World of Warcraft (3.5e Campaign Setting)
From D&D Wiki
|This is a very minimal page, most likely a Stub. Please help expand this.
What are the rating guidelines in more detail?
World of Warcraft
The World of Warcraft universe is a big one to explore. Changing it into a D&d 3.5 Campaign Setting is an obvious choice for people like me, who have, played allot of Warcraft and World of Warcraft; played D&d as a Player, but also as a Dungeon Master; and problems creating their own world to forge Campaigns in. With many races, classes, factions, groups and, of course, many stories, you have a world with infinite playground for creating Campaigns. If you are creative you can place a self-made story onto the world, or if you are less creative you can follow the story of World of Warcraft itself. Endless possibilities means endless fun for you and your group, especially if they have never played the Warcraft games. On this page I'll tell you everything you, and your party, will need to know to start spending your Role-play evenings in the World of Warcraft. Since the basic world of D&d 3.5 differs from the World of Warcraft, a variety of changes had to be made to the basic rules, plus allot of things had to be added. Be sure you are aware of all these changes, but I guarantee that all changes were made with a reason. I hope you will enjoy --Atesh 15:55, 29 April 2015 (MDT)
The Lore of Warcraft
In this section, I'll cover all the lore that can be found about Azeroth. If you may not know, Azeroth is the name of the world, where World of Warcraft takes place. With a timeline spreading approximately 150000 years of story, you can imagine there is allot to tell. Don't worry; you don't have to read everything, only that what is important to your Campaign. Plus I'll put a Timeline Summary at the end of this section, which provides the summarized version of the history of Azeroth. Enjoy reading!
The Creation of the Universe
It's uncertain how the Warcraft universe came to be. Some say that it was created by a single entity, while others believe that a catastrophic cosmic explosion send the infinite worlds spinning out into the vastness of the great dark. What is certain, that out of creation, a race of Titans emerged. The Titans their sole purpose is to bring order to the universe, stability to the various worlds, and a sure and safe future for the beings that will follow in their footsteps. They did this by traveling from planet to planet to shape the worlds. The Titans wereled by an elite cult, known as the Pantheon. In this Pantheon you have from left to right: Norgannon, the Dreamweaver, Keeper of Celestial Magics and Lore; Khaz'goroth, the Shaper,Forger of Worlds; Golganneth, the Thunderer, Lord of the Skies and Roaring Oceans; Eonar, the Lifebinder, Gentle Caretaker of all living things; Aggramar, the Avenger, Lieutenant of the Great Sargeras; Aman'thul, the Highfather of the Pantheon; and Sargeras, the Defender, Nobelest of all.
The Creation of Azeroth
When the Titans arrived at Azeroth, they found a planet infected with Old Gods and elementals were raging war against each other. These elementals were under command of their Elemental Lords: Al'Akir the Windlord (air elemental); Neptulon the Tidehunter (water elemental); Ragnaros the Firelord (fire elemental); and Therazane the Stonemother (earth elemental). While the Titans try to create order, the Old Gods feed on chaos, so they used the Elemental Lords to create a massive fight. But, even together with the Elemental Lords, the Old Gods were no match against the Titans. The Titans banished the Elements to the Elemental Planes, where they could continue to fight, without causing any harm to the world. After that, the Old Gods were one by one defeated. However, the Titans found out that it was impossible to kill the Old Gods, since they would destroy Azeroth itself by doing so. So instead, they imprisoned the Old Gods within Azeroth itself. This caused a curse upon the land of Azeroth, the so named 'Curse of Flesh' causing the seed races to weaken. This weakness would make them easier to manipulate and would cause some of the early races to evolve into the species we know today. During this fight, one Old God was killed, and one Titan fell. But it is uncertain if this means that one Titan died.
After all big threats were dealt with; the Titans started their work shaping the World. To help them, they created a couple of races. To carve out the earth, they created the Dwarf like Earthenfrom magical living stone; to dredge out the seas and live the land from the seafloor, they created the immense, but gentle, sea giants; and many more were created. Shaping Azeroth took many ages, but after they discarded everything they didn't like to the Emerald Dream, they were left with one perfect continent. In this Emerald Dream the world of Azeroth is exactly as it was before the Titans changed everything. In the middle of the continent, the Titans created a lake, and named it the Titans. It was meant to be the bases of life for the world. The day before they finished, they named the continent Kalimdor:"Land of Eternal Starlight".
After the shaping and naming was done, they realized that the Old Gods were of course still buried beneath the world, so they decided to leave certain defense mechanisms behind in case the Old Gods would ever form a threat again. Best known are the five Dragon Aspects, each receiving a portion of the Titans their power. The five Dragon Aspects are: Nozdormu, the Timeless one, the great bronze wyrm chosen by Aman'Thul to guard time itself and police the ever-spinning pathways of fate and destiny; Alexstrasza, the Life-Binder, the immense red leviathan chosen by Eonar to safeguard all life on the world; Ysera, the Dreamer, the lithe green wyrm, and Alexstrasza's younger sister, chosen by Eonar to watch over the growing wilds of the world from her verdant realm, the Emerald Dream; Malygos the Spell-Weaver, the sinuous blue leviathan chosen by Norgannon as the guardian of magic and hidden arcanum. Malygos, who would later go mad will be replaced by Kalecgos, chosen by the Blue Dragonflight to replace Malygos. And last but not least; Neltharion, the Earth-Warder, the mighty black leviathan chosen by Khaz'goroth and given dominion over the earth and the deep places of the world. Ironically, this connection to the earth would drive him insane, eventually changing him as we know him today: Deathwing. Besides the Aspects, there were a couple of Titanic races and structures to defend the world against the Old Gods, for example Ulduar and the Jailers of Yogg'Saron. But even this wasn't enough for the Titans to keep the planet safe. They also left behind a couple of fail-safe devices. These devices, if triggered would send a message to the Titans, followed by a scan of the world and if it seemed infected the Pantheon would be alerted and they would destroy and reshape Azeroth again.
After the Titans left, life on Azeroth would evolve. Now, if you backtrack all stories of Warcraft, they will lead you to the Old Gods, or the Titans.
The story of Sargeras is probably the most important story to know, because each event in Warcraft and the World of Warcraft is caused by this Titan.
As the Champion of the Pantheon, he fought all the chaos and defended the planets the Pantheon created. But at some point in time, before the creation of Azeroth, he fell into madness. He fell despair as he saw how much the universe was fighting against the vision of the Titans. This caused him to start doubting vision of the Titans. The corruption and doubt took hold over Sargares, transforming him into a fiery gigantic being of chaos. He freed al the demons he once fought against and had already locked up, turning them into an army called the Burning Legion. He felt that the Titans themselves were responsible of their creations failures. That's why he started to undo the Titans their work. Eventually he became aware of the world of Azeroth due to the Night Elves reckless use of arcane magic. Hungering for the limitless energies he started his infiltration of the world of Azeroth.
War of the Ancients
10.00 Years ago, the Highborne, also called the quel'dorei meaning "children of noble birth" or "high elves", were dabbling with magic’s beyond their understanding. These powers were given to them by the Well of Eternity. This dabbling drew the attention of Sargeras and the Burning Legion. Sargeras manipulated Queen Azshara, leader of the Highborn, into summoning him to Azeroth. This caused a massive war to break out where Night Elves like Malfurian Stormrage, IllidanStormrage and Tyrande Whisperwind, Tauren, Earthen, Furbolgs, the Dragon Aspects, Demigods like Cenarius and even Time Travelers teamed up against Sargeras, the Legion and the Highborn. Together with the Dragon Soul, a weapon created by the Dragon Aspects, the Burning Legion could be defeated. But while Neltharion was using the Dragon Soul, he drove into madness, and started to use the weapon against not only the Demons, but also the Night Elves and his fellow Dragon Aspects. The corruption of the now called Demon Soul, started to show on the outside. This caused Neltharion, now called Deathwing, to retreat with the Demon Soul. After entering the Emerald Dream and retrieving the Demon Soul. Illidan, trying to act as a double agent loses the Demon Soul to Sargeras, who uses the artifact to strengthen the portal. The four remaining Dragon Aspects tried to cleanse the Demon Soul, but the Old Gods, who wanted the arrival of Sargeras to happen, repel the four Dragons. Deathwing, returned to reclaim is artifact, doesn't give up while being torn up by the artifact, and manages to hit it, causing him to be thrown away and the Demon Soul landing in Malfurian’s hands. Together with Illidan, Malfurian uses the Demon Soul to reverse the portal, sending the Burning Legion back to the Twisted Nether. The Sundering started to happen, causing the Well of Eternity to implode, splitting the continent of Kalimdor into four segments: Northrend, the Eastern Kingdom, Pandaria and Kalimdor.
Defeated, Sargeras had to come up with a new plan to conquer Azeroth. Knowing that a full out attack on Azeroth wouldn't work he fell back to a plan that he started ages ago.
During the conquering of the universe by Sargeras, he came across a planet named Argus. Here lived a race named the Eredar, with its three leaders: Kil'jaeden, and Velen. Sargeras saw powerful this race was, and he wanted them to join him. In a vision Sargeras showed them a glorious future where they had loving subjects, knowledge beyond worlds and limitless power. Archimonde and Kil'jaeden were onboard immediately, but Velen wasn't sure. He meditated on this vision and the NaaruK'ure with the help of the Ata'mal crystal, made contact with Velen. He told Velen to gather his people and get of the planet, because Sargeras was deceiving them and teaming up with him would mean the end of the universe. Those who followed him, called themselves the Draenei which means "Exiled Ones". They left on a ship, brought by the Naaru. Kil'jaeden, who took this betrayal very personal, swore he would find Velen and his people, even if it would take him thousands of years. And so the chase was on. Every time Velen settled on a planet, after a while Kil'jaeden would find them, Velen would be warned and the Draenei would leave again. This continued until the Naaru K'ure fell ill and had to make a crash landing on a planet they would call Draenor. Draenor wasn't an empty planet. Several species lived there, among them the Orcs. The Draenei and the Orcs lived in peace next to each other. They traded goods once in a while, but most of the time they would just ignore each other. All was well, until Kil'jaeden found them again. But this time he wouldn't charge in again, thinking they would just flee in time again, not knowing that they couldn't escape because of the crash landing. This time he decided to manipulate and corrupt the Orcs and let them do the dirty work. He placed the seeds of fear and doubt in their minds and convinced them that the Draenei were evil. He also gave them the tools and power to do so. The elementals though, those who worked together with the Orcish shamans, they refused to aid them in their battle, since the Draenei were not really the bad guys. In return of this loss, Kil'jaeden gifted the Orc with Fel Magic turning them into Warlocks. After a lot of fighting, only one battle remained. The battle of Shattrath would be the final resting place for the Draenei, and to do so, Kil'jaeden send his commander Manneroth to gift his blood to the Orcs. Drinking from this blood gave the orcs the strength they needed to win the battle, but it also made them slaves to the burning legion. Shattrath was destroyed, and as far as Kil'jaeden knew, Velen and his people were destroyed. But, Velen had managed to escape and they were hiding in Zangarmarsh.
