarves that followed the
Lordaeron and tutored them in the ways of holy Holy Light were many before the Third
magic, or sought out priests with strong War and the recent discoveries of the
physiques and combat training. Led by Uther the Titans, the possible fathers of the
Lightbringer, it rested upon these paladins — dwarves. Despite an apparent conflict of
christened the Knights of the Silver Hand — to faith (as the Titans wielded pure arcane
heal the wounds sustained in combat and to rather than divine might), dwarf priests
restore faith in the promise of freedom from remain as pillars of order in their
orcish tyranny. The Order of the Silver Hand respective societies.
suffered greatly in the Third War: Lordaeron,  Wildhammer dwarves lean more
the spiritual heart of humanity fell; Prince towards shamanism, but may take up the
Arthas Menethil, one of the most promising discipline priesthood once they learn of
paladins betrayed the order and disbanded it; the the balance between Light and Shadow.
remaining knights splintered and either fell to  Dark Iron dwarves, should they turn to
extremism (forming the Scarlet Crusade), faith, often choose to heed the echoes of
forsook their vows and joined their once-brother the Void and become Shadow Priests,
(became Death Knights in service to the due to the history of Elemental (and thus
Scourge), or were scattered to help as much as Old God) dominion over their peoples.
they could in a broken world. Despite this, the Elves
Order found a new home in Stormwind, and will  Night Elves of Kalimdor have a ten-
stand fast and faithful—once they protected all thousand year old tradition of a female-
Mankind against the demonic-driven Horde, only priesthood, the Sisterhood of
now they will stand to protect all Life. Elune. Night elf priestesses of this
Forsaken who once walked the path of the sisterhood are proficient archers and
Light could not channel holy power without support their allies from a distance,
feeling immense pain—a stark difference from raining arrows and spells into enemy
the serenity and comfort it once provided. Few ranks, and supporting allies who fall
such individuals continue down such a path, back.
often forsaking it for the path of the warrior or  High Elves of Quel’Thalas who never
adopting to their tragic fate and becoming death left the priesthood remained true to their
knights. former human and dwarven allies,
despite the high elves' official departure Forsaken wish to relinquish their wills again to
from the Alliance following the Second the Dark Lord of the Dead.
War. Many altruistic priests of Gnomes approach the Holy Light differently,
Quel'Thalas refused to abandon their but with no less devotion.
roles as healers and agreed to remain in Goblins priests are uncommon, and their
Lordaeron, despite the edicts from their culture’s inclination to seek out power and
reclusive masters in Silvermoon. After influence often leads them to adopt the
the Third War, many joined holy orders discipline or shadow priesthoods.
such as the Scarlet or Argent Crusades. Humans formed the Clerics of Northshire,
High elf priests often take the Holy human priests who served the kingdom of
specialty. Stormwind during the First War. Humans have
 Blood Elves of Quel’Thalas who have heard the whisperings of the Holy Light eons
taken up the moniker and the thirst for ago, and tapped into this power, forming cults
vengeance still wield the Light due to around its study, and then instituted churches.
their burning conviction. Although their Expressions that signal the Holy Light’s
experience and knowledge of the Holy dominion over human mentality makes itself
Light aided Silvermoon (now Horde- shown with the farewell expression, ‘Light be
aligned) to capture and drain holy magic with you’, or the curse ‘Light burn you!’. Such
from the Naaru to empower their Blood priests take the path of the Holy priesthood.
Knight brothers, their conviction never Few humans who are sensitive to such whispers
wavered in the righteousness of their heard the Void instead, joining the elusive
cause (though their methods still Shadow priesthood. These men and women feel
invokes doubt in many cases). drawn to join dark orders such as the apocalyptic
 Void Elves are vessels to the Void, but Cult of the Twilight Hammer to bring darkness
are not necessarily conduits of it. While to Azeroth, but are not compelled to. Should
many Void Elves take the path of the they master theses shadowy psychic powers,
Shadow Priesthood, it is not uncommon shadow priests can gain strength as manipulators
to follow the path of Discipline to and controllers of nations. Disillusioned and
balance the forces of Light and Shadow. power-hungry priests, as well as those who fear
Forsaken who once followed the tenets of the age and loss of beauty may turn to the Cult of
Holy Light altered their philosophy upon their the Damned (previously, the Brotherhood of
transformation. Most Forsaken have abandoned Eternal Life). These priests join the ranks of the
religion, just as they believe it abandoned them. damned as death priests who serve the Lich
Some still adhere to their old faiths, such as the King in return for eternal life and to escape a
Holy Light. Priests of the Holy Light in dark afterlife.
particular struggle to reconcile the philosophy Orc priesthoods are uncommon, as shamanism
that guided their life with their unfortunate new is closer to their cultural traditions. Cultists who
condition. Some balance their old beliefs with hear the call of the Lich King or the echoes of
their new forms, but most Forsaken priests the Void join the death or shadow priesthoods,
belong to The Cult of Forgotten Shadow, respectively.
adopting the shadow priesthood. Lost and hurt, Pandaren practices show they have an
these priests founded a new religion based on a understanding of the Holy Light. They, like
self-centered version of their former faith. This some practitioners of the faith, believe in
philosophy centers around self-empowerment peaceful resolutions at all times. Their clerics
and a desire to balance life with death. One emphasize the control of negative emotions like
darker path a few Forsaken have taken secretly fear, sorrow, anger, fury, or any other form of
is the death priesthood, either of willingness to emotional turmoil. The clerics of this race do in
sacrifice anything for survival, lingering fact refer to the power they wield as "the Light."
loyalties to the Lich King, or another secretive Although their inclinations align with holy
purpose. Death priests in Forsaken society are priesthoods, Pandaren priests are few, and
often obliterated once discovered, as few shamanism is more common.
Tauren priesthoods are relatively new and  Night Elves who take the rogue path are
mysterious institutions, as shamanism is more either advanced scouts that serve the
entrenched and established. These priests tap Sentinels, or one of the mysterious
into the Sun for divine power, drawing from the Wardens, who hunt and capture enemies
Holy Light of creation, becoming part of the of the Night Elves. Sentinels who do not
holy priesthoods. take the hunter class take the
Troll assassination specialization. Wardens
 Forest Trolls and Ice Trolls, much like take up the subtlety specialization, and
the witch doctors of troll tribes, are prepare spells that would incapacitate
comprised of spiritual advisers and and capture their quarries (such as
caretakers. With trolls being naturally shadow word pain, which wardens call
superstitious and spiritual, it allows the shadow strike), evade their enemies
various troll priests to manipulate the (blink step), and talents that would help
spiritual energy of the world in order to initiate and escape combat (fan of
either heal or harm their targets. The knives, hunter’s dread ambusher, and
Loa (semi-divine animal spirits) have leap).
elements of Light and Shadow within  High Elves, Void Elves, and Blood
them, leaving the troll priests who draw Elves who take up the rogue path often
their power from them to be of the take up the subtlety or assassination
discipline priesthood. Tapping into specializations, focusing on talents that
darker voodoo magic, however, reaches have an ambushing or magical theme
into the Void, treating the priest as of (hunter’s dread ambusher, cloak of
the shadow priesthood. shadows). Void Elf rogues often take up
Worgen history of any priesthood is still new, the title of Ghostblade.
and follows their human origins. Forsaken who take up the rogue class often take
the path of the Lightslayer, extinguishing light
RGE: Rogues wherever they find it — specifically, the
Draenei rogues are few and far in between followers of the Holy Light. The lightslayer
except among the Broken—who lean towards embraces the teachings of the Forgotten Shadow
the subtlety specialization, due to shadow or fel and develops personal power by slaying their
influence on them. hated foes. Embracing the subtlety path and
Dwarves choosing hunter talents (favored enemy, scarred
 Ironforge dwarves who take up the hunter, fading shadow, hunter’s sense, and
rogue class often serve as elite scouts or primeval disruption), these fanatical assassins
infiltrators, taking the assassination put out the Holy Light to make way for the
specialization, or the outlaw if sailors on Forsaken’s way of life. Since the awakening of
airships or one of the Alliance’s naval the Lich King, a few Lightslayers have joined
fleets. the Scourge, hunting in the darkness and making
 Wildhammer dwarves who take up the many moves against the Lord of the Frozen
rogue class often take the outlaw Throne end with a knife in the dark.
specialization, serving as ambushers and Deathstalkers are Forsaken rogues who take up
scouts in the highlands, often taking the the assassination specialization and focus on
hunter talent favored terrain (hills) poisons and ambushing, and often employ high
 Dark Iron dwarves who take up the elven or blood elven ambush tactics.
rogue class act as Ironforge dwarves in Gnomes and Goblins who take up the rogue
this respect, but also lean towards path usually take the assassination rogue and
employing poisons and traps and talents employ poisons (usually inhaled) and explosives
such as the flash bomber, and hunter’s or alchemical products, respectively. Taking the
dread ambusher. reliable talent and flash bomber talents to aid
Elves them to avoid malfunctions and quickly deploy
or use potions.
Humans and Worgen who take up the rogue and is similarly easy to negotiate with
path are usually agents of a guild or state (such air spirits, as Wildhammer dwarves
as the SI:7 of Stormwind, the Defias balance both being Wildhammer and
Brotherhood, the Syndicate, or Ravenholdt). being dwarf.
Humans trained by other races usually adopt Elves
their paths (such as a human who was raised by  Night Elves who take the shaman path
high elves or dwarves), but their diversity leads are very rare, but are not wholly
to them being equally adept at taking any role. ignored. Often serving as guardians to
Outlaw human rogues are often swashbucklers crypts and meditators to ancestors, their
upon the high seas or highwaymen. Worgen who presence has become more pronounced
take up this path often utilize their alternate following the Third War, when Night
forms to serve as terror troops who slay Elves lost their immortality, and when
stragglers in a dramatic or terrifying way. many of them were slain during the
Orc rogue traditions are not unheard of, but are Battle of Mount Hyjal. Often called
rare, usually either taking the outlaw or night elf witches, these shamans eschew
assassination specializations. Garona Halforcen displays of elemental might, and focus
is perhaps the most famous half-orc assassin, more on invoking ancestral spirits and
who slew King Llayne of Stormwind, sealing communicating with them.
humanity’s defeat in the famous war. Orc rogues Goblins who take up the shaman’s path often
usually operate in cells, and take talents that see it as a challenge. Lacking traditional
would support one another and aid in infiltration spiritualism, goblins make use of sharp tongues
(such as master of tactics and master of and quick wit to negotiate their way to power.
intrigue). Strength-based orc rogues are also Often employed in driving ships faster by
sometimes sought for as bouncers in goblin invoking air spirits or healing a particularly
towns. accident-prone cartel boss, goblin shamans walk
Troll a very thin line between profiteering from their
 Forest Trolls and Ice Trolls traditions craft and the demands of spirits (although many
in the rogue class are used in parallel goblins are fond to discover that their natural
with the hunter class—aiding in predilection towards exploding things sets well
infiltration, scouting, poisoning, and with fire spirits).
intimidation of their foes. Often called planar dealers, goblin shamans are
too shrewd by half for one who is unprepared to
SHM: Shamans deal with them.
Draenei shamans are common among the Orc tradition in shamanism is wholly original
Broken, as many turned to follow the elements and has a very long history. On Draenor, (now
after losing their connection with the Holy Outland) the orcs were shamanistic and
Light, with Elder Akama being prime. A few practiced ancestral worship. Elemental influence