The First Horde Invasion
After the Draenei were destroyed, Kil'jaeden left the planet of Draenor. But the Orcs, still under influence of the Demon Blood, started to go mad. Something had to be done, before the Orcs would exterminate themselves by fighting each other. Luckily, Sargeras had need for them. In year 0, Sargeras had infiltrated the body of the guardian Medivh. Medivh's task was to defend Azeroth against the Legion and any major threats. But corrupted as he was, he made contact with Gul'dan, a Orc warlock on Draenor, and told him about Azeroth, a planet full of life and plenty of enemies to put up resistance for the Orcs to have a good fight. Medivh, together with Gul'dan, created the Dark Portal, and connected the two planets, starting the First Horde Invasion. When Sargeras tried to take over Medivh's body, Medivh was taken out, but this didn't stop the invasion. A full out fight started between the Humans and the Orcs. The Humans did a pretty good job, until their King got assassinated. Stormwind fell, and all survivors fled across the sea to Lordaeron. The First War had ended, but this didn't stop the Orcs from continuing.
The Second War
After building ships of their own, the Orcs followed the Humans to Lordaeron. But the Humans hadn't be sitting still. They had formed an Alliance together with the Dwarfs, High Elves and Gnomes. A second fierce fight broke out, but this time the Orcs were driven back to the Blackrock Mountain. Here the final battle took place. But the Orcs didn't stand a chance. Some surrendered, some escaped and others were forced back through the Dark Portal. After the battle, the Alliance destroyed the Dark Portal and created Nethergarde Keep to keep an eye out on the Portal, because even though the portal was destroyed, the connection between the two worlds still existed. The captured Orcs were put into labor camps and this ended the Second Horde Invasion.
The Second Horde Invasion
Now that the Orcs knew that more planets were out there, they came up with a new plan to create portals to other planets, who would put up a smaller resistance. For this, they needed a couple of Artifacts from Azeroth, so they reopened the portal. The Alliance was still together, and thanks to Nethergarde Keep they were alerted way before the Invasion got out of hand. But, together with the Black Dragonflight, the Orcs managed to grab the Artifacts and get back to Draenor. In the meanwhile, the Alliance learned about the Orcs their plan, so they followed the Orcs into Draenor to put a stop to it. But Ner'zhul was too quick for them. The new Orcish leader already created the portals, before the Alliance could stop him. Not just one portal was created, all over Draenor portals popped up, causing the planet to become unbalanced, causing a immense explosions that changed the landscape forever, into what we now call Outlands. Before the explosions happened, a part of the Alliance expedition to stop Ner'zhul stepped back into the portal, leaving a small group behind to close the portal from Draenor side. Everyone expected them to have died, but this was not the case. They managed to survive, establish a base of operations and keep the Horde threats in check.
The leader of the Orcish internment camp Durnholde Keep, named Aedelas Blackmoore, found a Orc baby in a forest, he named Thrall, which means "Slave". Thralls parents had refused to drink from the Demon blood, so they were taken out by Gul'dans assassins. Blackmoore visioned Thrall to lead the captive Orcs against the Alliance, so he could rule the world. That's why he had Thrall train in the arts of combat, but also how to read, tactics, basically turning him into the perfect leader. But one flaw was that Blackmoore was a drunk. Most of the time he would mistreat Thrall. One day, Thrall had enough of this. Together with the help of Taretha, the managed to escape and hide from the Alliance. He met with Grom Hellscream of the Warsong Clan, Drek'Thar from his parents clan the Frostwolf Clan and with Orgrim Doomhammer, former Warchief of the Horde. Together they liberated their brothers and sisters from the internment camps. Thrall reformed the Horde into a Honorable society, which focused on living in peace with the people of Azeroth. Their only goal was to claim a piece of Azeroth to call it their home.
The lore followed now is all from the game Warcraft 3.
Sargeras had not forgotten about Azeroth. His right hand man Kil’jaeden had caught Ner'zhul, the Orcish leader, when he stepped through one of his portals. Ner'zhul had betrayed Kil’jaeden in the pass, so the tortured his soul, turned him into The Lich King, and send him to Azeroth to weaken it and make it ready for a new invasion. Ner'zhul conquered Northrend where he found new allies. Kel'Thuzad of The Kirin Tor had the power and position to spread the curse across Azeroth to turn its inhabitants into the undead. Prince Arthas of Lordaeron was send by his father to investigate the plague. Together with Jaina Proudmoore he found out what was going on. His devotion to keep his people safe, led him to the cold hearth of Northrend, where he found the blade Frostmourne. This weapon allowed him to take out the Dreadlord Mal'Ganis, but it also sold his soul to Ner'zhul. Jaina though, hadn't followed Arthas to Northrend. She didn't think what Arthas did was the right way. After Arthas had purged the city of Stratholme Jaine left him. She was contacted by The Prophet Medivh, who was resurrected by his mother and send on a mission to prevent the Legion's invasion and fix the mistakes he made while under the influence of Sargeras. Medivh told Jaina to take all the people who were willing to follow her west, to the land of Kalimdor. Medivh did the same with Thrall, and while traveling Thrall teamed up with the Troll Sen'Jin and the Darkspear Tribe. Sen'Jin lost his life to the Murlocs and the Naga, so his son, Vol'jin, took over. Later they met Cairne Bloodhoof, and after Thrall helped him out, he also teamed up with the Horde. Eventually, Jaina, Thrall and Cairne found themselves in the presence of Medivh himself, and he told them what was going on. He told them to work together, and for the greater good, they did. In the meanwhile, Arthas was working for the Legion to resurrect Kel'Thuzad. Therefore he needed a strong power source, which could be found in the land of Quel'thalas, the home of the High Elves. The High Elves tried to defend their homeland, but failed. And in the end Highranger Sylvanas Windrunner was turned into a banshee and forced to fight her own people. The Sunwell was corrupted by the resurrection of Kel'Thuzad. The High Elves, addicted to the power of the Sunwell, had to find a new source of power. Their prince, Kael'thas Sunstrider, decided they would now be called Blood Elves in honor of all those who sacrificed themselves in order to protect their land against Arthas. Kel'Thuzad, now resurrected, used the book of Medivh to summon Archimonde onto Azeroth. Since Archimonde had fought during the War of the Ancients, he knew about the planets their strengths, so he set his eyes on the world tree Nordrassil and the Night Elves, those who had caused him so much trouble in the beginning. Archimonde also brought the Pitlord Mannoroth with him and his task was to reawaken the Orcs slavery to the Legion. He placed a pool full of Demon blood near Ashenvale, which Grom Hellscream found, and he ordered his troops to take a drink. This boosted his people and gave them the power to conquer the land, but it placed them under control of Mannoroth once again. Thrall and Jaina found out about his, but they managed to save his soul from Mannoroth's influence and in a heroic act, Grom sacrificed himself to kill Mannoroth and free the rest of his people, once and for all. Archimonde, on his way to Nordrassil, found Tyrande Whisperwind leading all the Night Elves there. She managed to escape a direct confrontation and she woke up her mate Malfurian Stormrage and liberated their longtime friend Illidan Stormrage to fight against the Legion. Illidan was willing to aid Tyrande in her battle, but Malfurian thought it was a bad idea. So Illidan left and fought his own war against the Legion. Malfurian and Tyrande, together with Jaina and Thrall managed to take on Archimonde, but by destroying him, the Night Elves sacrificed their World Tree which gave them their immortality. The World Tree would restore itself over time, but their immortality would forever be gone. Medivh, who fulfilled his mission, stepped back after having shown the races of Azeroth that they are the guardians of the planet. The world was not yet safe though. Ner'zhul was trying to leave the grasp of Kil'jaeden and by doing so, Kil'jaeden send Illidan to destroy him. Illidan failed though, even while having teamed up with Kael'thas Sunstrider and Lady Vashj, while his brother Malfurion stopped his plan to destroy Northrend from a distance. This attempt had weakened Ner'zhul, which also caused Arthas to lose some of his power and control over the undead. This caused Sylvanas to go free, find her body and start her hunt on Arthas. Almost successfully finishing this hunt, Arthas was saves by Kel'Thuzad. Sylvanas, together with those who were also freed from Arthas his grasp, joined together and formed the Forsaken. They captured the city of Lordaeron, the city of Arthas his father's city and made it their home, while Arthas travelled to Northrend. Here he was confronted with Illidan, who was on his way to destroy Ner'zhul. They started a fight which Illidan lost. Arthas merged with the Lich King, becoming the Lich King himself, and he left Illidan in the snow to die. Illidan didn't die though, his allies picked him up and brought him back to Outland, where they prepared their forces for the inevitable wrath of Kil'jaeden.
This concludes the story of Warcraft three. Thrall established a base named Orgrimmar and Jaine created the city of Theramore, which they build close to each other to try and keep the peace between both races. Jaina's father though, came up to teach Jaina how to handle these Orcs, while he had fought them during the second war and he didn't understand that these Orcs might be different. Jaina, of course, disagreed with her father and watched while the Horde retaliated against her father and killed him.
The World of Warcraft
Old hatreds die hard, as the relations between the Horde and the Alliance crumble. The new Alliance, consisting of Humans, Night Elves, Dwarfs and Gnomes, all with their own respective leader, fight against the Horde, now consisting of Orcs, Trolls, Tauren and Forsaken, under command of their Warchief Thrall. The story of Vanilla WoW is summarized as follows: Horde and Alliance fight each other over different pieces of land and for different reasons, while they make sure Azeroth isn't taken over by any evil forces. In vanilla Wow these evil forces consist of Ragnaros the Firelord, who was awakened by the Iron Dwarves in the Blackrock Mountain to help them fight against the other Dwarven clans; Nefarian and Onyxia children of Deathwing, who made a new chromatic Dragonflight and stabilized the Black Dragonflight seek control over all other Dragonflights and the other mortal races; C'thun the Old God, who was locked away in Ahn'Qiraj, reopened the gates to seek control over the world with his armies of Silithid and the Qiraji; Hakkar the Soulflayer, a Zandalari Blood God brought back to life seeking blood and souls; and Kel'Thuzad, who assaulted the world with the floating city of Naxxramas. All these forces were stopped by adventurers, combining their power together with the factions.