unbroken Draenei may also take up the shaman on Draenor was significant, and orcish shamans
path, often walking down the Enhancement path, found the strength in the elements to bring down
and employing the use of two weapons (usually ogre high society, becoming free to dominate the
hammers or axes) and channeling fire or land. Ever since the Burning Legion turned its
lightning through their strikes. eye on Draenor, however, shamanism began to
Dwarves dwindle and weaken. Some of the most vilified
 Wildhammer dwarves who take up the orcs were once shaman; Zuluhed the Whacked,
shaman class are very common, and Ner'zhul (now the Lich King), and even Gul'dan
often invoke not only elemental power, (the first Orcish warlock) were all shaman. The
but also tapping into ancestral magic. archdemon Kil'jaeden distorted the shaman's
Due to dwarves’ affinity with earth connection with their spirits in the sacred
magic (being descendent from Earthen), mountain of Oshu'gun, taking on the form of the
the path of the shaman comes easy to shaman's ancestors to convince them that the
them when conversing with earth spirits, Draenei were enemies. The ensuing massacres
upon several draenei hunting parties offended cunning and ruthless in order to save their tribe,
the spirits, who eventually denied the shaman or stop anyone who came in their tribe’s way.
their powers. Driven
Cut off from their elemental powers, former TNK: Tinkers
shaman turned to the powers of the Burning Draenei who take up the tinker class are well-
Legion, becoming warlocks (though many tried versed in the gadgeteer path, either due to
to hang onto their roots, it was impossible), and creating and maintaining crystalline Naaru
were used as pawns to invade Azeroth, bringing technology, or through the creation of powerful
forth the First War. defensive turrets. Draenei tinkers often pair up
Shamanism in the orcs was all but nonexistent with mages to fuel their arcane-engine devices,
until Thrall, son of the deceased Durotan and and are widely considered to be the innovators
future chieftain of the Frostwolf clan, grabbed behind this technology.
hold of the reins of Warchief of the New Horde. Dwarves are the first tinkers of Azeroth, having
This ushered in a new generation of shamanism, advanced from normal blacksmithing to crafting
breaking the crippling lethargy of the captive the first firearms and explosives. Wildhammer
orcs while outlawing the dark magic of the dwarves shirk from these disruptive
Burning Legion. At the time of the internment technologies, but Ironforge and Dark Iron
camps, "shaman" was a derogatory term for dwarves both maintain them and utilize them on
someone who told fantastical and unbelievable large scales.
stories. Shamanism is now in good repute, Elves do not often take up the tinker path, most
though, as the New Horde was led for a long preferring to follow the path of the arcane or
time by Thrall, a shaman of great power. nature magic to fulfill their needs.
Orcish shamans are often spread across Gnomes learned engineering from the dwarves,
Elemental and Enhancement specializations, and and surpassed their teachers. Most gnomes take
ones who frequently employ divinations (such as the gadgeteer path, maintaining scouting
Clairvoyance, or Far Sight as known for vehicles or protective suits such as the Gnomish
shamans) are known as Far Seers, a name that Combat Suit and employing rocket-launchers.
transcends the limits of race. Orc shamans often Gnome tinkers prefer efficiency and reliability,
employ spells such as Bloodlust, Elemental often sacrificing power for sustainable use.
Armor (preferring Lightning Shield), Dispel Well-known gnomish inventions are the
Magic (or Purge), as well as Earthquake. gyrocopter, mind remote, and the army knife.
Pandaren shamans are not unknown, but not Goblin rivalries with gnomes usually centers
particularly many. Pandaren have affinities to all around innovations in alchemy and engineering.
elements, but earth and water most strongly, and Usually taking the bomber or gadgeteer path,
this is reflected in the spells a Pandaren shaman these goblin tinkers prefer grandiose projects
prepares. and spectacular explosions. Well-known goblin
Tauren shamans are almost universally known inventions are the shredder mecha, jumper
as Spirit Walkers, taking the Restoration path cables, and rocket boots.
and focusing on divinations and abjurations. Forsaken tinkers are uncommon, but not
Troll shamans are very common. It is unknown unknown. Working with necromancy engines
to the shamans of other races if the semi-divine and similar weird sciences with fellow
Loa act as spirits a shaman must negotiate with, alchemists, these tinkers are known for several
as troll shamans have several unique powers, innovations that reach beyond the grave. Well-
taking the Witch Doctor path. A witch doctor’s known forsaken inventions include the reflective
invocations are closer to that of a priest’s cylinder and the meat wagon vehicle.
prayers; a witch doctor can strike lightning into Human tinkers are not common, and usually
their foes with the power granted by the Loa gather in guilds and organizations where funding
Storm-God Shango, and aid allies by mending is available. Human tinkers of Stormwind may
their wounds with the might of the Loa Healing- have been wronged enough to turn to serving the
God Lokou. They would also have to be clever, Defias Brotherhood, which managed to infiltrate
most tinker guilds in Stormwind.
small statures and assume weakness. To
WRK: Warlocks compensate, gnome and goblin warlocks often
Draenei warlocks are few and isolated take the demonology or destruction paths.
individuals, as the heavy prejudice against the Forsaken warlocks are very common, often
use of fel magic makes such activities subject to taking the affliction path to whittle down their
immediate scrutiny and investigation. Draenei, foes and cripple them in battle. The Dreadlords,
the exiled ones, fled their homeland Argus once agents of the Burning Legion have found
two of its three political leaders took the path of common cause with the forsaken in fighting the
warlock magic (Kil’jaeden and Archimonde, Lich King once he turned his back on the
although Velen aided the others escape). Draenei Legion, and when one such dreadlord (the
warlocks who accept the taint change in demon Varimathras) was bound by the forsaken
appearance and increase in size, becoming leader Sylvannas Windrunner, the demonic
Eredar warlocks. Most Eredar warlocks take the powers of the fel were freely given by the
path of destruction, although a few take the path dreadlord adviser of the Banshee Queen.
of demonology. Humans who walk the warlock path are often
Elves failed students of mage academies who yearn for
 Night Elves have an ill experience with an easy route to power, or especially brilliant
fel magic; those who took up the path ones who believe they might succeed where
either abandoned it entirely under threat other warlocks have failed.
of death or became demon hunters Orc tradition in the warlock class are well-
instead, such as Illidan Stormrage. ingrained; Gul’dan was the first orc warlock,
 Nightborne have loyalists to Thalyssra and it was his lust for power that was his
that have opted to take the magic of the greatest strength and weakness. Orc warlocks
Legion and use it against them, or for often follow the destruction or affliction paths,
the aims of the Nightborne people. and usually shun the demonology path, having
There are also less scrupulous members well-recognized the dangers of allowing demons
of Nightborne society who may simply to get too close.
fear the withdrawal the loss of the Trolls who take the warlock path are few and far
Nightwell might cause, and have in between, as those with spellcasting aptitude
preemptively joined the Legion as some often take the path of the priest or witch doctor
Blood Elves have. instead.
 High Elves have compunctions
regarding fel magic, and rightly fear and WAR: Warriors
shun it, preferring traditional arcane Draenei natural affinities lead many to adopt the
magic, either for its root in their culture, paladin class rather than the warrior class. A few
fear, or distrust of the chaotic magics. however distinguish themselves as pure
 Void Elf warlocks adopt the title ‘Rift warriors, often leading the charge and raising
Warden’ after their transformation, banners, guiding their allies with powerful
using their power to watch the gates to shouts and opening up enemies’ ranks with
the outer realms and guard against a talents such as shout, and heroic leap. A few
Void takeover. draenei gladiators remain from the days of
 Blood Elves make common warlocks, imprisonment by the orcs—those who retain
especially after the destruction of the their talents often tap into inner reserves of
Sunwell, the font of the high elves’ strength by using the fury talent, and obliterate
arcane magic. Many blood elves who enemies by employing hammer and axe.
once walked the path of the mage Dwarf
abandoned it to walk the path of the  Ironforge dwarves who take up the
destruction warlock, naming themselves warrior path often end up taking the
blood mages. mountain king specialization. In most
Gnomes and Goblin warlocks are often cases, however, Ironforge dwarves
inconspicuous, for many underestimate their choose talents that increase their
survivability and deal damage in an Forsaken warriors are common and spread
area. across multiple specializations. They usually
 Wildhammer dwarves who take the adopt talents that increase their power at the
warrior path are often known as expense of their safety, such as reckless attack,
highlanders, taking the arms rage, and heroic leap, as Forsaken can naturally
specialization and focusing on talents heal themselves faster than others with
that increase their survivability and cannibalize. Forsaken warriors are also adept at
mobility, often also taking the favored ambushing, either by lying in wait underground
enemy or favored terrain talents. or underwater, and often take the dread
 Dark Iron dwarves who take the path ambusher talent as well.
of the warrior are often vanguards of the Human warriors often take the arms or
armies of Blackrock Mountain, taking protection specialization, and most prefer the
the protection specialization and action surge talent for its flexibility. One of the
protecting allies. most well-recognized human warriors hail from
Elves Stormwind, such as King Varian Wrynn. Human
 Night Elves who take the warrior path mounted warriors include various orders such as
often take up the bow or greatsword and the Knights of Stormwind, whose ability to run
choose talents that aid their allies and down enemies was instrumental in granting
slow their foes, such as the hamstring humanity the edge in several battles.
talent and chosen abilities from the Orcs warriors often take up the arms
hunter talent list. Night elven warriors specialization, and choose a series of talents that
often take up the arms specialization, are often referred to as blademaster (as high
such as Commander Jerod Shadowsong, elven blademasters). Other warriors prefer a
although due to the natural affinities of more brutal fighting style by channeling their
night elves towards nature, most take the natural reserves of fury, taking talents that
hunter path instead. augment it as brutal critical, persistent rage, and
 High Elves and Blood Elves who take reckless attack, and often taking up the fury
the warrior path often end up as specialization. Orc mounted warriors include
spellbreakers (taking the specialization orcish raiders, whose hit and run tactics and
of the same name) or blademasters proficient use of nets is a professional harassing
(agile combatants who take up talents force.
that grant them mobility and versatility, Trolls of every type are well-known warriors,
such as wind walk, weapon mastery, often channeling their reserves of anger as the
retaliation, and heroic leap, similar to orcs, but adopting the fury specialization and
orcish blademasters, though traditions utilizing axes instead. The survivability of troll
are definitely from different origin). berserkers is legendary, and many take a few
 Void Elf warriors often take up the title hunter talents such as dread ambusher and
of Rift Blade, adopting the Arms favored terrain, as well as favored enemy to
specialty and serving as support troops make a deadly hunter-warrior hybrid.
to Rift Wardens. Worgen warriors are new, but are well-
Gnomes and Goblins make for rare warriors, respected for their viciousness. Employing their
and often take the path of the rogue or hunter natural weapons means most worgen warriors
instead. The few daring who decide to defy the are capable of combat when deprived of their
limitations of their stature often adopt ‘dirty weapons, and most worgen take talents that
fighting’ techniques, such as choosing certain increase their damage and mobility, and
talents from the various talent lists, such as sometimes take levels in Hunter to become
heroic leap, insightful combatant, and dread capable ambushers and resilient front-line
ambusher. combatants.
Factions and Organizations
Besides the major factions of the Alliance, Horde, Scourge, and the Burning Legion, there are many
others. Some have only regional presences (described further under the entry of the region specified).