During the Burning Crusade, the Dark Portal was reopened by Doomlord Kazzak. The Draenei escaped Draenor by ship and crashed on Azeroth, where they teamed up with the Alliance. The Blood Elves, who lost everything to Arthas and his scourge, joined the Horde. In Outland, we find out that Kael'thas is leading an attack on the Naaru A'dal in Shattrath, probably in order of Illidan. Adventurers help them, they kill Lady Vashj, kill Illidan and they even take out Kael'thas who had sided with Kil'jaeden, because he noticed that Illidan had gone mad after the lost the battle against Arthas. This action caused the Blood Elves to turn their back on their former prince. Then, the Prince, together with the Legion, tried to summon Kil'jaeden to Azeroth, but he was stopped again by adventurers. As a reward, Velen reignited the Sunwell with a core of a fallen Naaru, giving the Blood Elves a chance to a better future and giving them back their source of power. Back in Outland the Orcs had a chance to see their homeland after the explosion. Thrall met Garrosh Hellscream, son of Grom Hellscream, and told him the story of his father's heroic deed. Garrosh decided to follow Thrall to Azeroth, but he couldn't understand why Thrall was trying to negotiate and be peaceful with the Alliance. In his eyes they shouldn't beg or ask, but they should conquer, like the original Horde.
Wrath of the Lich King
While Garrosh had much to learn, the world didn't give time for peace. The Lich King woke up, meditating for years on his throne in Northrend, building up his forces and it was time for him to conquer the world. Converted Death Knights were send to attack Light's Hope Chapel to draw out the powerful paladin Tirion Fordring. The plan worked perfectly, but Arthas actions caused Tirion to purify the Ashbringer, making Arthas retreat. Now the Death Knight of the Ebon Blade joins the Alliance and Horde to fight against Arthas. Together they march upon Northrend to take Arthas down, defeating other enemies on their way. Malygos, the blue Dragon Aspect decided that mortals were unworthy of magic. This led to the Nexus Wars, where adventurers team up with the Red Dragonflight and take down the blue Dragon Aspect. Meanwhile, the Old God Yogg-Saron was trying to break out of his prison in Ulduar. Adventurers go in, take the Old God out. But at the Wrathgate, tragedy strikes. Sylvanas in her quest for vengeance against the Lich King had her people working on a plague that could destroy the living, and the undead. She planned to use it against Arthas and his forces, but she was betrayed by her own people, who used it not only against Arthas, but also against the Humans and the Orcs. These traitors took the Undercity from Sylvanas, but Varian Wrynn and Thrall went in, together with adventurers, to take them out. The last thing to do was to march upon the Icecrown Citadel and defeat the Lich King. But what the heroes didn't know was that they walked right into the Lich Kings trap. All the threats he had placed between himself and the heroes were to test them, mold them into powerful beings, leading them straight to him, so he could turn them into a powerful undead squad and no one would be powerful enough to stop them. This plan would have worked, if not for Tirion to break Frostmourne and Arthas father to resurrect the heroes. Together they finish Arthas and his reign. There must always be a Lich King though, to keep the scourge in check, so Bolvar Fordragon, heroes of the Alliance, who died at the Wrathgate, was resurrected by the dragons and stepped up and took the place on the Frozen Throne.
In the meantime, Deathwing had been healing in the elemental plane of Deepholm and now the Old God N'zoth told him it was time to shake the world and cause the Cataclysm. The final plan was to cause the Hour of Twilight. This is the moment when the Old Gods break out of their prisons and rule the world once more. The Cataclysm literally reshaped the world, causing the great wall of Gilneas. The humans living in Gilneas were hit by a curse, which formed them into Worgen, but thanks to a rituall created by the Night Elf Druids they regained their sanity, while keeping their Worgen powers, and joined the Alliance. Near the Maelstrom, the Goblins also felt the Cataclysm. And their island was destroyed. They met the Orcs, while they save Thralls life and they teamed up with the Horde. Thrall fell like he needed to learn more about his shamanistic side, to save the world from the Cataclysm. So he left Azeroth and went to the Outlands, leaving Garrosh in place of Warchief. In Outland Thrall learned more about his parents and met the love of his life. Together they learned more about shamanism and they teamed up with de Dragon Aspects and adventurers, to start some time travelling to retrieve the Dragon Soul. They use the Dragon Soul to wound Deathwing. Then they mount on his back while he flies towards the Maelstrom, removing all plating from his body. Then Deathwing falls into the Maelstrom and while trying to hold on to his life, adventurers take him out. The remaining four Dragon Aspects lose their powers as they have fulfilled their destiny and announce the downing of the age of mortals. Meanwhile, having Garrosh as Warchief caused some problems within the Horde. Cairne even challenged Garrosh into a battle to the death, when Orcs had attacked a peaceful Druid meeting. Cairne may had won the battle, if not for Magatha Grimtotem poisoning Garrosh his weapons. One hit and the Tauren died. After his death Magatha Grimtotem sieged on Thunder Bluff and took control. Thankfully Cairne's son Baine could leave the city in time. He teamed up with Jaina Proudmoore to take the city back and they banished Magatha. Garrosh didn't know about this betrayal, he was still fighting with honor. But tensions grew within the Horde.
Mist of Pandaria
Garrosh decided to go in full out war to Azeroth. He started this by dropping a manabomb onto the city. This pissed the leaders of the Alliance off and even the Horde leaders did not approve of his methods. Jaine Proudmoore was moments away from flooding the city of Orgrimmar, but Thrall and Kalec talked her out of this. After these events, Prince Anduin of Stormwind sets sail to resume his studied with Velen the Prophet. But along the way they ended up in battle with Horde ships and they shipwrecked on a new continent named Pandaria. The Alliance sends a small squad to locate and retrieve the Prince, while Garrosh sees this new land as a land to conquer for the Horde. The Horde also sends a small squad in first; while the main armies prepare for full out war. The story of the land of Pandaria is rich itself. In the ancient times the Titans fought with the Old God Y'shaarj, killing it. But with the Old Gods final breath which infected the land with the Sha. Sha are creatures who feed on emotions, so the inhabitants of Pandaria had to learn how to control their emotions. The hearth of Y'shaarj was locked up in a prison made by the Titans. Overtime the Mogu, creatures made by the Titans to help them fight and shape the land, would be corrupted, and they started to enslave the inhabitants of Pandaria. Centuries they lived under the iron rule of the Mogu, but by mastering how to fight with their bodies, they threw over the Mogu's reign and they became the first monks in history. From then on the land of Pandaria would be ruled by the Pandaren with their Emperors. Some Pandaren couldn't find enough adventure in the lands of Pandaria, so they left on a turtle, known as the Wandering Isle. They lived their lives without bothering with the Horde and Alliance. But one day, a ship crashed into the turtle. This was an Alliance aircraft with Horde prisoners onboard and this was the first time the Pandaren got in contact with the Horde and Alliance. After healing the turtle the Pandaren of the Wandering Isle decided to seek adventure and join with the Alliance or the Horde. At Pandaria itself, trouble arises when the Horde and Alliance reach the continent. The Sha feeds on emotions and since neither the Horde nor the Alliance have learned how to control their emotions, plus they bring war to the lands, the Sha grew in power. The Sha used this power to break out of their prisons, and corrupted anything they could. The Mogu used this opportunity to rise up again, while the Mantid, an ancient race who worship Y'shaarj, they found their queen to be corrupted by the Sha. Next Lei Shen the Thunder King was resurrected by the Zandalari Trolls, who had come to Pandaria to find a new place to live on. Alliance adventurers were send in to clean up the mess they made and to find Prince Anduin, while Horde adventurers were send in to find powerful artifacts to add to Garrosh's his army. This Horde quest pushed the Horde leaders even further away, and Vol'jin spoke against him. Orcs tried to assassinate Vol'jin but Horde adventurers save his life. Vol'jin recovers and he starts a rebellion against Garrosh and his 'True Horde'. Together with the Alliance, they sieged Orgrimmar to take out Garrosh, who had stolen the hearth of Y'shaarj to empower himself and his followers. They succeed and imprison Garrosh, to put him on trial in Pandaria. During the trial Garrosh breaks free with the help of the Bronze Dragon Kairozdormu. Together they stepped through a portal that send them back in time to an alternative reality. This reality is set on Draenor in the past, before it became corrupted and turned into Outlands, around the time of the First Horde Invasion. History is going to repeat itself, plus some twists, since this so called Iron Horde will link their Dark Portal to our Dark Portal and start a new invasion.
For a small recap, and timeline by year click the link.
The Land of Warcraft
The land of Azeroth is a big one. Consisting of four continents, named Eastern Kingdoms, Kalimdor, Northrend and Pandaria, it is the biggest playground of the World of Warcraft games. Each continent is divided in more zones to play in and each zone has got a different story going on. In this section I'll tell you something about the zones, so that you can pick them to write a campaign in.
Homeland to the Dwarfs and Gnomes with fights against Troggs, Trolls, Leper Gnomes and Dark Iron Dwarves.
Homeland to the Humans with fights against Blackrock Orcs, Kobolds, Bandits and Gnolls.
More info about Eversong Woods
Homeland to the Blood Elves with fights against Wretched, Undead, Tenders, Beasts and Zandari.
Homeland to the Gilnean humans who are cursed to change into Worgen with fights against Worgen, Forsaken, Orcs and Beasts. More info about Trifal Glades
More info About Tirisfal Glades
Homeland to the Forsaken with fights against Beasts, Scourge, the Scarlet Crusade and Worgen.
Races of Azeroth
Many races roam the world of Azeroth. Those playable in Vanilla World of Warcraft were the Humans, Night Elves, Dwarves and gnomes for the Alliance and the Orcs, Trolls, Tauren and Forsaken for the Horde. After the Dark Portal opened the Draenei joined the Alliance fOrces and the Blood Elves joined the Horde. Last but not least, during the Cataclysm the Worgen joined the Alliance and the Goblins joined the Horde.
Humans, Night Elves, Dwarves, Gnomes, Draenei, Worgen, and most recently, Pandaren (Tushui) make up the illustrious Alliance.' Proud and noble, courageous and wise, these races work together to preserve order in Azeroth. The Alliance is driven by honor and tradition. Its rulers are champions of justice, hope, knowledge, and faith. In a time when chaos and uncertainty reign, the Alliance remains steadfast in its determination to bring light to the darkest corners of the world.