The Alliance
The Grand Alliance is a political entity (close to a confederation) of multiple kingdoms and city-states,
with the first iteration based upon the Alliance of Lordaeron (formed during the Second War).
Unlike the old Alliance of Lordaeron, which was pronounced dead upon the ruination of Lordaeron
proper at the hands of the treacherous Crown Prince Arthas Menethil, which was primarily human-based,
the Alliance as it is now has its power between Stormwind, Ironforge, and Darnassus. The previous
members of the Alliance of Lordaeron are between destroyed (Alterac, Dalaran, and Stromgarde) or
seceded from the union (Gilneas, Kul Tiras).
The Alliance counts the majority of the Humans of Stormwind, Dwarves of Ironforge (as well as a
minority of Aerie Peak), Gnomes of Gnomeregan, and the Night Elves of Darnassus amongst their ranks,
as well as a sizeable enclave of High Elves in Stormwind City and the island city-state of Theramore.

Alternate Timelines
BC. Following the events of the Burning Crusade, the Draenei’s Exodar fell upon northern Kalimdor near
Darnassus, and the following events lead to the entry of the Draenei to the Alliance as well.
Cata. As of the events of the Cataclysm and Deathwing’s return, Gilneas’s collapse under the relentless
onslaught of the Forsaken has lead to them flocking to Kalimdor, and their need to control their curse lead
them once more into the Alliance.
MoP. As the mists of Pandaria lift, some of the Pandaren peoples chose to join the Alliance, believing in
their cause.
BfA. As the events of the Battle for Azeroth take place, the nation of Kul Tiras rejoins the Alliance, as
Jaina Proudmoore chooses to return home after losing her new home of Theramore.

Racial Knowledge
Night Elf Knowledge
What a character knows about night elf history and culture depends on his intelligence and training,
which a Knowledge check represents. Such facts are ordered by how common they are.
• Common. Night elves are one of the oldest races on Azeroth and were once immortal, but lost their
immortality when the World Tree was damaged at the end of the Third War.
• Uncommon. Traditionally, night elf males are druids, and females are the warriors of the culture. These
restrictions are no longer in effect.
• Rare. The night elves first discovered arcane magic 10,000 years ago, when the race came across the
Well of Eternity. Much of the race was corrupted by the arcane energies, and attempted to bring demons
into the world. The night elves destroyed the Well and stopped the invasion, but Malfurion’s brother,
Illidan, created a new Well of Eternity at Mount Hyjal’s summit. Illidan was summarily sentenced to an
eternity in prison, until he escaped four years ago.
• Very Rare. Tyrande Whisperwind rules night elf society out of Darnassus. The previous arch-druid of
the night elves, Malfurion Stormrage, recently disappeared. His replacement is the less popular Arch-
Druid Fandral Staghelm.
• Legend/Obscure. Malfurion Stormrage, the legendary night elf hero, recently fell into a coma. No one
knows why. Some night elves tend to his body and hope he will recover. They can’t figure out how to
wake him.

High Elves
What a character knows about high elf history and culture depends on his intelligence and training, which
a Knowledge check represents. Such facts are ordered by how common they are.
• Common. High elves value arcane magic. Tensions are high between high elves and night elves. The
high elf homeland, Quel’Thalas, suffered much in the Third War.
• Uncommon. High elves have a reputation as being haughty. Very few high elves still exist.
• Rare. Many high elves adopted the name “blood elves” after the destruction of Quel’Thalas. These dark
individuals go to any length to acquire arcane magic. Other high elves view them with horror.
• Very Rare. High elves are addicted to arcane magic.
• Legend. High elves were once night elves. The night elves exiled them 10,000 years ago, and the high
elves eventually founded Quel’Thalas and became their own people.

Human Knowledge
What a character knows about human history and culture depends on his intelligence and training, which
a Knowledge check represents. Such facts are ordered by how common they are.
• Common. Your average human’s lifespan is much shorter than the average demi human; in fact, most of
them are considered old by age 60. Also, the majority of humans are followers of the Holy Light, with
varying levels of reverence.
• Uncommon. There is no single “leader” who rules all of human society; rather, specific kingdoms have
monarchs, who often hold conflicting views. Currently, Jaina Proudmoore is running things in
Theramore, for example.
• Rare. Dalaran is considered one of the human nations, but the Kirin Tor who serve as the city’s inner
council are not all human. There have been a number of elves on their council, but it is widely believed
magi of other races may be a part of their council as well (perhaps even to this day). Dalaran is currently
sealed behind a mysterious barrier of nearly impenetrable energy.
• Very Rare. The human “king” in Stormwind, Anduin Wrynn, is likely being manipulated by his so-
called mentors.
• Legend. The human kingdoms were nearly united several years ago by a noble from once-proud Alterac
named Lord Daval Prestor. He was set to be married to Princess Calia Menethil of Lordaeron, but
disappeared under unusual circumstances. Rumors indicate he may not have been who he claimed, and
that the nobles of Lordaeron may have even been under his control for a time.

Ironforge Dwarf Knowledge


What a character knows about Ironforge dwarf history and culture depends on his intelligence and
training, which a Knowledge check represents. Such facts are ordered by how common they are.
• Common. Ironforge dwarves are staunch members of the Alliance. Their homeland is Ironforge in Khaz
Modan. King Magni Bronzebeard rules the Ironforge dwarves.
• Uncommon. Ironforge dwarves are related to the titans; they believe that the titans created them. This
connection infuses their culture with new purpose (and also allows them to turn their skin to stone for
brief periods).
• Rare. Ironforge dwarves, Wildhammer dwarves and Dark Iron dwarves were once the same people.
• Very Rare. In the War of the Three Hammers, 250 years ago, the Dark Irons and Wildhammers split
from Ironforge.

Wildhammer Dwarf Knowledge


What a character knows about Wildhammer dwarf history and culture depends on his intelligence and
training, which a Knowledge check represents. Such facts are ordered by how common they are.
• Common. Wildhammer dwarves ride gryphons and live on mountains, in a manner very different from
Ironforge dwarves. They fought on the Alliance’s side in the Second and Third Wars.
• Uncommon. The Wildhammers’ home is Aerie Peak in the Hinterlands of Lordaeron.
• Rare. The Wildhammer dwarves are passionate people, dedicated to little more than their friendship to
the Alliance and their high-altitude homes. They are fiercely loyal and do not suffer fools easily.
• Very Rare. Ironforge dwarves and Wildhammer dwarves (and Dark Iron dwarves) were once the same
people, and in the War of the Three Hammers, 250 years ago, the Dark Irons and Wildhammers split from
Ironforge.

Gnome Knowledge
What a character knows about gnome history and culture depends on his intelligence and training, which
a Knowledge check represents. Such facts are ordered by how common they are.
• Common. Gnomes are master craftsmen. They fought in the Second War, and many of the inventions of
the Third War were based on gnome prototypes.
• Uncommon. Four years ago, the gnomes closed the doors of their city Gnomeregan to the world and
avoided the Third War. They did not appear until much later, half of their race decimated in a war they
fought all by themselves. The Ironforge dwarves gave the gnomes refuge in their own kingdom.
• Rare. Gnomes have not had a true king in over 400 years. Their current leader is the High Tinker
Mekkatorque.
• Very Rare. The gnomes were nearly destroyed years ago when troggs invaded their kingdom. To
counter this threat, at the advice of the High Tinker’s advisor, the gnomes released a radiation bomb.
Gnomeregan now exists as a blighted and desolate ruin.
• Legendary. Not everything died when the gnomes’ bomb in Gnomeregan went off. The troggs proved
immune to the radiation, and still continue to occupy portions of the city. Hideously mutated gnomes,
now known as leper gnomes, claim the city as their own, ruled by the High Tinker’s former advisor
Mekgineer Thermaplugg. Rumor has it that an alliance between the leper gnomes and the Dark Iron
dwarves is growing.

Organizations
There are many organizations that are friendly or at least partial to the Alliance.

THE ARGENT DAWN


Military Order, Capital 60,000 gp (200 gp/day limit)
Organizational Activity Protection
Stronghold Light’s Hope Chapel (fortified church)
Members 1,500
Net Income
Leadership Lord Maxwell Tyrosus
Features Stronghold (keep)
One can find most of the Argent Dawn in the Plaguelands and Northern Kalimdor, addressing the specific
threats of the undead Scourge and the Burning Legion (respectively). They are a major force in the
Eastern Plaguelands, and their influence in the southern part of the Western Plaguelands is growing as
they clear out the undead near Uther’s Tomb and Caer Darrow.

Military
The Alliance can boast of many strengths in its army; it lacks in no area.
Warriors and paladins create the infantry, making the first wave of attack a formidable one. The generals
commonly lead the charge, believing in leading by example. A poor general is one who stays behind and
watches his troops die.

Most generals engineer battles to work around the enemy, to flank their troops. Behind the front line are
any mounted warriors or paladins, using their superior speed and skill to stop up any enemy forces
breaking through.
Tinker-engineered firepower serves from the flank, usually beside the archers. These ranged attackers are
ideally hidden under the cover of either walls or trees, or within a vehicle. If the army is lucky enough to
have powerful artillery or catapults, formidable warriors surround these weapons, there only to defend the
weapons.

Magi work as artillery, though they usually approach closer to the enemy, surrounded by footmen and
knights. Priests, often stronger physically than the magi, work within the melee to heal those who have
fallen or protect the injured from further attacks.

Technologically speaking, the Alliance is strong, with gnomish and dwarven inventions. Heavily armored
vehicles with massive guns often help take well-defended structures, or even serve to simply destroy an
enemy’s morale. The appearance of three or four armored vehicles can often break an enemy’s morale
without ever firing a shot. However, they are well armed in case they do need to fire.

Naval battle doesn’t happen as often as it did in the Second War; but now that the Alliance and Horde are
rebuilding, one sees many other ships on the sea than goblin transports, merchant ships and pirate ships.
Many of the ships are now equipped with cannons and other weapons to protect themselves from pirates
or other threats at sea, but the Alliance still does not have what they would call a respectable navy.

Ironforge Dwarves
The mighty dwarves, with their stoic attitudes, have always manned the front lines. They have the axes,
the guns — and the knowledge that if they run away, they can never show their faces in a pub again. This
race is forever reliable: The Ironforge dwarves say if you have a dwarf on your front line, then the battle
is half-won.
When not serving as warriors or paladins in melee, dwarves are with the ranged attackers with their
firearms, or manning the large artillery guns farther back. They serve the Alliance in the role of tinkers
almost as well as gnomes do, but focus more on weapons and explosives than other devices.
Ironforge dwarves do not study magic. It’s not a rule, but it’s a safe bet to say that a dwarf is not going to
be throwing fireballs, unless they come out of a gun. They do, however, make fine priests, and can call
down divine retribution with the best of them.
The statistics below describe a typical unit of the Ironforge dwarves that might see action in warfare.

Tactics. The discipline and training that dwarven fighters receive shows through in the elite Ironforge
city garrison. Several of these units staff the city’s defenses under the command of dwarven captains and
sergeants. During war, the garrison can muster enough troops to defend every entrance and major
throughway in Ironforge. Flanking intruding enemies with a barrage of boomstick rounds and bombs, and
then closing on the ragged remains of their foes with battleaxes ready, the dwarves have proven their
tactics brutally efficient.

Ironforge Army Troop (10 unit squad)


Medium humanoid (Ironforge dwarf) troop, lawful good
Armor Class 14 (chain shirt, shield); 16 each
Hit Points 65 (10d8 + 20); 13 (2d8 + 4) each
Speed 25 ft.
STR AGI STA INT SPI CHA
14 (+2) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 10 (+0)
Skills Perception +2, Mason’s tools +2
Senses Darkvision 60 ft., passive Perception 12
Languages Common, Dwarven
Challenge 3 (700 XP); 1/8 (25 XP) each
Traits
Troop. A troop takes half damage from any effect that does not target at least half the component
creatures. If it does not deal damage, the troop is instead immune. If the effect targets an area, the troop is
affected normally, and takes 50% extra hit damage if the effect deals damage.
A troop always counts as if it has an ally within 5 feet.
ACTIONS
Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 32 (5d8 + 10) slashing damage; 6 (1d8 + 2) each or 37 (5d10 + 10); 7 (1d10 + 2) each if used with
two hands to make a melee attack.
Battleaxe Troop Attack. Melee Weapon Attack: Accuracy 12, reach 5 ft.
Hit: 32 (5d8 + 10) slashing damage; 6 (1d8 + 2) each or 37 (5d10 + 10); 7 (1d10 + 2) each if used with
two hands to make a melee attack. This damage is further affected by accuracy.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target.
Hit: 32 (5d10 + 5) piercing damage; 6 (1d10 + 1) each.
Heavy Crossbow Troop Attack (Volley). Ranged Weapon Attack: Accuracy 11, range 100/400 ft.
Hit: 32 (5d10 + 5) piercing damage; 6 (1d10 + 1) each. This damage is further affected by accuracy.
REACTIONS
Stoneform (1/rest). When the troop takes damage, roll 5d12 + 10 (d12 + 2 each), and reduce the damage
by that total. If the damage exceeds any ongoing bleed damage they take, they end the effect as well.

Ironforge Elite
Elite troops are instead equipped with plate armor (AC becomes 18; 20 each) instead of chain mail and
boomsticks instead of crossbows. They may also be issued grenades (usually up to 3 per trooper).
Boomstick. Ranged Weapon Attack (malfunction 1-2): +3 to hit, range 200/800 ft., one target.
Hit: 40 (10d6 + 5) piercing damage; 8 (2d6 + 1) each.
Boomstick Troop Attack (Volley). Ranged Weapon Attack (malfunction 1-2): Accuracy 11: range
200/800 ft.
Hit: 40 (10d6 + 5) piercing damage; 8 (2d6 + 1) each. This damage is further affected by accuracy.
Grenade. Explosive (malfunction 1-2): range 30/60 ft., 10-foot sphere.
Hit: 35 (10d6) concussive damage; 7 (2d6) each, DC 12 to half damage. If the target is beyond 30 feet,
they have advantage to the saving throw.

Wildhammer Dwarves
Wildhammer dwarves always attack from the air, if they are able. Either with divine spells or ranged
attacks, they love to rain destruction onto their enemies. They make careful preparations to protect their
mount’s bellies and necks from attack, and remain difficult to hit.
Unmounted Wildhammer dwarves are often shaman or druids, and attack with the other priests and
paladins. They, like their cousins from Ironforge, eschew the arcane pursuits. Wildhammer dwarves are
the Alliance’s main source of air offense, swooping in on their gryphons and spreading confusion and
chaos.

High Elves
High elves excel at magic; everything else is secondary. High elf magi are some of the most powerful
tools a regiment can have. Generals sometimes place arcanists on a hill, somewhere to the side of the
battle where they can see everything but be far enough away from the carnage to avoid getting hurt. Some
high elves do branch out in military careers, most becoming priests or archers. They do not, for the most
part, like getting into melee. Since high elves are now few and scattered, they don’t have the impact on
war and the Alliance military that they once did.

Night Elves
Night elves excel in stealth, and serve the armies well as scouts. Their innate ability to hide and their
greater knowledge of Kalimdor makes them naturals in scouting the territory and the enemy. Like their
distant cousins, high elves, night elves rarely choose to be on the front lines of battle, as they prefer
ranged or magical (always divine) attacks. They resent, however, guarding arcanists as they work in
battle. If a night elf is to be on the front lines, she is likely to be mounted, or a druid who can assume a
form more appropriate for melee. Technology is nearly alien to the night elves, as they do not trust it,
even when used by allies.
Night elf druids are a powerful force that is new to the Alliance. Their healing magics are a boon, but they
serve also as ranged support, scouts and powerful warriors on the front line in their animal forms.

Gnomes
Every time someone makes a comment about how no gnome warriors exist, he runs the risk of being
hamstrung the next time he is in a tense situation. These gnomes are the kind who deny that they are
small; every other race is just too damn big. However, the truth is this race finds ways to become
extremely effective in battle while not joining the taller races on the front lines.
Gnomes excel in the tinkering field, creating weapons and devices to either work in fabulous offensive
shows of power, or help out defensively. Although not as many gnomes study magic as humans do,
gnomes do have a good sense for arcane magic, as their intellects are high enough to comprehend the
workings of mechanical devices.
Gnomes can fight on the front line if they happen to be piloting war vehicles of some kind. Some clever
gnomes design their vehicles to fit only their small bodies, ensuring that only a gnome can pilot it —
making sure the generals do not try to keep the gnomes out of battle.
Gnomes also stay out of (direct) harm’s way as they attack or scout from their flying machines in the air.
The Alliance gathers vital information from the speedy gnome pilots.
The gnomes that become warriors are fierce, but are often placed in defensive positions, guarding either
artillery or battle magi.

Humans
Humans are the jacks of all trades. They can as easily be seen attacking from afar with magic, healing on
the battlefield, sniping from the cover of trees or fighting on the front lines. While there are things other
races do better, no race can be encountered as often in every area of the battle as the humans.
The most popular place for a human to be is in melee combat with a sword in her hand. She will often
study to become a knight or a paladin. As the most numerous race, humans dominate most Alliance
battles. Because of the odds being stacked in their favor, humans are most likely to be generals and other
leaders on the battlefield.

The Weak Link


Although the Alliance has built an impressive army in the past years, finding strength in its diversity and
numbers, weak points still exist that the Alliance’s enemies can (and do) take advantage of when fighting.
Pride: The Alliance is proud of itself. Their people are sophisticated and learned, and they excel in the
intellectual pursuits such as arcane magic and engineering. Even after three bloody wars, they still view
themselves as overall smarter than the Horde, and believe that greater brain power wins out over primal
force. This is even after they fought alongside the Horde in the Third War and saw how they had changed.
They underestimate the Horde, especially the new Horde under Thrall, and could easily be guilty of
underestimating their enemies’ abilities.
Arcane Magic: Yes, their powerful command of the arcane is a point of strength in the Alliance’s
arsenal, but arcane magic also shows a weakness. The magi are weak and easy to kill, if an enemy can
break through their protections.
Physical Strength: If you put an orc, a tauren, a human and a dwarf in a room with no weapons, most
everyone can make a good guess as to who would come out alive. The front lines of the Alliance’s armies
are always in danger against the physically stronger Horde.
The Horde

Military

Organizations
There are many organizations that are friend or at least partial to the Horde.

Frostwolf Orc Clan


Orc Clan (Frostwolf), Capital 30,000 gp (100 gp/day limit)
Organizational Activity Influence/Training (Shaman class)
Stronghold (Keep) in a valley in Alterac
Net Income 39 gp, 5 sp
Leadership Drek’thar
Features Stronghold (keep)

The Scourge

The Burning Legion

Independent
Defias Brotherhood
Population 1,600
Military Forces 80 Brothers (40 guarding Moonbrook full time, 10 renegade mages, 3 veterans)
Affiliation Independent
Regions of Influence Elwynn Forest, Westfall, Duskwood.
Activities Attacking caravans and travelers across central and western Azeroth. In Westfall, brazenly and
openly looting farms and village merchants.
Crushridge Ogre Tribe
Population 2,500 (1,000 in Alterac City)
Military Forces 125 ogres (15 guarding Alterac City full time, 6 ogre mages, 1 ogre warlord)
Affiliation Independent
Regions of Influence Alterac Mountains, Southshore, Ruins of Dalaran
Activities Attacking caravans and travelers across northern Azeroth. Sometimes descending from the
mountain to attack farms surrounding Southshore and traveling merchants. Fighting a guerrilla war
against the Syndicate for control of old manors and valley farmlands in Alterac valleys.