Recent discoveries have shown that humans are descended from the barbaric Vrykul, half-giant warriors who live in Northrend. Early humans were primarily a scattered and tribal people for several millennia, until the rising strength of the troll empire forced their strategic unification. Thus the nation of Arathor was formed, along with its capital, the city-state of Strom. After several centuries of peace, however, the increasingly prosperous and independent city-states of Arathor split into separate kingdoms: Gilneas to the west, Alterac, Dalaran, and Lordaeron to the northwest, Kul Tiras to the southwest, and Stormwind to the far south. Strom itself was renamed Stromgarde and remained a significantly powerful kingdom. But disaster struck when the Orcish Horde appeared on Azeroth, reducing Stormwind to ruins during the First War between Orcs and humans. The city’s survivors, including the young prince, Varian Wrynn, fled to Lordaeron, where the leaders of the seven kingdoms resolved to unify once again in the Alliance of Lordaeron. Joined together, they succeeded in defeating the Horde during the Second War. Tensions grew among the kingdoms, however, as the costs for maintaining the Alliance rose much higher than originally anticipated. Unwilling to pay the taxes, the leaders of Gilneas and Stromgarde chose to withdraw their kingdoms from the Alliance. Further disaster came when the kingdom of Lordaeron was decimated by a mysterious plague that killed thousands of humans and converted them into undead servants of the Lich King. Even Lordaeron’s prince, Arthas Menethil, was manipulated by the Lich King, leading Arthas to kill his own father and journey to Northrend, where he merged with his master. For the next five years, the Lich King remained in Northrend, plotting and building up his armies. But unleashing the plague of undead was merely preparation for an invasion by the demonic Burning Legion, which had long sought to destroy all life on Azeroth. When the Legion struck, humans banded together with other races and secured a costly victory during the Third War. Recently, members of the Horde and the Alliance launched separate campaigns in Northrend, and their efforts resulted in the Lich King’s crushing defeat. Since the fall of Lordaeron, the kingdom of Stormwind has become the strongest bastion of humanity and the most powerful force in the now multiracial Alliance. Led by King Varian Wrynn, the people of Stormwind hold fast to the principles of honor and justice as they defend their settlements and their families. Though humans are among the younger races on Azeroth, they have faced many challenges with fortitude and resilience. Their continued ability to adapt and rebuild has made them a vital force in an ever-changing world.
Unchanged. Except for the fact that I would personally recommend not to use multiclassing in the World of Warcraft, since this messes up the Lore. But this is up to your DM to decide.
The bold and courageous dwarves are an ancient race descended from the earthen—beings of living stone created by the titans when the world was young. Due to a strange malady known as the curse of flesh, the dwarves’ earthen progenitors underwent a transformation that turned their rocky hides into soft skin. Ultimately, these creatures of flesh and blood dubbed themselves dwarves and carved out the mighty city of Ironforge in the snowy peaks of Khaz Modan. For many long centuries, three Dwarven clans—”the Bronzebeards, the Wildhammers, and the Dark Irons—”lived united in Ironforge under the wise rule of High King Modimus Anvilmar. When Modimus passed away from old age, tensions boiled over among the clans, and war erupted for control of the city. Thus began the War of the Three Hammers, a savage conflict that raged for many years, during which time the Bronzebeard clan won sole ownership of Ironforge and expelled its rivals. The war severed relations among the clans, and they went on to forge new destinies apart from one another. When the Orcish Horde invaded Azeroth, Ironforge’s dwarves offered to join the Grand Alliance. Led by King Magni Bronzebeard, the city’s resilient inhabitants proved to be the backbone of the Alliance forces, helping to secure victory after victory against the Orcs. Ever since that time, Ironforge’s dwarves have remained an invaluable part of the Alliance. Apart from reveling in the prospect of battle, the dwarves have long been interested in uncovering the truth of their enchanted past. Due to the efforts of Dwarven archeologists scattered throughout the world, much has been learned about the race’s origins and the curse of flesh that afflicted the earthen. Many mysteries still remain, however, and the dwarves have continued excavating Azeroth’s ancient sites for answers. Most recently, a twist of fate has drawn the rival clans back to Ironforge after they’d spent centuries apart…. When freak natural disasters began rocking much of Azeroth just prior to the Cataclysm, the Dwarven lands were not spared from the calamitous upheavals. A series of violent quakes tore through areas surrounding Ironforge, reducing settlements to rubble and taking the lives of many innocent dwarves in the process. To glean answers as to the troubling state of the world, King Magni selflessly underwent a mystic ritual to commune with the earth. The archaic ceremony, however, had an unexpected effect: Magni was transformed into diamond and became fused to the depths of Ironforge itself. In the power vacuum that followed, his estranged daughter, Moira, who had married into the much despised Dark Iron clan, briefly claimed Ironforge’s throne and effectively locked down the city. If not for the intervention of King Varian Wrynn of Stormwind and his son, Prince Anduin, her brash actions might have sparked another civil war. With Varian’s guidance, control of Ironforge has since been divided equally among the Bronzebeard, Wildhammer, and Dark Iron clans through the Council of Three Hammers. Yet as bitterness and prejudice fester among the clans, the council’s ability to govern as one remains uncertain.
The ancient and reclusive night elves have played a pivotal role in shaping Azeroth’s fate throughout its history. More than ten thousand years ago, their heroics during the War of the Ancients helped stave off the demonic Burning Legion’s first invasion. When the scattered remnants of the Legion on Azeroth rallied together with the vile satyrs centuries later, the night elves again rose to meet the threat. The ensuing War of the Satyr exacted a heavy toll from the night elves, but ultimately they vanquished the forces that had set out to wreak havoc on their world. The Legion’s emergence, however, had forever changed night elven society. The night elves had resolved to shun the practice of arcane magic because its reckless use had attracted the Legion to Azeroth. They cultivated a peaceful, naturalistic existence along the slopes of Mount Hyjal under the leadership of Tyrande Whisperwind. For many long years, Tyrande oversaw night elven governance, ever vigilant for signs of further demonic incursions. Much of this time was spent apart from her love, Malfurion Stormrage, who, alongside his fellow druids, upheld the balance of nature from within the Emerald Dream. The night elves’ tranquil existence was shattered again when the Burning Legion launched a new invasion of Azeroth. At the height of this conflict—known as the Third War—the Legion and its terrifying undead Scourge assaulted the night elves’ lands. After awakening Malfurion and his druids from their slumber in the Dream, Tyrande gathered the other night elves, and they fought alongside the Horde and the Alliance to defeat the demon lord Archimonde and his minions at the summit of Mount Hyjal. Although victorious, the night elves suffered greatly from the battle. Their beloved World Tree Nordrassil, created and blessed by the Dragon Aspects Alexstrasza, Ysera, and Nozdormu to grant the night elves immortality, had given off a massive blast of energy to slay Archimonde. To facilitate this colossal explosion, the night elves had chosen to forever sacrifice their protection from aging, disease, and frailty. Over time, Nordrassil slowly began to heal its wounds, but a number of druids led by Fandral Staghelm desired to create another World Tree that would restore the night elves’ immortality. Malfurion warned against this act of self-interest, but when he suddenly fell into a coma, his spirit lost within the Dream, Fandral forged ahead with his plans unopposed. The second World Tree, Teldrassil, was planted off the northern coast of Kalimdor, and eventually it towered among the clouds. Unlike Nordrassil, this new World Tree was not blessed by the Dragon Aspects, and thus it did not restore the night elves’ immortality. Rather, Teldrassil became tainted due to the Emerald Nightmare, a dark malady that had taken root within the Dream. In addition, it was learned that Malfurion’s dire ailment had been caused by this shadowy force. When he was finally awakened from his comatose state, Malfurion set about cleansing Teldrassil of its corruption, and he led efforts to contain the sinister Nightmare. These momentous events have raised spirits throughout night elven society. Even so, this valiant race now faces many new challenges. Recent Horde attacks have seized night elven lands in Ashenvale, while areas along Kalimdor’s western coast have been decimated by the catastrophic upheavals unleashed in the wake of the Cataclysm. Still struggling to cope with the loss of their immortality, the night elves must prepare to stand against any threat as Azeroth itself breaks apart at the seams.
Night Elf Traits
Unchanged. I only added the choice to become a more swift Night Elf or a more Spell Casting orientated with the choice between +2 dex or +2 Wisdom.
The clever, spunky, and oftentimes eccentric gnomes present a unique paradox among the civilized races of Azeroth. Brilliant inventors with an irrepressibly cheerful disposition, this race has suffered treachery, displacement, and near-genocide. It is their remarkable optimism in the face of such calamity that symbolizes the truly unshakable spirit of the gnomes. A race of diminutive beings, gnomes have made their mark on Azeroth through the application of a collective intelligence and ambition overshadowing that of their larger peers. Gnomes are renowned mechanics, engineers, and technicians, widely respected for their knowledge of the scientific facets of the world and their ability to transform said knowledge into surprising tools, vehicles, armor, and weapons. Little is known concerning gnomish history previous to the Second War—even among gnomes themselves. Much of gnomish philosophy is focused on forward-thinking, inventive concepts; little thought has ever been given to history or non-scientific records. However, recent developments have uncovered evidence of prehistoric mechagnomes created by the titans to help shape the lands of Azeroth. Like many of the titans’ creations, these helpers were afflicted with the curse of flesh, and they became what is known as the gnome race today. It wasn’t until their discovery by the dwarfs’ centuries later those gnomes were recognized as a viable and important race. The dwarves were impressed with the ingenuity and quickness of their smaller “kin” (for they had also been titan-forged and similarly cursed), and they assisted the gnomes in constructing a capital city, Gnomeregan, in the foothills of Dun Morogh near the dwarves’ own capital of Ironforge. From their wondrous techno-city, gnomes provided invaluable support in weaponry, vehicles, and energetic troops to the Alliance of dwarves, humans, and high elves. But when the Burning Legion invaded, the gnomes strangely refused to send aid to their allies. It wasn’t until the war had ended that the Alliance learned the reason for the gnomes’ withdrawal. Around the time of the Third War, an ancient menace had risen from the bowels of Azeroth to strike at Gnomeregan. Knowing that their allies’ priority was defeating the Burning Legion, the gnomes decided to make their stand alone. Though they fought valiantly to save their beloved city, Gnomeregan was lost. Most of the gnome race was wiped out during the fall of Gnomeregan; some say that as much as 80 percent of the gnomes died during those horrible days. The few survivors fled to the safety of nearby Ironforge. There they quietly went about rebuilding their forces, healing their wounds, and preparing to retake their ravaged city. Just prior to the Cataclysm, the gnomes’ leader, High Tinker Gelbin Mekkatorque, led an attack on Gnomeregan’s invaders. It was a successful first maneuver, but there will be much more bloodshed before the entirety of the gnomeland is liberated.
Unchanged. I only added the choice to become a more tanky gnome or a more spellcasting orientated gnome with a choice between +2 con or +2 int.
Long before the fallen titan, Sargeras, unleashed his demonic Legion on Azeroth, he turned his baleful gaze upon the world of Argus and its highly intelligent inhabitants, the Eredar. Believing that this magically gifted race would be a crucial component in his dark quest to undo all of creation, Sargeras contacted the Eredar’s three leaders – Kil’jaeden, Archimonde, and Velen – and offered them knowledge and power in exchange for their loyalty. Only Velen abstained, for he had seen a vision. In it, his people were transformed into hideous demons, and they joined the ranks of Sargeras’ Burning Legion: an army of unspeakable evil that would grow vast and decimate life on countless worlds. With the aid of the Naaru, benevolent energy beings who had resolved to combat the fallen titan’s nihilistic crusade, Velen gathered other like-minded Eredar and narrowly escaped Argus. Forever after, these renegades would call themselves the Draenei, or “exiled ones.” Kil’jaeden, who had loved Velen like a brother, was infuriated by the Draenei’s flight from Argus and their ungrateful refusal of Sargeras’ offer. In retaliation, Kil’jaeden led the Legion’s armies on a relentless pursuit of the Draenei throughout the cosmos. Eventually, Velen and his beleaguered people eluded their hunters and found sanctuary on a remote world that they would name Draenor, or “Exiles’ Refuge.” Having been instructed by the Naaru in the ways of the Light, the Draenei developed an extraordinary society on their new home and came to know the shamanistic Orc clans native to Draenor. Yet the Draenei’s peaceful existence did not last. Upon discovering the renegades’ home, Kil’jaeden corrupted the noble Orcs into a single, bloodthirsty force of destruction: the Horde. Blinded by rage, the Orcs wreaked havoc upon the Draenei, slaughtering over eighty percent of the race and forcing Velen and other survivors into hiding. Many Draenei also mutated into lesser forms known as the Krokul, or “Broken,” after being exposed to the fel energies wielded by Orc warlocks. Decades after the Horde’s genocidal campaign, the shaman Ner’zhul opened magical portals throughout Draenor, and the resulting magical stress tore the dying world apart. In the wake of the calamity, what remained of Draenor – known henceforth as Outland – devolved into a battleground among the Burning Legion and other factions vying for control of the ruined landscape. To escape the mounting chaos, Velen and a number of his followers commandeered the Exodar, a satellite structure of the stunning Naaru dimensional fortress named Tempest Keep. Using this craft to search for new allies, the Draenei left Outland and later crash-landed upon the world of Azeroth. Inspired by heroic tales of the Alliance and its victories against the Legion, the Draenei sought out and pledged their loyalty to this courageous faction. Not long afterward, Velen and his noble refugees played a key role in urging the Alliance to invade Outland and disrupt the Legion’s nefarious activities. Armed with their unshakable faith in the Light, the Draenei ventured to their embattled former home as steadfast members of the Alliance and defeated their ancient demonic rivals. The return to Outland offered many Draenei a chance to reconnect with their brethren who had been left behind. While some of Velen’s race chose to rebuild their society in the shattered land, the majority of Draenei remained on Azeroth, vowing to uphold their commitment to the Alliance. Recently, Velen was granted a dire vision concerning a war between the forces of light and darkness that would take place on Azeroth. Thus, the Draenei and their sage leader are now bravely preparing to stand against the shadow that they believe is fast approaching.
As a new race it had to be made first.
• +2 Str/+2 Wis −2 Dex, • Humanoid • Medium: As a medium character Draenei receive no special bonuses or penalties on their size. • Draenei base land speed is 30ft • Weapon Proficiency: Draenei receive racial proficiency with Warhammers, Battlehammer, and all non-repeating versions of the crossbow. • Heavily Religious: Cannot play as a Demon Lord , Have a Half-Fiend Template, or Warlock and take −4 on all diplomacy checks against them. • Immortal: Cannot die through aging and do not gain or lose any attributes on account of such. • Spell-Like Ability: 1/day— Gift of Naruu. Once per day a Draenei can cast cure minor wounds at a range of up to 30ft. This heals 1 point of damage + ½ your character level (rounded down) in health. • Draenei receive a +2 racial bonus on all Knowledge (Religion) and Craft (Gem Crafting), Craft (Gem Weaponry), and Craft (Engraving) checks • Automatic Languages: Commen and Draenei. • Favored Class: Paladin
Behind the formidable Greymane Wall, a terrible curse has spread throughout the isolated human nation of Gilneas, transforming many of its stalwart citizens into nightmarish beasts known as Worgen. The origins of this curse have been fiercely debated, but only recently has the startling truth come to light. Long ago, amid a brutal war between the night elves and the demonic satyrs in Kalimdor, a group of druids practiced a powerful yet unwieldy form that embodied the fury of the wolf Ancient, Goldrinn. Taught by Ralaar Fangfire, these Druids of the Pack sought to temper the uncontrollable rage inherent in their chosen form. To do so, they willingly submitted to the energies of the Scythe of Elune, a mystical artifact created from Goldrinn’s fang and the staff of Elune. Rather than abate the druids’ fury, however, the weapon transformed Ralaar and his followers into Worgen: bestial humanoids enslaved by their own primal instincts. Blinded by all-consuming rage, Ralaar’s druids tore through friend and foe alike during battle with the satyrs. Night elves wounded by the unruly beasts contracted a virulent curse that turned them into Worgen as well. Desperate to stanch the affliction’s spread, Archdruid Malfurion Stormrage mournfully banished the Worgen to a pocket dimension of the Emerald Dream, where they would be in peaceful slumber for all eternity. The Worgen threat was contained for millennia, until Archmage Arugal managed to pull the wolf-beasts from the Dream. Summoned by order of King Genn Greymane, the worgen were used to battle Scourge forces encroaching on the kingdom of Gilneas. Yet the feral creatures soon spread their curse throughout the human population of Silverpine Forest, infecting Gilnean soldiers stationed beyond the Greymane Wall. Before long the affliction had advanced through the legendary barrier and was gradually eating away at Gilneas’s humanity. As reports of strange attacks and disappearances rose, fear took root in the hearts of Genn’s people.
Not long ago the curse’s spread was stifled, but the victory proved short-lived. Now, at a time when Gilneas is still recovering from a civil war, the curse has returned with renewed fervor. To compound the Worgen threat, the Forsaken are battering at the nation’s gates in a bid to conquer Gilneas. Unbeknownst to many of the kingdom’s citizens, a war between beast and man is also raging within the Worgen themselves. Whether or not balance can be restored to these cursed Gilneans before the entirety of Genn’s kingdom loses its humanity is uncertain.
As a new race it had to be made first. • +2 Dex, -2 Wis • Humanoid • Medium: As a medium character Worgen receive no special bonuses or penalties on their size. • Worgen base land speed is 30 ft. • Weapon Proficiency: Worgen can use their claws for killing, but also class specific weapons. • 2 claws +4 melee (1d4+2) and bite +0 melee (1d6+1). • Low-light vision in Worgen form. • Ability: Two Forms –Transform between human and Worgen form. You will revert to Worgen form in combat. Changing costs one round. • Ability: Unlimited- Running wild. On all fours you can run at a speed of 50 ft. • +2 to climb, intimidate, spot, listen, swim, move silent and survival checks. • Automatic Languages: Common. • Favored Class: Rogue.
The Horde is made up of Orcs, Forsaken, Tauren, Trolls, Blood Elves, Goblins, and most recently, Pandaren (Huojin). Misunderstood and cast aside, these diverse and powerful races strive to overcome their differences and unite as one in order to win freedom for their people and prosper in a land that has come to hate them. In the Horde, action and strength are valued above diplomacy, and its leaders earn respect by the blade, wasting no time with politics. The brutality of the Horde's champions is focused, giving a voice to those who fight for survival.
Unlike the other races of the Horde, Orcs are not native to Azeroth. Initially, they lived as shamanic clans on the lush world of Draenor. They abandoned their peaceful culture when Kil’jaeden, a demon lord of the Burning Legion, corrupted the Orcs and used them in his vengeful plot against the Draenei, who were exiles from Kil’jaeden’s home world. Because of the demons’ manipulation; most of the Orc chieftains drank the blood of a Burning Legion pit lord, Mannoroth the Destructor. This act infused the Orcs with power, but at a great price: they were now enslaved to the Legion. Constant exposure to fel energies turned the Orcs’ naturally brown skin to a sickly green, and the Orcs’ usage of fel magic caused their ancestral lands to wither and die. As Kil’jaeden had planned, the Orcs succeeded in killing most of the Draenei population. Now Kil’jaeden was ready to test the Orcs’ effectiveness against another old enemy. Thousands of years before, the demons had launched an invasion of Azeroth that had ultimately failed, but this time the Orcs could fight in the Legion’s stead. To that end, the corrupted human archmage Medivh contacted the Orc warlock Gul’dan. Together they constructed the Dark Portal, which allowed the Orcs to travel to Azeroth. After their arrival, the Orcs crushed the unsuspecting human kingdom of Stormwind. The mighty Orc armies, known as the Horde, then pressed north through the Eastern Kingdoms, and their victory was nearly assured for a time. Eventually, however, internal conflicts resulted in the Orcs’ defeat, and those who did not die in battle were rounded up and placed in internment camps. But a young slave named Thrall managed to escape from captivity and join a liberation force consisting of Warchief Orgrim Doomhammer and other free Orcs. When Doomhammer fell in combat, Thrall became the new Warchief of the Horde and the inheritor of Doomhammer’s namesake weapon. Thrall and his people later journeyed across the sea to the distant continent of Kalimdor. Within the forests of Ashenvale, the Warchief and his mentor, Grommash Hellscream, confronted Mannoroth. In the end, Grom gave his life to kill the pit lord and remove the blood-curse from the Orcs forever. A new chapter began for the Orcs: war was no longer the driving focus of their culture, and they settled the land along Kalimdor’s eastern coastline, which Thrall named Durotar. Years later, the Warchief and many others returned to the remnants of Draenor, now known as Outland, to prevent another attack from the Burning Legion. There Thrall met Garrosh, son of Grom Hellscream, and convinced him to join the Horde and return to Azeroth as an advisor. Garrosh was a leading commander during the battles against the Lich King in Northrend, and also gained popularity for his fiery personality. In addition to his commitments as leader of the Horde, Thrall was a dedicated shaman with close ties to the elements. When he noticed severe disturbances in the elemental spirits, Thrall knew that he had to step down as Warchief in order to investigate the situation lest all of Azeroth fall into chaos. Given his options, Thrall believed that Garrosh was the clear choice for Warchief. But the impulsive young Hellscream is much more aggressive than his diplomatic predecessor. With the equally tempestuous King Varian Wrynn back on the throne of Stormwind, it seems likely that the Orcs will need their famed strength now more than ever.
• +4 Strength, –2 Intelligence, –2 Wisdom, –2 Charisma.
• Humanoid (Orc).
• Medium: As Medium creatures, Orcs have no special bonuses or penalties due to their size.
• Weapon Proficiency: Orcs are proficient with Axes, Two-Handed Axes and Fist Weapons.
• An Orc’s base land speed is 30 feet.