The Crushridge ogres are cunning, massive and strong. Leftovers from the Second War, these ogres have
thrown off orc rule for their own primitive ways. They live in Alterac City and kill whatever they can.
The ogres and the Syndicate fight a continuous guerilla war over resources and land, usually to maintain
dominance over valley farmlands. The Crushridge ogres are cagey and surprisingly shrewd. The
Crushridge Ogres have most of Alterac City under their control, with the great warlord Mug’thol at their
helm.
Under Mug’thol’s guidance, the Crushridge tribe has become a brutal and feared force in the Alterac
Mountains. The tribe’s combined might is formidable, and it relies on brute strength to attain its goals.
The warriors of the tribe simply trample their enemies under a massive, raging charge. The tribe is easily
roused to full battle. Keeping the tribal stronghold, protecting territory and finding food are the tribe’s
main concerns. The six ogre mages are called to investigate magical matters, with Grel’borg leading as an
unofficial magister and mentor to the rest. They also support the tribe in war, usually by blasting open
fortifications with the explosion spell, hasting their allies, or putting up magical defenses with glyph of
warding to prevent assassination attempts against Mug’thol.
Mages Two ogre mages of the six that serve the clan are known by name; Grel'borg and Gorg. The latter
is treated as an informal leader and mentor of the remaining four ogre mages, and leads searches for
buried and hidden magical relics in the city’s ruins.

Culture
Crushridge Ogre Marching Song
Who kills every kid and man? Crushridge Clan!
Who burns just because they can? Crushridge Clan!
Rip ‘em up, slice ‘em up, beat ‘em to a pulp: Will they live? Will they win? We say nope!
Kick ‘em, hit ‘em, listen to their moans, spill their blood and crack their bones!
Who just charges in without a plan? The ogres of Crushridge Claaaaaan!

Military
Mug’thol
Large giant (one-headed ogre), chaotic evil
Armor Class 13 (leather)
Hit Points 95 (10d12 + 30)
Speed 40 ft.
STR AGI STA INT SPI CHA
24 (+7) 10 (+0) 17 (+3) 7 (-2) 14 (+2) 11 (+0)
Skills Athletics +10, Intimidation +3, Perception +5
Senses darkvision 60 ft., passive Perception 15
Languages Common, Giant
Challenge 7 (2,900 XP)
Traits
Great Weapon Mastery. On his turn, when scoring a critical hit with a melee weapon or reducing a
creature to 0 hit points with one, Mug’thol can make one melee weapon attack as a bonus action. Also,
before making a melee attack with a heavy weapon that he is proficient with, Mug’thol can choose to take
a - 5 penalty to the attack roll. If the attack hits, he adds +10 to the attack’s damage.
Ogre Fury (3/proficiency, long rest). Mug’thol may cast the berserker rage spell on himself as a bonus
action. He does not gain a level of exhaustion at the end. This rage continues until he ends it with a bonus
action, or until the rage ends early (as described in the spell).
ACTIONS
Multiattack. Mug’thol can make two attacks.
Greatclub. Melee Weapon Attack: +10 to hit, reach 5 ft., one target
Hit: 16 (2d8 + 7) bludgeoning damage
Javelin. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 30/ 120 ft., one target
Hit: 14 (2d6 + 7) piercing damage
REACTIONS
Relentless. This acts as the relentless warrior talent of the same name.

The ogre’s hulking frame is covered in a mish-mash of scavenged bits of metal and trophies of war, held
together by thick bands of sweat-drenched leather hide. He holds a massive tree branch in one hand,
leaning it effortlessly against his shoulder. A white gemstone crown studded with pearls sits awkwardly
on his head, leaning slightly off to one side as if it doesn’t fit very well, which was owned by the Alliance
military governor of Alterac City before the ogres overran it during the Third War. The crown, known as
the Crown of Will, is a piece of art worth at least 750 gp.
Mug’thol likes to smash things. Although he has a certain amount of savvy when intimidating other
creatures to do his bidding, he knows only one way to fight. He always uses his Great Weapon Master
feat in combat, not caring of the disadvantage of doing so. He likes the sound that his club makes when
striking metal, and he prioritizes his targets by how amusing he thinks they will be to hit. He typically
prefers to strike at enemies with metal shields first, followed by those in suits of metal armor, and lastly
those with metal weapons.

The statistics below describe a typical unit of the Crushridge ogres that might see action in warfare.

Ogre Torment (10 unit squad)


Large giant troop, chaotic evil
Armor Class 9; 11 each
Hit Points 297 (35d10 + 105); 59 (7d10+21) each
Speed 40 ft.
STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 16 (+3) 5 (-3) 7 (-2) 7 (-2)
Senses darkvision 60 ft., passive Perception 8
Languages Common, Giant
Challenge 7 (2,900 XP); 2 (450 XP) each
Traits
Troop. A troop takes half damage from any effect that does not target at least half the component
creatures. If the effect does not deal damage, it is unaffected instead. If the effect affects an area, it is
affected normally, and takes 50% extra hit damage if it deals damage.
A troop always counts as if it has an ally within 5 feet.
ACTIONS
Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 65 (10d8 + 20) bludgeoning damage; 13 (2d8 + 4) each.
Greatclub Troop Attack. Melee Weapon Attack: Accuracy 14, reach 5 ft.
Hit: 65 (10d8 + 20) bludgeoning damage; 13 (2d8 + 4) each.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft., or range 30/120 ft., one target.
Hit: 55 (10d6 + 20) piercing damage; 11 (2d6 + 4) each.
Javelin Troop Attack. Melee or Ranged Weapon Attack: Accuracy 14, reach 5 ft., or range 30/120 ft.
Hit: 55 (10d6 + 20) piercing damage; 11 (2d6 + 4) each.

Syndicate
Population 7,000 (1,000 in Stomgarde, 800 in Strahnbrad, 600 in Durnholde Keep)
Military Forces 350 soldiers
Affiliation Independent.
Regions of Influence Alterac Mountains (Strahnbrad) and the Arathi Highlands (Stromgarde), and
various lands, keeps, and manors under their control or influence from the edges of Dalaran to northern
Southshore to Arathi.
Activities These corrupt, dethroned nobles now seek to take advantage of the Alliance’s troubles and
retake their lands, using a mixture of blackmail, threats, and gold to buy allegiance.

Organization
The trouble with the Syndicate is that it is primarily made up of egotistical, high-born nobles, with lands,
farms and citizens who once owed fealty to them. When time came for them to band together and work as
one, there was difficulty in finding a leader, as they all wanted the job. Once the Alterac Mountains were
retaken and nearly every noble was back in his former home with a citizenry of bandits serving him,
many of the old habits returned. Each noble claimed autonomy from the others and considered himself
answerable to no one. When Lord Aiden Perenolde came up with the idea to take advantage of the
Alliance's crippled state and attack neighboring lands, the Syndicate once again came under his rule,
grudgingly. There was little structure beyond his rule, although Lord Falconcrest had taken over
command in the Arathi Highlands.
Each noble has a household and family that serve him or her, including whatever rogues or bandits
they've picked up along the way. These nobles in turn answered to Lord Perenolde, but there was little
organization beyond that. The Syndicate suffers from pride and jealousy, each leader wished to be in
Perenolde's position. There are no titles and little management. Infighting, usually over newly acquired
holdings, is a frequent problem. The dirty work, of course, is done by the people lower in the household.
The nobles did the stealing and the fighting when they were exiles, but they consider themselves too good
for that now, desiring to merely train their underlings and plan grand conquests over ravaged Lordaeron.

Military
The Syndicate has no standing army. All adult members are expected to be able to pull their weight in a
fight, although since returning to a landed state, the higher echelons participate less and less. With several
thousand potential soldiers one might think that the Syndicate would be able to raise a sizeable army.
However, the lack of strong leadership makes assembling a force of significant size nearly impossible.
The noble households (gangs of criminals, really) hold only nominal loyalty to Perenolde or each other,
and thus forces of greater than 50 individuals are rare.
Since returning to Alterac the Syndicate has become less cohesive. Each noble claims a territory (usually,
but not always, their original lands), and his or her household "works" that land, stealing from the
communities within it and the travelers who pass through. If a village proves stubborn or a common threat
enters the area (such as Scourge forces), multiple households may band together to deal with the threat to
their collective sovereignty. However, the households just as often work at cross-purposes, squabbling
over territory.
Most members of the Syndicate lack training in any productive occupation and receive no encouragement
to learn. Instead, the households survive by "appropriation of resources," which is just a fancy way of
saying "stealing." In most cases a noble sends his goons to a village and tells the inhabitants that they are
now under the "protection" of his household. They then tax the village — taking food, supplies, and
whatever else catches their fancy. A village that refuses meets with violent retribution, until it either
submits or is destroyed. These "taxes" are often more than the noble's household needs or the village can
afford. Woe betides the village that finds itself between two competing households. The Syndicate is also
infamous for "taxing" travelers through their lands.
Members of the Syndicate are almost exclusively warriors or rogues (or both). Other classes are rare: The
Syndicate has only a handful of magi and warlocks, but no priests. Because of the prevalence of rogues
and the lack of healers, the Syndicate favors ambush tactics. The ideal combat is one in which they can
surprise their opponents, get what they want quickly, and leave without being followed. They know they
can't win a battle of attrition, and avoid extended combat.
Given that the Syndicate's primary targets are travelers and small villages, most raids go according to
plan. If a target turns out to be more powerful than expected — if, for example, the travelers are in fact
adventurers — the gang retreats. Often it returns at a more advantageous time with reinforcements, but
sometimes it doesn't return at all. Some of the nobles would rather let spoils go than be forced to share
them with another household.

The leadership of the Syndicate is fractured, and much of a noble household's energy goes towards
jockeying for position within the unspoken hierarchy. The corrupt nobles send their best rogues and
assassins not against their enemies but against their peers.

A major source of revenue in Alterac is extortion, with them claiming tax from remaining human villages,
and with another source being raiding settlements in Southshore, or even Crushridge ogres or Frostwolf
orcs. When conducting such raids, the syndicate rely on technology such as explosives and firearms and
lure a settlement’s garrison into expertly-executed ambushes, before stealing what they are able to carry
from small settlements. The Syndicate boast surprising talent in magic, with many of their mages having
been privately tutored by mages of the Violet Citadel before the Second War, before Alterac as a
kingdom fell.
The syndicate almost never raid northward, with the closest northern settlement outside their mountains
being Andorhal.

Chapter 3: Geography
Regions
Using the location sheet, a DM can use the encounters (whether they be events, combat, or traps) and give
structure to exploring it. Characters may also harvest resources from an area (as described in the core
rulebook).
The Eastern Kingdoms
The Eastern Kingdoms (occasionally called Azeroth and the Old World) are the eastern continents on the
world of Azeroth. The Eastern Kingdoms is made up from a group of smaller continents (Azeroth proper,
Khaz Modan, and Lordaeron) formed from the original continent of Kalimdor following the Great
Sundering. The Eastern Kingdoms lie to the east of the Great Sea and to the west of the Forbidding Sea.
The central part of the Eastern Kingdoms is dominated by the mountains of Khaz Modan and the
Redridge Mountains. Both cover several zones. The Eastern Kingdom's western counterpart is the
continent of Kalimdor.

The Eastern Kingdoms include the three continents of Lordaeron in the north, Khaz Modan in the center,
and Azeroth proper in the south. After the Shattering, a large expanse of the underwater 'continent' was
discovered, known as Vashj'ir. The Eastern Kingdoms are the homes of the undead, dwarves, gnomes,
blood elves, humans, worgen, and few remaining high elves.