• Darkvision: Orcs can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Orcs can function just fine with no light at all.
• Automatic Languages: Common and Orc.
• Favored Class: Warrior.
Death offered no escape for the scores of humans killed during the Lich King’s campaign to scour the living from Lordaeron. Instead, the kingdoms fallen were risen into undead as Scourge minions and forced to wage an unholy war against everything… and everyone… that they once held dear. When the Lich King’s grasp on his vast armies faltered after the Third War, a contingent of undead broke free of their master’s iron will. Although this freedom seemed to be a blessing at first, these former humans were soon tormented by memories of the unspeakable horrors that they had committed as mindless Scourge agents. Those who did not descend into madness were faced with a chilling realization: the entirety of Azeroth sought their destruction. In their darkest hour, the renegade undead were rallied together by the former ranger-general of Quel’Thalas, Sylvanas Windrunner. Defeated during an attack on her kingdom and transformed into a powerful Scourge banshee, Sylvanas had also regained her freedom from the Lich King. Under their new queen’s guidance, the independent undead – known as Forsaken – established the Undercity beneath the ruins of Lordaeron’s capital. While some Forsaken feared Sylvanas, others valued the security she provided. Many of the free-willed undead, however, found a purpose to their cursed existence through the banshee queen’s burning desire to destroy the Lich King. Despite not being affiliated with the Scourge, the Forsaken came under threat from humans who were dedicated to eradicating all Forsaken. As a means to further her own goals and protect her budding nation, Sylvanas sent emissaries to various factions in search of allies. The kind-hearted Tauren of Thunder Bluff proved to be the most promising contact. Specifically, Archdruid Hamuul Runetotem saw the potential for redemption in Sylvanas’ people, even though he was fully aware of the Forsaken’s sinister nature. Thus, the tauren convinced Warchief Thrall, despite his misgivings, to forge an alliance of convenience between the Forsaken and the Horde. In the end, the Forsaken’s chances of victory against the Lich King were bolstered, while the Horde gained an invaluable foothold in the Eastern Kingdoms. Ultimately, the Forsaken assisted the Horde with a massive offensive against the Lich King’s power base in Northrend and exacted vengeance upon their hated enemy. The victory, however, was not without its hurdles. During the invasion, Grand Apothecary Putress unleashed a new plague that killed friend and foe alike, while his traitorous counterpart, the dreadlord Varimathras, seized the Undercity in a coup that nearly killed Sylvanas. The usurpers were slain for their vile deeds and the Forsaken capital was restored, but the debacle created suspicion among the Horde regarding Sylvanas’ loyalties.
Now, along with being mistrusted by her own allies, Sylvanas recognizes that many of Azeroth’s other inhabitants still see her people as a threat, even after the Lich King’s defeat. As their numbers dwindle by the day, the Forsaken have begun fortifying their holdings around the Undercity, working to prove their loyalty to the Horde’s cause even as they ready themselves for any future attacks.
• +2 Wisdom, -2 Charisma
• Medium: As Medium creatures, Forsaken have no special bonuses or penalties due to their size.
• Weapon Proficiency: Forsaken are proficient with those weapons they were proficient with before they died.
• An Undead base land speed is 30 feet.
• Darkvision: living in dark places gives Forsaken the ability to look up to 60 feet in the dark.
• Bonus on swim rolls due to the fact that they need less air.
• Language: Common and Gutterspeak.
• Favored class: mage.
"The peaceful Tauren—known in their own tongue as the shu’halo—have long dwelled in Kalimdor, striving to preserve the balance of nature at the behest of their goddess, the Earth Mother. Until recently, the Tauren lived as nomads scattered throughout the Barrens, hunting the great kodo beasts native to the arid region. Although split into different tribes, the Tauren were united by a common enemy: the marauding centaur. These primitive horse-men terrorized central Kalimdor, leaving only death and suffering in their wake. Although the Tauren tribes struggled valiantly for survival against their foes, the relentless centaur attacks continued. Over time, the centaur wiped out the area’s wild game, threatening starvation for the beleaguered Tauren. During the Third War, the mighty chieftain Cairne Bloodhoof had a chance encounter with the Orcish Horde that would alter the destiny of the Tauren forever. After befriending Warchief Thrall, Cairne and his Bloodhoof tribe were able to fend off the centaur as they journeyed to the fertile lands of Mulgore. Owing a blood-debt to the orcs for their assistance, the Tauren joined Thrall on Mount Hyjal to defend Kalimdor from an invasion by the demonic Burning Legion. Following the Legion’s defeat, the Tauren who helped defend Hyjal returned to their new home in Mulgore. Ruling from the majestic capital of Thunder Bluff, Cairne welcomed Tauren of every tribe to this secure refuge. Many Tauren who traveled to the capital were content with Cairne’s vision of a peaceful and harmonious future, but at least one tribe felt otherwise. The stern Grimtotem tribe looked upon Kalimdor’s other races as inferior and believed that its matriarch, Magatha, was the only one fit to rule the Tauren. Although Magatha constantly disagreed with Cairne over the direction of their nation, the elder crone nonetheless coexisted alongside him in Thunder Bluff without major incident. The Grimtotem tribe did not, however, join the Horde along with Cairne and the tauren under his rule.
For years the Tauren flourished throughout Mulgore, but tragedy befell the noble race following the campaign against the Lich King in Northrend. Believing that the reckless new Warchief, Garrosh Hellscream, would lead the Horde to ruin, Cairne challenged the young upstart to a duel. The Tauren high chieftain fought with a ferocity that belied his age, but an act of betrayal had sealed his fate before the battle had even begun. Unbeknownst to either of the duel’s combatants, Magatha had poisoned Garrosh’s blade. After Cairne was wounded by the tainted weapon during combat, he was immobilized by the poison, and Garrosh was able to slay him. Following the high chieftain’s death, Magatha’s Grimtotem agents stormed Thunder Bluff and seized the Tauren capital as their own. They had also hoped to murder Cairne’s son, Baine, but the young Tauren managed to elude his would-be assassins. After formulating a strategy to exact retribution upon Magatha, Baine launched a counterattack and wrested Thunder Bluff from the hands of the treacherous matriarch. Ultimately, rather than spill further blood, Baine banished Magatha and all other Grimtotem who still supported her from Tauren lands. Despite the deadly encounter between Cairne and Garrosh, the Tauren have not abandoned their place in the Horde. While many chaotic events have transpired in recent months, Baine has bravely taken up the mantle of Tauren leadership and is now focused on ruling just as his wise and benevolent father would have."
• +2 Strength, -2 Charisma
• Monstrous Humanoid: Taurens are not affected by spells or psionics that exculsively target humanoids, such as charm person.
• Medium-size: No bonuses or penalties for this size
• Tauren base land speed is 30 feet
• War Stomp (Su): Once per hour, a Tauren can spend a standard action to stomp the ground and send out a shockwave which causes all enemies within a 10-foot radius to take a Fortitude save (DC 10 + 1/2 Tauren's HD + Tauren's Strength modifier) or be stunned for 1 round (the PC must designate that she wishes to use her War Stomp and who she wishes to target 1 round before using the ability). At fifth level, and every five levels thereafter, the Tauren increases the range of his War Stomp by 5 feet (this a level 17 Tauren with a Strength of 16 would have a War Stomp DC of 21 and a range of 25 feet). • +2 racial bonus to Survival checks: Tauren education includes learning about proper techniques for survival.
• +2 to saves against Earth and Air Spells: Tauren have a natural resistance to Nature Magic.
• Automatic Languages: Taur-ahe and Common.
• Favored Class: Druid.
"The savage trolls of Azeroth are infamous for their cruelty, dark mysticism, and seething hatred for all other races. Yet one exception among the trolls is the Darkspear tribe and its cunning leader, Vol’jin. Plagued by a history of subservience and exile, this proud tribe was on the brink of extinction when Warchief Thrall and his mighty Horde forces were driven to the trolls’ remote island home in the South Seas during a violent storm. Led at that time by Vol’jin’s wise father, Sen’jin, the Darkspears abandoned their prejudices and worked together with Thrall’s orcs to defeat a group of humans encroaching on the jungle isle. With unparalleled bravery, the trolls fought side by side with the Horde to secure victory, but tragedy befell the Darkspears soon afterward. Intent on appeasing a mysterious sea witch, a frenzied band of murlocs captured the isle’s defenders. Although a number of the imprisoned orcs and trolls managed to escape, the noble Sen’jin was slain by his captors.
In Sen’jin’s honor, Thrall welcomed the Darkspears into the Horde and offered them sanctuary in a new kingdom that he planned to create across the Great Sea. The trolls accepted Thrall’s offer, and Vol’jin eventually led his tribe to the vibrant jungles of the Echo Isles located just off the rugged coastline of Durotar.
Not long after they settled on their new home, the Darkspears suffered a terrible betrayal from within. Driven to insanity by the dark powers under his control, the witch doctor Zalazane began enslaving his fellow tribespeople and amassing an army of mindless trolls. For a time, Vol’jin and other uncorrupted Darkspears fled to Durotar’s coast and established Sen’jin Village. From this crude settlement, the trolls struck at Zalazane’s forces, hoping to win back their home at any cost. The Darkspears’ efforts, however, failed to drive Zalazane from the Echo Isles.
Following the victory against the Lich King in the frozen continent of Northrend, Vol’jin renewed his bid to defeat Zalazane and launched a brilliant assault on the isles. With the help of the tribe’s ancestral loa, the courageous Darkspears killed the maddened witch doctor and seized their embattled home.
Of late, political changes within the Horde have sparked fears among the Darkspear tribe regarding its future. Vol’jin’s close ally Thrall recently named Garrosh Hellscream temporary Horde warchief. Thus far, the brash young orc has put the Darkspear leader and his tribe on edge, causing many trolls to leave the Horde capital, Orgrimmar. Although spirits are high among the Darkspears after Zalazane’s fall, tension lingers concerning what place the trolls will have in Garrosh’s Horde."
+2 Strength, +2 Constitution, -4 Charisma
•Darkspear Trolls base land speed is 40 feet.
•Darkspear Trolls may be weaker than their bigger cousins but still retain their fast healing ability. Though weaker in it's nature Darkspear Trolls have Regeneration: 2
•Tusk Attack: If an opponent is within Melee range, The Darkspear Troll may use his tusks to attack. As weapons, the Troll's tusks are considered as two kukris, only they deal piercing damage. [Damage: 2 D4. Critical: 18-20 (x2)]
•Berserking: When a Troll's health is below 25%, they enter a frenzy, which doubles the Threat Range for rolling a critical on all attacks for a half hour. When beserking, a troll cannot cast spells (if any are known).
•BeastSlaying: Trolls are natural-born hunters. They are treated as if they were a Ranger with Animals as a favored enemy, regardless of the Troll's class.