Lordaeron Region
The Lordaeron region covers the second third of the Eastern Kingdoms, from Thandol Span to
Quel’thalas.
Lordaeron is the most dangerous land outside of Northrend. The Scourge rules much of the Eastwald (or
Plaguelands), and the newly freed Forsaken, who have chosen to join the Horde, stir beneath the earth in
the ruins of Undercity under the command of the dark ranger Sylvanas Windrunner.
Humans still hold a few shattered realms in Alterac, Arathi, Gilneas, and minor holds in the fallen
kingdom of Lordaeron, but battle hopelessly against enemies old and new. Murlocs, naga and ogres fight
against the struggling nations. Human brigands attack and murder their own kind. Forest trolls from
Zul’Aman strike out to regain their ancient territory and carve it out of the ruins of Quel’thalas, and
human fanatics fight a private crusade against the Scourge. Lordaeron is a land of chaos, where
innumerable factions clash across the ashes to further their own aims.

Empire Building
Hundreds of hamlets, villages, and small towns exist, under the protection of no-one but themselves, even
if proclaiming nominal allegiance to one of the major factions.
This includes Forsaken gatherings in the Plaguelands far from Undercity’s reach, enclaves of the Scarlet
Crusade and remnants of the Silver Hand in the eastern Plaguelands, isolated High Elf lodges built near
mana fountains or in hidden valleys in Quel’thalas and Aerie Peak, Alteraci villages harassed by ogres
who seek to destroy them and the Syndicate who seek to absorb them, and troll settlements on the eastern
coasts of Lordaeron.

Khaz Modan Region


Khaz Modan covers the central third of the eastern kingdoms, from the Badlands and the northern half of
Blackrock Spire to Thandol Span.

Empire Building
Khaz Modan’s Badlands, Searing Gorge, Wetlands, and Highlands are all regions that are controlled by
weaker powers or contested by great factions, making them ripe for rule and coqneust.
This includes small dwarven enclaves in the Wetlands and Highlands (Ironforge and Wildhammer
respectively), and various orders and organizations exploring and making profit from the Searing Gorge
and Badlands (although Searing Gorge itself has a major Dark Iron presence).

Azeroth Region
Azeroth the region covers the southern third of the Eastern Kingdoms, from the southern half of
Blackrock Spire and the Burning Steppes to Booty Bay in Stranglethorn Vale.

Empire Building
Similarly to Khaz Modan, the Azeroth region has areas of powerful states (Stormwind) to unconquered
wilderness (Swamp of Sorrows, Burning Steppes). The Blasted Lands and Deadwind Pass are exceptions;
dark beings make their abode there (from fiends and demons to undead and maddening specters,
respectively), causing any potential conqueror that is not prepared to meet a terrible end.

In the following pages are additional pieces of information on regions covered in this guide.

Alterac Mountains (Eastern Kingdoms, Center North)


Region: Alterac Mountains
The Fallen Human Kingdom
Capital Alterac City (was)
Population: Unknown, minimum 2,500
Ruler Split between Crushridge Ogre, Syndicate, Alliance Remnants
Major Settlements Alterac City (1,000) [Crushridge Ogre Tribe], Strahnbrad (800) [Syndicate].
Languages Low Common, Common.
Faith -
Resources Iron, treasure (ruins), timber
Affiliation -
The Alterac Mountains are high and temperate. Few fertile valleys lie within the peaks, and most of those
that do are fallow. Rainfall is high and the sky is often overcast, making the region drear. The Crushridge
ogres and the Syndicate have driven away most native wildlife, but yetis inhabit the deeper caves.
Huge pine trees tower over the temperate landscape. Occasional green meadows and tenacious shrubs can
be found amid the gray, rocky peaks.
Two major factions control the Alterac Mountains: the Syndicate and the Crushridge ogres. The
Syndicate is a complicated network of bandits who were once Alterac nobles. These men and women
operate mainly in the Alterac Mountains and the surrounding area, but fight, murder, lie and steal to
reclaim their ancient lands. The Syndicate is out for itself, though it would work with others if doing so
helped it meet its ultimate goal. Syndicate agents dress in brown and black when on the prowl, but don
aristocratic finery in their holds. When stalking the snowy grounds, they dress in white cloaks to hide
their presence.

Map

4 5

2
6

3
7

9
8

1. Alterac City
2. Strahnbrad City
3. Alterac Valley (Great Valley)
4. Dandred’s Fold (farm/hold); Perenolde’s Hold
5. Northern Valley
6. Gallows’ Corner
7. Crushridge Hold
8. High Uplands
9. Ravenholdt
Settlement (Old Capital): Alterac City
Conquered Ogre Town
Population 1,000 (951 ogres; 27 orcs; 19 goblins, 3 other), large village (x3)
Economic Activity 600/3,000 gp
Tax 150 gp (30 each sector), 10% land, 5% mil (city guards), 5% religious, 5% trade
Military 15 ogre warriors, under command of Mug’thol guard the city
Government Dictatorship Ruler’s Status Racial majority are conquerors
Strongholds (3): 2 keep (Perenolde Manor, town hall ruins), 1 fortified church ruins
Race Relations Racial majority oppresses minority Theme Ruins of an old decedent kingdom ruled by
monsters Notable Traits Sinister reputation Threats Ogre infighting, Syndicate presence
Fame Traitor king Calamity Guerilla war between Syndicate and Crushridge Ogres Factions Mug’thol,
Grel'borg and ogre mage council, Goblin Traders
Description The capital of the Kingdom of Alterac was destroyed by the Alliance for their betrayal
during the Second War. Most of the population abandoned the ruins of their former homes. Now,
Crushridge ogres have taken up the deserted ruins. Of the former capital city, only the mighty keep
remains relatively intact. A ruined church and town hall can also be seen.

Settlement: Strahnbrad
Decedent Ruin
Population 800 (750 humans, 25 dwarves, 25 other), small village (x2)
Economic Activity 320/1,600 gp
Tax 80 gp (16 each sector), 10% land, 5% mil (city guards), 5% religious, 5% trade
Military 8 syndicate soldiers, under command of Baron Ryson
Government Dictatorship Ruler’s Status Ruling cabal systemically exploit populace
Strongholds (3): 1 keep (town hall), 1 fortified church ruins, 1 guildhall (Bob’s Guns)
Race Relations Harmony Theme Struggling village under yoke of decedent nobles Notable Traits
Moderate guild presence Threats Ogre and orc raids, Syndicate oppression
Fame Site Blackrock slave raid Calamity Guilds being extorted and dismantled by Syndicate Factions
Syndicate, guilds, Alliance sympathizers
Description Strahnbrad was one of the few settlements of Lordaeron to survive the coming of the Plague
of Undeath, but fell years later to the Syndicate without the protection of Lordaeron's army. Now
inhabited by Syndicate personnel, Strahnbrad is a base of operations for that organization as it conducts
efforts throughout the Hillsbrad Foothills and Arathi Highlands aimed at weakening the Alliance or
retaking what they consider to be ancestral lands in the rest of Alterac Mountains. Refugees from
Lordaeron now suffer under the yoke of the Syndicate, with their old guilds being extorted for money—
publicly to fuel the war effort against the ogres and orcs, but privately to satisfy the greed and stoke the
ego of the organization’s higher ups. The group has renovated the jail, and digging teams are constantly
breaking into old cellars and sealed vaults in order to find treasures that the Scourge overlooked.

Special Encounters and Discoveries (can replace an Encounter roll)


Encounter: Crushridge Raiders (Eastern and South-Eastern): 1d4 Ogre clansmen raid eastwards or
descend from the mountains south. In spring and summer months, the number doubles or triples
(becoming a squad), and they may be led by an ogre mage, who will likely use them to clear ruins and
search for magical artifacts.
Encounter: Wildlife (any region). Roll on the random table

d6 Creature
1 Deer
2 Giant Spiders
3 Bears
4 Frost Wolves
5 Mountain Lions
6 Yetis

Discovery: Crafting
Alterac is not known for an abundance of any particular resource, though was famed for its high-quality
stone, sulfur and iron (supporting various fire and iron-based mining and tinkering crafting pursuits), and
abundance of timber when the former Kingdom thrived. Many small mines and quarries dot the
landscape, mostly empty and in disrepair after the kingdom fell, if not taken over by the Syndicate or their
lackeys.
There are many minerals in the mountains of Alterac, ranging from sulfur for gunpowder to iron to the
rare vein of mithril, as well as a lot of timber. Rarer materials include gold, mithril, silver, sulfur, and
granite.
Alterac granite itself is the most notable resource within the Alterac Mountains, as it helped build the
Capital City of Lordaeron, the City of Stromgarde, and its export supported the entirety of the Kingdom
of Alterac.

Discovery: Food/Water
Watermelon, Wheat, and Grapes are all plants that can all be presumed to grow in the Alterac Mountains
in the Uplands, as there is a Watermelon patch in Dandred's Fold, as well as a small vineyard within the
area. Wheat is also a staple crop grown on the arable lands in the Alterac Mountains.

Discovery: Secret
Within the Alterac Mountains there have also been species of behemoths excavated from the ice, namely
in the form of elephant-like creatures, and dragons. These creatures are most likely extinct.

Empire Building
Torn between several warring factions, and blessed with an important central location, the Alterac
Mountains is an excellent place to start conquest. Members of the Alliance and Horde factions both have
centers of power in the area (Stormpikes for Alliance, Frostwolves for the Horde), and can focus on
defeating the independent powers present there (such as the ogres and Syndicate) to expand.
The Alteraci mountain paths are incredibly defensible, with their winding paths easily able to block the
movement of armies if solid checkpoints are set up, with some paths to valleys and critical roads only 20-
30 feet wide.

However, it is not easy to find arable farmland, with most fertile valleys occupied by ogres, the Frostwolf
orc clan, and established human villages and hamlets who report any upstarts to the Syndicate, as well as
the odd dwarf explorer or craftsman seeking to establish themselves.
Any force able to run the Crushridge ogres out of Alterac City or secure Strahnbrad from Syndicate
influence will be able to establish their power base there, and is able to channel the prestige (if a human)
into reviving the old Kingdom of Alterac, especially if having a claim or noble blood.

Culture
Perenolde Tiara
Hereditary Piece of Art
The Perenolde Tiara is an old heirloom of the Perenolde nobles - the ruling family of Alterac before that
kingdom fell to ruin. It is said to have been crafted by master jewelers in Ironforge, and fitted with the
finest of emeralds.
When Alterac was destroyed the Tiara was lost, but there are rumors that an Ogre Mage, Grel'borg the
Miser, found the tiara and now wanders the Ruins of Alterac searching for more treasures.
Organizations
The Syndicate, Crushridge Ogres, and the Frostwolf Orc Clan are the biggest organizations in Alterac
Mountains.

Dun Morogh
The Homeland Region of Dwarves and Gnomes
Capital Ironforge (20,000).
Population: 28,000 (85% Ironforge dwarf, 10% gnome, 3% Wildhammer dwarf, 2% human).
Ruler King Magni Bronzebeard (male Ironforge Warrior (Mountain King)).
Major Settlements Kharanos (4,000), Anvilmar (3,400), Brewnall Village (600).
Languages Dwarven, Low Common, Gnome, Common.
Faith Holy Light.
Resources Armor, gold, iron, metalwork, phlogiston, silver, technology, timber.
Affiliation Alliance.
Dun Morogh is a snowy region located between the magma-strewn wasteland of the Searing Gorge to the
south, the gentle ridges of Loch Modan to the east, and the swampy Wetlands to the north. Dun Morogh
is home to both the gnomes of Gnomeregan and the Ironforge dwarves and is the location of the major
city of Ironforge.

Settlement (Capital): Ironforge


The Heart of the Mountain
Population 20,000 (17,000 Ironforge dwarf; 2,000 gnomes; 600 Wildhammer dwarf, 400 human),
metropolis (x5)
Economic Activity 20,000/100,000 gp
Tax 5,000 gp (1,000 each sector), 10% land, 5% mil (king’s army), 5% religious, 5% trade
Military 500 Ironforge dwarf warriors, under command of Angus Stonehammer guard the city
Government Hereditary monarchy Ruler’s Status Just ruler in grieving over kidnapped daughter
Strongholds (5): 1 keep (High Seat), 2 guildhalls (Bank of Ironforge, Hall of Explorers), 1 fortified
church (The Mystic Ward), 1 barracks (Military Ward)
Race Relations Harmony Theme City carved into a volcanic mountain Notable Traits Tough warriors
Threats Dark Iron dwarf infiltration
Fame Superior metalworking Calamity Princess Moira Bronzebeard apparently kidnapped by Dark Iron
dwarves Factions Bronzebeard Clan (Monarchy), various organization halls (mysteries, arms, explorers),
Gnome government-in-exile (Tinker Town)
Description The jewel of the dwarven peoples, Ironforge, the City under the Mountain is carved into the
mountain-chains of Khaz Modan. Carved in a circle and having up to eight levels (or depths), and lit by
magma-light and massive ever-burning torches, Ironforge is a very defensible capital indeed.
Depths
Ironforge is made of several levels, called depths. Moving between depths is done via the stairways and
elevators in Ironforge, with some travel done via the expansive mining and storage carts (if the passenger
does not mind the dizzying journey).
 The first depth of the city is Old Ironforge, or the Hall of Thanes. The Hall of Thanes is a
massive, natural cavern complex located in Ironforge’s lowest depths. The area is a true marvel of
organic stone formation: no dwarf has touched this cavern with pick or chisel. Ironforge’s kings
are buried in the Hall of Thanes, and the old throne is here as well. Also within this cavernous
area is the ancient, weathered Iron Forge — perhaps the greatest titan artifact ever unearthed. The
dwarves do not use this holy anvil, but keep it near their honored dead and the seat of their power.
Brann Bronzebeard believes that as dwarves uncover more truths about their ancestry, they will
find greater uses for the Iron Forge. He believes the titans must have given it to them for a reason.
 The fifth depth of the
city is the ‘ground
floor’, including the
Commons (and gates
and bank of
Ironforge), the Great
Forge, the High Seat
(the main keep and
throne room), the
various wards
(Mystic, Military),
the Forlorn Caverns,
the various halls
(Hall of Explorers,
including the library
and museum, Hall of
Mysteries, and Hall
of Arms), and Tinker
Town (the
government-in-exile
for the gnomish
people, and the entrance for the Deeprun Tram).
 The market and hotel district occupies the seventh depth, with several massive balconies to look
out of the mountain and over Khaz Modan, providing a relief of cold air in contrast to the heated
mountain-city.

Settlement: Anvilmar
The Frontier
Population 3,400 (2890 Ironforge dwarf, 340 gnome, 102 Wildhammer dwarf, 68 human), large village
(x3)
Economic Activity 2,040/10,200 gp
Tax 510 gp (102 gp each sector), 10% land, 5% mil (mountaineers), 5% religious, 5% trade
Military 51 soldiers, under command of Joren Ironstock, head of the local mountaineers
Government Council Ruler’s Status Stable
Strongholds (3): 1 keep (mountaineers’ hold), 2 guildhalls (Smithing Guild, Miners’ Guild)
Race Relations Harmony Theme Crossroads brewing town Notable Traits Bustling economic activity
Threats Tension between inhabitants from expansion into wilderness (Wendigo, Frostmane trolls, timber
wolves)
Fame Renowned metalworking Calamity - Factions Smithing Guild, Governor, Miners’ Guild
Description
Anvilmar is a dwarven smithing center in northern Coldridge Valley carved into the hillside, and heated
by the earth’s warmth. Miners draw ore from the nearby mountains, and Anvilmar's numerous craftsmen
mold them into fine works. The town is a welcome respite from the cold wilderness, and weary travelers
can purchase excellent dwarven weapons and armor directly from the source. Brann Bronzebeard's mithril
mail comes from Anvilmar, and it has saved his life many times over.

Settlement: Brewnall Village


Warm Brewery Town
Population 600 (410 Ironforge dwarf, 178 gnome, 12 human), small village (x2)
Economic Activity 240/1200 gp
Tax 60 gp (12 gp each sector), 10% land, 5% mil (guard), 5% religious, 5% trade
Military 6 soldiers, under command of local mountaineers
Government Council Ruler’s Status Stable
Strongholds (3): 1 garrison (mountaineers’ barracks), 1 guildhall (The Barleybrewhouse)
Race Relations Harmony Theme Brewery town Notable Traits Large minority of gnomes Threats -
Fame Explosive diversity in brew flavors Calamity - Factions Barleybrews, Mountaineers
Description
Brewnall is a tiny dwarven surface village established near Gnomeregan. It serves as a home for the
Barleybrews, who constantly work to experiment and improve on the venerable dwarven beer brewing
tradition. The Barleybrews send young dwarves out on missions to protect the village, its fields, and seek
out secret ingredients for the ultimate ale. This small settlement on Iceflow Lake boasts the finest beers
and ales in Khaz Modan. Brewnall’s citizens are all brewers or connoisseurs and will take up axe and
sword to defend their drinks from roving monsters. The Raging Trollmasher is one of their strongest ales.

Settlement: Kharanos
The Crossroads Trading Town
Population 4,000 (3,400 Ironforge dwarf, 400 gnome, 120 Wildhammer dwarf, 80 human), large village
(x3)
Economic Activity 2,400/12,000 gp
Tax 600 gp (120 gp each sector), 10% land, 5% mil (guard), 5% religious, 5% trade
Military 60 soldiers, under command of the governor
Government Council Ruler’s Status Stable
Strongholds (3): 1 fort (Fort Kharanos), 1 residence (Steelgrill’s Depot), 1 guildhall (Thunderbrew
Distillery)
Race Relations Harmony Theme Crossroads brewing town Notable Traits Bustling economic activity
Threats Tension between inhabitants from expansion into wilderness (Wendigo, Frostmane trolls, timber
wolves)
Fame Excellent ale Calamity - Factions Clan Thunderbrew, Governor, Adventurers
Description
Aside from Ironforge, Kharanos is the largest settlement in Dun Morogh, which is built on an open plain.
The town's steep roofs and sturdy wooden architecture are surrounded by a stone wall that keeps monsters
at bay. Kharanos' dwarves are expert hunters and take special joy in using their long rifles to bring down
timber wolves. This town, in Coldridge Valley, is a welcome sight to a weary traveler. A bustling town
nestled among the mountain peaks of Dun Morogh and surrounded by the stark wintry wilds of Dun
Morogh, Kharanos is home to a large forge, a gnomish workshop, and the famous Thunderbrew
Distillery, where adventurers can sit down and drink some of the best ale available in the world.
For all its quaint charm, Kharanos is a hub of military activity, defending against all manner of threats in
the region. Directly to the west is a large cavern inhabited by fierce wendigo. To the northwest, the
Frostmane trolls have entrenched themselves at Shimmer Ridge. Kharanos is where all new recruits fresh
from Anvilmar report to begin their adventures in earnest.

Stronghold: Steelgrill’s Depot


Stronghold in Kharanos
Steelgrill’s Depot, just around the bend after Kharanos, is a hangout for siege engine drivers where Beldin
Steelgrill hires anyone he can to assist in gathering parts for the maintenance and repair of siege engines.
The depot is a solid stone complex, with numerous workshops and wooden awnings to fix vehicles and
protect them from the elements. The skeletons of incomplete siege engines lie half-submerged in the
snow surrounding the enclave.

Map
Special Encounters
Settlement: Gnomeregan (Dungeon)
The Irradiated Home of the Gnomes
Once home of the gnomes, splendid Gnomeregan has fallen to the Rockjaw troggs, and is split between
them and the maddened victims of a terrible irradiation.
Now little more than a ruin, Gnomeregan is overrun by troggs who use the city as a base to stage attacks
against Ironforge patrols, merchants and other travelers. The gnomes had to leave behind many treasures,
items that have potential unrealized by the Rockjaws.

Empire Building
Anvilmar specifically has a lot of potential for trade, as its excellent smithing guild (and independent
operatives) does not promote itself or conduct trade. Opportunities for trading Anvilmar products across
Azeroth is surely to provide an aspiring tradesman (and their organization) with lucrative deals, assuming
they are able to secure the mountain paths from interception or the supply chain from disruption by local
dangers.

Culture
Dwarves are a strong and hardy people steeped in tradition with a zest for combat, exploration, and many
a fine ale. While the monarchs of the past are honored, so, too, are the explorers that continue searching
for answers regarding the mysterious origins of their race. This culture is ingrained in Khaz Modan, and
to a dwarf, clan identity is vital to their personal identities.
The leader of a dwarven clan is its guardian. While this could be interpreted in a physical sense, as clan
leaders have often taken the lead in battle, it is more likely meant to mean that they are the champions of
the clan's best interests.
Dwarves love gold and dwarves love drinking, so gaming seemed like a natural fit for both. Gambling is
common in taverns, such as plays with dice, drinking contests, and general merrymaking. A rogue
seeking out a drunken dwarf and who is quick with his hands can very possibly rig dice throws in their
favor for massive profit—however, dwarves being cheated are often quick to sobriety.
The legendary ram Toothgnasher was a wonder of Khaz Modan and the subject of many tales of dwarven
folklore, and the practice of riding giant rams is both practical (due to their ability to climb steep cliffs)
and a point of cultural pride.