•Bow and Thrown Weapon Specialization: A Troll automatically has the Weapon Focus feat with one type of Bow or one type of Thrown Weapon.
•Automatic Languages: Troll, Orcish. (They are capable of learning any language, save for secret languages such as Druidic)
•Favored Class: Barbarian, Ranger, or Druid
For nearly 7,000 years, high elven society centered on the sacred Sunwell, a magical fount that was created using a vial of pure arcane energy from the first Well of Eternity. Nourished and strengthened by the Sunwell’s potent energies, the high elves’ enchanted kingdom of Quel’thalas prospered within the verdant forests north of Lordaeron. During the Third War, however, the high elves were nearly scoured from Azeroth. Led by the death knight Arthas, a Scourge army stormed into Quel’thalas, slaughtering almost ninety percent of the kingdom’s population. Arthas then used the mystical Sunwell to resurrect the fallen necromancer Kel’Thuzad, irrevocably tainting the fount in the process. Fearing that the befouled well would obliterate his dwindling race, Prince Kael’thas Sunstrider gathered a group of Quel’thalas’s defenders and destroyed the fount to avert catastrophe. Although the high elves were spared from continued exposure to the Sunwell’s dark energies, in the fount’s absence they suffered terribly from withdrawal. As a result, Kael’thas desperately searched for a means to help his people—whom he had renamed the blood elves—and thus he set out for the shattered world of Outland. There he allied with the renegade demon Illidan Stormrage in the hopes of finding a cure for the blood elves’ crippling withdrawal. Kael’thas had assured his people that one day he would return to Quel’thalas and lead them to paradise, yet time revealed that his promises were nothing more than lies. On Outland, the prince became twisted due to his reliance on fel energy, the dark and corrupting essence wielded by the demonic Burning Legion itself. Unbeknownst to Illidan, Kael’thas also came under the sway of the Legion’s commander, Kil’jaeden. At the bidding of his new master, the wayward prince eventually returned to Azeroth and seized the site of the Sunwell, hoping to use the fount as a means to usher Kil’jaeden into the world. Ultimately, Kael’thas was slain before his recklessness could bring ruin to Azeroth. In the wake of Kil’Jaedan’s defeat, the Draenei prophet Velen purified the Sunwell with the Light-infused heart of a fallen Naaru, transforming the fount into a source of both holy and arcane energies. Inspired by the Sunwell’s rebirth, the blood elves have since entered into a shining new era in their ancient race’s history. Although some elves remain hesitant to abandon their dependence on arcane magic, others have embraced change for the betterment of Quel’thalas. Yet only time will tell if the blood elves can avoid repeating the tragic mistakes of their past
Blood Elf Traits
• +2 Dexterity, -2 Constitution.
• Blood elf base land speed is 30 ft.
• Blood elves have a +2 racial bonus on Spot, Listen, Heal, Intimidate and Bluff checks.
• Dark Vision out to 60 feet.
• Spell absorption equal to character levels.
• Weapon Proficiency: A blood elf is automatically proficient with slashing weapons. Automatic Languages: Common and Thalassian.
• Favored Class: Mage.
Originally the slaves of jungle trolls on the Isle of Kezan, goblins were forced to mine kaja’mite ore out of the volcanic bowels of Mount Kajaro. The trolls used this potent mineral for their voodoo rituals, but it had an unexpected effect on the slaves who were in constant contact with it: kaja’mite generated a startling new cunning and intelligence in the goblin race. Crafting powerful artifacts of engineering and alchemy in secret, the goblins soon overthrew their oppressors and claimed Kezan for their homeland. The mines that had once been the goblins’ prison, their slave camp, and the base of their rebellion now became the city of Undermine. Weaving through the heart of the island in a dizzying network of tunnels, vaults, and lava tubes, Undermine epitomized the goblins’ complex, unpredictable mindset. It was there that they built the foundations of an empire, and the natural elements of craftiness (some would call it duplicity) inherent to the race were honed to a razor edge. The goblins’ inventions would help them rule the world—or at least own a profitable percentage of it. To the goblins’ great dismay, the effects of the kaja’mite began to wear off, and their intelligence waned. Even worse, the ore itself became harder and harder to find. Supplies dwindled. Desperation ensued. The goblins’ once-brilliant inventions started to look haphazard and makeshift (a look that has become synonymous with the term “goblin-made”), and Kezan’s native swindlers soon realized that they would need to find other ways to supplement their avarice. The goblins’ remaining craftiness (coupled with undiminished natural greed) soon lifted the race to preeminence as masters of mercantilism. Prominent trade princes rose to power during the First War as the cleverest goblins took advantage of the strife. Great fortunes were amassed, and the Isle of Kezan became a hub for fleets of goblin trading ships. One of the more ambitious trade princes agreed to lend his cartel’s services to the Horde in the Second War. Following the Horde’s defeat, the goblins learned from that trade prince’s failed example, realizing that their profits could double if they weren’t stuck in a restrictive relationship. By the end of the Third War, goblins were providing weaponry, vehicles, and devious services to both the Horde and the Alliance. But the gravy train wouldn’t last forever… Recently, the Bilgewater Cartel—the goblin faction centered in Kezan—has found a new enemy in the Alliance. Unexpected and unprofitable encounters with the secretive SI:7 branch of King Varian’s forces have driven Trade Prince Gallywix from his comfortable neutrality. Reforging old pacts with their colleagues’ one-time allies, the goblins of the Bilgewater Cartel have been welcomed into the Horde with open arms.
• +2 Dexterity, –2 Strength • Humanoid (Goblinoid). • Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 of those of Medium characters. • A goblin’s base land speed is 30 feet. • Darkvision out to 60 feet. • +4 racial bonus on Move Silently checks and Ride checks. • Automatic Languages: Common, Goblin. Bonus Languages: Giant, Gnoll, Orc. • Favored Class: Rogue.
Classes of Azeroth
The races of Azeroth have a variety of choice when talking about classes. But not every race can follow the path of every class. In Vanilla wow only nine classes were available, but during the Wrath of the Lich King the Death Knight became available and during the Mist of Pandaria the Monk also became available.
Races and their Classes-table
“Druids harness the vast powers of nature to preserve balance and protect life. With experience, druids can unleash nature’s raw energy against their enemies, raining celestial fury on them from a great distance, binding them with enchanted vines, or ensnaring them in unrelenting cyclones. Druids can also direct this power to heal wounds and restore life to fallen allies. They are deeply in tune with the animal spirits of Azeroth. As master shapeshifters, druids can take on the forms of a variety of beasts, morphing into a bear, cat, storm crow, or sea lion with ease. This flexibility allows them to fill different roles during their adventures, tearing enemies to shreds one minute and surveying the battlefield from the sky the next. These keepers of the natural order are among the most versatile heroes in Azeroth, and they must be prepared to adjust to new challenges on a moment’s notice.”
“From an early age the call of the wild draws some adventurers from the comfort of their homes into the unforgiving primal world outside. Those who endure become hunters. Masters of their environment, they are able to slip like ghosts through the trees and lay traps in the paths of their enemies. These expert marksmen drop foes dead in their tracks with flawless shots from a bow or rifle. Thanks to their pinpoint timing, hunters are able to fire their ranged weapons quickly – even at enemies who close to melee range with them. The art of survival is central to the isolated life of a hunter. Hunters track beasts with ease and enhance their own abilities by attuning themselves to the feral aspects of various creatures. Hunters are known for the lifelong bonds they form with animals of the wild, training great hawks, cats, bears, and many other beasts to fight alongside them.”
“Students gifted with a keen intellect and unwavering discipline may walk the path of the mage. The arcane magic available to magi is both great and dangerous, and thus is revealed only to the most devoted practitioners. To avoid interference with their spellcasting, magi wear only cloth armor, but arcane shields and enchantments give them additional protection. To keep enemies at bay, magi can summon bursts of fire to incinerate distant targets and cause entire areas to erupt, setting groups of foes ablaze. Masters of ice can command blizzards that tear into flesh and limit movement. Should enemies manage to survive this assault, the mage can shrink them into harmless sheep in the blink of an eye. Powerful magi can even generate enhancements and portals, assisting allies by sharpening their minds and transporting them instantly across the world.”
The Mage in WoW is represented by the Sorcerer best, so this is the class to role. The sorcerer class is left unchanged.
“When the pandaren were subjugated by the mogu centuries ago, it was the monks that brought hope to a seemingly dim future. Restricted from using weapons by their slave masters, these pandaren instead focused on harnessing their chi and learning weaponless combat. When the opportunity for revolution struck, they were well-trained to throw off the yoke of oppression. Masters of bare-handed combat, monks never rely solely on the need to have a weapon in their hands to defend against their enemies. Although most widely known to the outside world for their fearsome jabs and flying kicks, they refuse to limit themselves to a single method of combat. Many monks prefer instead to “soak it up” and seem to revel in the intoxicating effect of absorbing blow after blow while their companions press the attack. Other monks specialize in calling upon the restorative power of the mists to balance the good and bad energy within people, returning them to good health and fortune.”
“This is the call of the paladin: to protect the weak, to bring justice to the unjust, and to vanquish evil from the darkest corners of the world. These holy warriors are equipped with plate armor so they can confront the toughest of foes, and the blessing of the Light allows them to heal wounds and, in some cases, even restore life to the dead. Ready to serve, paladins can defend their allies with sword and shield, or they can wield massive two-handed weapons against their enemies. The Light grants paladins additional power against the undead and demons, ensuring that these profane beings corrupt the world no longer. Paladins are not only zealots, but also guardians of the righteous, and they bestow blessings on those the Light would shine upon. The Light radiates from paladins, and worthy allies who stand near them are emboldened by its power.”
“Priests are devoted to the spiritual, and express their unwavering faith by serving the people. For millennia they have left behind the confines of their temples and the comfort of their shrines so they can support their allies in war-torn lands. In the midst of terrible conflict, no hero questions the value of the priestly orders. These masters of the healing arts keep their companions fighting far beyond their normal capacities with an array of restorative powers and blessings. The divine forces at the priest’s command can also be turned against foes, smiting them with holy fury. As light cannot exist without darkness, and darkness without light, some priests tap into shadow to better understand their own abilities, as well as the abilities of those who threaten them.”
The priest is resembled best by the Cleric. This class is also unchanged.
“For rogues, the only code is the contract, and their honor is purchased in gold. Free from the constraints of a conscience, these mercenaries rely on brutal and efficient tactics. Lethal assassins and masters of stealth, they will approach their marks from behind, piercing a vital organ and vanishing into the shadows before the victim hits the ground. Rogues can dip their weapons in paralyzing toxins that render foes unable to defend themselves. These silent stalkers wear leather armor so they can move unencumbered, ensuring that they land the first strike. With the rogue’s poisons and speed, the first strike is often the last step before the killing blow.”