An old ascension ceremony for dwarven kings involved drinking from the Chalice of the Mountain Kings
and a "sword dance" done by female dwarven warriors. This performance, part ritual and part mock
battle, apparently evolved from bloody duels fought during less sophisticated times in dwarven history.

The Bronzebeard kings of the High Seat have gone through many scepters during their reigns. By
tradition, the king would let certain of his top advisors and allies bear the scepter for a single day. These
were rough days for the scepters, which saw the insides of taverns, were dropped off mountaintops, were
used to smite troggs and so on.

Sayings
There is an old dwarven saying that goes "If ye want to topple a wall, start with the foundation."

Cuisine
Haggis, consisting of oatmeal and sheep innards (specifically the sheep's lungs, liver and heart), is a
common dwarven meal. Haggis and Ironforge pale ale are a dwarven favorite, and has been the lunch of
champions for over 1,000 years.
Spice bread is another longtime favorite in Ironforge, which is usually taken as a side with boar meat.
Thelsamar is known for its blood sausages, made from bear meat.
The arctic char, which only dwells in the cold waters of Dun Morogh, is the most popular type of fish in
Ironforge, but crayfish and cock-a-leekie soup are also known to be part of dwarven cuisine.
Festivals
The Feast of Winter Veil
Ever consumed with the research of their origins, the dwarves choose to celebrate the season of Winter
Veil as a recognition of Greatfather Winter himself. They consider him to be the personification of one of
the ancients of Azeroth - the Titans. Much as they claim lineage in one degree or another to these
mystical beings, they consider their snowy home of Dun Morogh as the prime example of Greatfather
Winter's blessings. Some dwarves disapprove of the modern Winter Veil celebrations and the goblins '
"pollution" of the true meaning of the holiday.

Organizations
-
Elwynn Forest
The Homeland Region of Humans
Capital Stormwind (???).
Population: ??? (??% Human, ??% other).
Ruler King Anduin Wrynn (male Human Priest).
Major Settlements Goldshire (7,000), Eastvale Camp (1,000), Northshire Valley (500).
Languages Common.
Faith Holy Light.
Resources Crops, Fish, Timber, Copper, Tin, Mithril
Affiliation Alliance.
Elwynn Forest, the Forest of Elwynn or simply Elwynn, is a vast woodland of stately hardwoods nestled
just below the foothills of the Burning Steppes to the north. The idyllic Redridge Mountains lie to the
east, and to the south, across the Nazferiti River is where Duskwood is located. It is the heartland of the
human Kingdom of Stormwind and consequently is the starting point of nearly all human characters of
descent from Stormwind, as well as many those who originate from Lordaeron, having come here as
refugees after the Third War.
The forest is a labyrinthine mixture of rushing rivers, various lakes, gold mines, and forests of
magnificent trees and lush glades. Its rich farmland is a result of frequent rains. Recently several of the
lakes have been found to be inhabited by hostile murlocs. Stormwind City itself sits proudly in the
northwestern hills of the region, its gates opening down onto the Forest. East of Stormwind and behind a
thick wall lies the peaceful Northshire Valley and its Abbey.

Settlement: Stormwind City (200,000 population; 4,000 guards)

Settlement: Goldshire (7,000 population, Small City)


Goldshire is a small city, one of the major human presences in the Kingdom of Stormwind, and is the
birthplace of many a human hero in times ancient and recent, nestled as it is in the peaceful forests and
glades of southern Azeroth. It is protected by 140 between a mix of militia and professional soldiers.

Echo ridge mine (southern Goldshire). This abandoned mine is infested with a tribe of 1d10 x 10 kobolds.
This is a minor smithing node (commonly iron).

Rivaling Farmsteads (Stonefield and Maclure, southern Goldshire). These two farmsteads have a long
history of family rivalry, and young members may encourage adventurer attacks on the other’s property.

Thunder falls (far north Goldshire). This waterfall has an abandoned cottage nearby, and is a good
destination for a picnic.

Stronghold: Westbrook Garrison (south-west Goldshire). This stronghold is the military training center
for Elwynn Forest, and stands watch over the Westfall Bridge. It hosts 100 soldiers at any given time, and
its can hold up to 30 prisoners (usually members of the Defias Brotherhood, or local troublemakers who
need some jail time to cool down).

Feature: Westfall Bridge (south-west Goldshire). This great bridge leads to the region of Westfall. It is
guarded by the nearby barracks.

Settlement: Eastvale Logging Camp (1,000 population, Large Village)


This small camp is in the east, under the shadow of the Redridge Mountains. Inhabited mainly by loggers,
it faces periodic attacks from murlocs.
Mirror Lake (west Eastvale). Mirror Lake is rather small and features a beautiful waterfall. The lake
always shines brightly in the afternoon sun, which explains the origin of its name.
Although Mirror Lake would be an ideal spot for swimming or fishing, the Defias bandits that infest the
area make such sports hazardous.

Region: Northshire Valley (500 population, Small Village, north Goldshire)


A lush valley that produces excellent grapes and wine, Northshire is a solid community. Northshire
Abbey is a stronghold (abbey), led by Brother Samuel (paladin 2) and Priestess Anetta (priest 2). It has 20
militiamen protecting it.

Northshire Vine Fields (eastern Northshire Valley). This farmland is 2 miles large, but is occupied by the
rogue Defias Brotherhood, who drove off the farmers.

Government
Marshal Dughan (human protection warrior 3) serves as the municipal law enforcer for Goldshire and
Marshal McBride serves as the municipal law enforcer for Northshire Valley. The bounty on Defias
masks, gnoll right ears, or murloc back fins is usually 5 cp apiece, and capturing a Defias member alive
yields 1 silver piece instead, with the offender usually locked up in the Stormwind Stockades or in the
Westbrook Garrison.
Loggers and fishers fuel Stormwind’s economy, and a diligent militia keeps it safe from the kobolds and
murlocs that occasionally surface, now fully recovered from the attacks during the Second War. The
Defias Brotherhood, a group of robbers and bandits wearing red masks, has recently become a growing
menace in the region.
The Brotherhood reaches into Elwynn Forest from time to time, preying on lone travelers, although their
main center of operations lies somewhere in Westfall. Some say they have a case against Stormwind, as
they weren’t paid for their work rebuilding the city; others say they are whiners who charged too much in
the first place. Others (such as Brann Bronzebeard) did their work and were paid, and don’t understand
the problems.

Map
Special Encoutners
Blackrock Raiders (North and Northeast): 1d4 Orc clansmen raiding the edges of Northshire. In spring
and summer months, the number may double or triple (becoming a squad), and they may be led by an orc
grunt. If they ever overcome the Defias thugs in Northshire, they may take over the vineyards, setting
them aflame.
Creepy Children (Goldshire only): 2d4 children walk in curious sync with one another, and at some
nights when they believe no-one is watching, they gather in a random inn room in Goldshire, draw a
pentagram, and stare at it until day breaks, before they return to their normal lives.
A Spirit (Insight) check against a DC of 17, followed with an Intelligence (Arcana) check against a DC of
20 reveals that one of the children is especially magically talented, and is a shadow priest of 3rd level, and
has charmed or convinced the rest to partake in his rituals. The shadow priest hears whispers of power
from what it identified as an ancient being beyond the western seas, somewhere in south Kalimdor.
Defias Thugs. 1d4 Defias Brotherhood cutpurses or watchmen.
Defias Wagon Clamp (any road): The Defias Brotherhood set a wagon clamp trap here to cripple
traveling wagons. There is a 25% chance this also includes the Defias Thugs encounter
Gnoll Raid (South and Southwest by Westfall Bridge): One Westfall brigade, led by a knight fight a squad
of Riverpaw gnolls.
Alternatively, 1d6 gnolls skulk the countryside heading back or to a farmstead at the edge of Goldshire or
a small village under Goldshire’s protection to torch it.
Murloc Attack (near water only): 1d4 murlocs hide in the thrushes, throwing a net at the most mobile-
looking opponent and attack them with their spears and harpoons, intent on dragging the corpse back
home for seasoning.
Wandering Boss: Hogger and 1d6 gnolls.
Wildlife: 1d6 hungry wolves roam the land, searching for easy prey. This ma instead feature 1d4 very
aggressive boars, or 1 relaxed black or brown bear.
Boss: Hogger
Riverpaw Marauder Extraordinaire
Hogger is a powerful gnoll who has a deserved reputation of depravity and strength. He is a 3rd level
gnoll arms warrior, with the great weapon fighting style, and the rage talent.
Hogger carries an uncommon-quality magical +1 battleaxe that looks like a cleaver.
Retrieving proof of killing Hogger yields 60 gp in bounty. Capturing him yields 100 gp, in which case he
is sent to the Stockades.
If he believes his tribe (Riverpaw) is in mortal danger, Hogger can rally them to a last stand over the
course of a week. 16 (3d10) gnolls flock to his banner every day, reaching up to 115 gnolls led by him.
This can overwhelm the Westbrook Garrison, but Hogger knows that Stormwind’s retaliation will be
terrible, so he refrains from escalation. He might start to secretly rally if he sees Stormwind busy with
another war, however.
If he manages to confederate with the gnolls of Westfall, he can easily triple his number.

Empire Building
Culture
Organizations

Westfall
Settlement: Moonbrook
6,000
Sentinel Hill
300

Stronghold: Deadmines
Edwin VanCleef (Prime)
Challenge 10

Kalimdor
Barrens

Settlement: Orgrimmar
Orgrimmar is a large city that has several interesting locales. Wandering in the city, one may come across
several encounters.
Population 21,000 (65.5% orc, 20% troll, 16% tauren, 6% Forsaken, 2% Goblin, 0.5% other).
Government Tribal chiefdom.
Ruler Warchief Thrall
Major Settlements Orgrimmar (14,000), Razor Hill (3,000), Sen’jin Village (2,000).
Languages Orcish, Common, Low Common, Taur-ahe, Zandali
Faith Shamanism
Resources Gold, iron, timber
Affiliation Horde

Gamon
Hit Points 9 (2d8)
Challenge 1/2
Trait
Pride Breaker. Strike effect, pushes target 15 feet.
Gamon is a person of suspicion, and is often found beaten-up and unconscious in one of Orgrimmar’s
taverns. He has yet to fully die, however, as an unknown philanthropist (or sadist) continually visits the
city’s Altar of Spirits to revive him (paying 200 gp each time).

Chance (1d6) Encounter


Beasts 1 wild Boar that escaped a pig pen
Elementals 1 lesser fire elemental
Humanoids 1d4 orcish warriors (returning from a hunt or patrol); 1d2 troll headhunters back from a
bounty

Northrend
The Crown of the World, Northrend is known as a land of great danger and opportunity.

The Great Ocean


The great ocean includes several islands.
Changelog
+ Alpha started. Transferred Elwynn, started integration with KSW.

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