“For as long as war has raged, heroes from every race have aimed to master the art of battle. Warriors combine strength, leadership, and a vast knowledge of arms and armor to wreak havoc in glorious combat. Some protect from the front lines with shields, locking down enemies while allies support the warrior from behind with spell and bow. Others forgo the shield and unleash their rage at the closest threat with a variety of deadly weapons. The warrior’s battle cries embolden friends and leave foes cowering in fear. With legendary precision, warriors target the smallest gaps in armor and slice at hamstrings in a blur of steel.
Every dragon slain, corrupted tyrant toppled, and demon banished from Azeroth has trembled in the face of these lords of war."
“Shamans are spiritual guides and practitioners, not of the divine, but of the very elements. Unlike some other mystics, shaman commune with forces that are not strictly benevolent. The elements are chaotic, and left to their own devices, they rage against one another in unending primal fury. It is the call of the shaman to bring balance to this chaos. Acting as moderators among earth, fire, water, and air, shaman summon totems that focus the elements to support the shaman’s allies or punish those who threaten them.”
I've decided to make my own shaman class, a Divine Spellcaster with armor who can decide to assist his party by dealing damage or by healing/shielding his teammates. You can also use the Shaman class Made by Steve Kenson from the book:"" The Shaman Handbook". My objection is that this Shaman is focused on a spiritual spellcaster and not an elemental spellcaster as a Shaman is in WoW.
Hit dice: d8 Weapon and armor Proficiency: a shaman always wears a shield together with a blunt Simple one handed melee weapon, such as a mace or club. For armor a shaman can wear up to medium armor and normal sized shields. Skill Points at 1st Level: (2+ Int modifier) x 4 Skill points at each additional Level:. 2 + Int modifier The shaman’s class skills are Craft (int), Concentration(Con), Spell craft (int), Heal (wis), Knowledge(Planes), Profession (Wis), Languages: a shaman can learn how to speak Aquan, Auran, Ignan and Terran. A shaman can cast divine spells without failure whilst wearing light armor, but with medium armor the failure chance is the same as the arcane spell failure. Shamans get a +2 on Knowledge (Planes) rolls if it’s concerning elementals. A shaman starts with having mastered one element, which makes it possible to cast the ‘greater’ versions of certain spells from that element. At level 7, 12 and 15 the shaman can master another element. Reincarnate. Once, a Shaman can choose to defy death by sacrificing his connection with one of the elements. He will resurrect with a tenth of his Hit Points and the rest will be the same as before he died. But, he will live the rest of his life out of balance, with the other elements raging inside of him, making it harder to control them. Each elemental spell cast will have a 5% failing from then on.
To cast a spell your wisdom should be 10 + the level of the spell.
“In the face of demonic power, most heroes see death. Warlocks see only opportunity. Dominance is their aim, and they have found a path to it in the dark arts. These voracious spellcasters summon demonic minions to fight beside them. At first, they command only the service of imps, but as a warlock’s knowledge grows, seductive succubi, loyal voidwalkers, and horrific felhunters join the dark sorcerer’s ranks to wreak havoc on anyone who stands in their master’s way.”
I've also decided to make my own warlock class, a spellcaster causing fear, diseases and inflict physical wounds to the enemy, together with his Demon Minion. You can slo use the Warlock class made by Richard Baker from the book: "Complete Arcane". My objection is that this Warlock has got a weird feature going on with innvocations and such and there is no demon to be found. What I later found out is that Demons in D&D are way to strong to make it a pet for a class, so I had to make my own Demons to fill this gap.
Hit Dice: d4 Weapon and Armor Proficiency: Warlocks are proficient with the club, dagger and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a warlock’s movements, which can cause her spells with somatic components to fail. Skill Points at 1st Level: (2 + Int modifier) x 4 Skill Points at Each Additional Level; 2 + Int modifier. Craft (int), Concentration (Con), Spell craft (int), Knowledge (Arcana), Profession (Wis), Languages: a Warlock can speak Common and Demonic. Summon Demon: Summon one out 5 demons: Imp (level 1), Voidwalker (level 4), Felhunter (level 7), Succubus (level 10) or Felguard (level 16). You can command it freely and it will act the same as an animal companion, gaining bonus stats at level 1 and when he reaches a higher levels. Harvesting souls. While out of combat for more than four hours, a warlocks can start to collect souls around him, healing him for 2 Hit Points/ hour, if remained out of combat. Resistance to fear. Starting at level 4 a warlock becomes resistant to fear effects. Resist Fel-Magic. Starting at 9th level, a Warlock gains +4 bonus on saving throws against Fel and Dark like abilities.
To cast a spell your charisma should be 10 + the level of the spell.
“When the Lich King’s control of his death knights was broken, his former champions sought revenge for the horrors committed under his command. After their vengeance was won, the death knights found themselves without a cause and without a home. One by one they trickled into the land of the living in search of a new purpose. Frost sharpens their strikes; blood fortifies their bodies; and undeath allows them to erupt in unholy rage in the heat of battle. A thousand atrocities are etched in the eyes of every death knight, and foes who gaze into them too long will feel the warmth pulled from their bodies, replaced with cold steel.”
For this one I've picked a Prestige Class already made from this Wiki. Maybe I'll look at it a sometime and decide if I can make my own version. But till then it will be a prestige class for Warrior with a BAP +5 Requirement.
Hit die: 12d
Class Skills (4 + Int modifier per level) The Death Knight's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Religion) & (Nobility) (Int), Listen (Wis), Move Silently (Dex), Spot (Wis) Class Features All of the following are class features of the Death Knight. Weapon and Armor Proficiencies: The Death Knight gains no new proficiency with armor or weapons. Sword of Death (Su): A Death Knight can transform his blade into a black instrument of destruction. His melee attacks inflict 2d6 of Unholy damage against living creatures. Army of the Dead (Su):A 2nd level Death Knight may raise undead as per animate dead or create undead with a caster level equal to his hit dice. Spheres: At 3rd level, a Death Knight gains the Sphere of Bone. At 5th level, he gains the Sphere of Carnage, Frostbite, or Fire sphere. Bonus Feat: At 4th level, the Death Knight gains a [Combat] or [Fiend] feat he meets the prerequisites for.
Religion of Azeroth
Azeroth has many religions mostly connected to classes or races.
The Holy Light
The followers of the light do not worship any gods. Instead, it is a philosophy, training its followers to seek perfection within themselves. It is very much an active practice of virtue rather than a passive worship. Those who follow it closely gain spiritual awareness and guidance, allowing them to lead others. The Holy Light teaches that there is a connection between the self and the universe. This connection manifests as what we feel through both senses and emotions. When a person is moved, through seeing something breathtaking or feeling love for another, that emotion connects him to the universe. Experiencing the emotion ensures that he exists, as something within him felt the emotions or processed the sensual awareness. Because he exists, so must the universe that gave him that feeling. From there, he can act upon the universe, causing more changes to create feeling in others. Thus, the followers of Holy Light seek to make the world a better place by being true to their own emotions. The next step in recognizing this connection between the self and the universe is developing the goodness within and without. If one wishes for happiness, one must work to better the universe to make others happy. Experiencing the glory and beauty of the world will in turn tap into the inner beauty and glory within one's soul. However, giving in to greed, despair, and unhappiness will only darken the universe. The Holy Light is the glory of the universe reflected upon the soul and mirrored back onto itself. Holy Light practitioners consist mainly of humans and draenei. There were once many high elves and dwarves practicing the philosophy, but their numbers have dwindled in recent years. As high elves traveled further into the darkness of their arcane magic addiction, they fell from the Holy Light. The dwarves have replaced the Light with the study of their progenitors, the titans. The night elves are too new to the Alliance and too entrenched in their own worship of Elune and the other Ancients to consider the Holy Light in large numbers, and it is unheard of to think of Horde races following the philosophy with the notable exception of a few trolls such as Zabra Hexx. Members of the Church of Light follow a philosophy called the three virtues.
Members: Humans, Ironforge dwarves, Wildhammer dwarves, high elves, naaru, draenei, half-elves, blood elves, worgen
Organizations: The Church of the Holy Light, The Silver Hand, The Argent Dawn, The Argent Crusade, The Scarlet Crusade, The Brotherhood of the Light, The Sha'tar, The Aldor, The Scryers, The Hand of Argus, The Blood Knights
The druids live a very spiritual life: firstly acknowledging and honoring each spirit as an individual life; secondly honoring the goddess Elune (known to the Tauren as Mu'sha), the only true deity on Azeroth. The druids seek guidance — or interference — from the spirits, asking the small spirits for small tasks and entreating Elune or one of the other wise and powerful spirits of the forests for more significant tasks. They see their forests as havens for living spirits, and as such are bound to defend them. It has become the highest priority for the Druid's Cenarion Circle to heal the corruption of their precious forests caused by the demonic and undead invasion of the Third War. As the spirits have served them for thousands of years, the druids seek to give back to the spirits by healing the very living woods. This close proximity to nature imbues the druid directly with the power of the spirits, allowing them to harness the power of nature, and assume the form of the animals they worship. Because of this direct power infusion, the druids can be seen as the purer parent of the humans' paladin. Unlike the traditional paladin, however, druids still view themselves as servants of the divine, rather than agents.
Members: Night elves, tauren, half-elves, Wildhammer dwarves, furbolgs (debated),worgen, high elves (somewhat)
Organizations: The Cenarion Circle, The Cenarion Expedition
The shaman however, do not worship plant life and nature as the druids do. Instead, they honor the spirits of their own ancestors and the elemental forces. The shaman are not themselves imbued with the ascendency of the spirits, rather they harness it through ceremonial totems. They carve these totems to represent the spirits and animals from which they draw power, and it is within these totems that the true potency of a shaman lies.
Members: Orcs, trolls, tauren, draenei, furbolgs, Wildhammer dwarves, tuskarr, quilboar, goblins, and ogres
Organizations: The Earthen Ring, The Mag'har, The Kurenai
Elune is the major deity worshipped by the night elves. She is associated with the larger of Azeroth's two moons, the White Lady, and is the mother of Cenarius. In tauren mythology, she is known as Mu'sha, and is the left eye of the Earthmother. Elune is one of the few full deities in the world, and the most powerful Eternal on Azeroth. In the world's infancy, she protected all living things and allowed them the chance to grow and thrive. Whenever she found violence, she would cast her calming influence across the land so that peace and healing might be given another chance to thrive. Thus, it was for many centuries, until arcane energy began to leak into the world through the Well of Eternity. Despite her attempts to guide them away, she watched in horror as her spiritual children among the kaldorei were drawn to the Well and seduced by its power. Though her companion Malorne and their child Cenarius joined her faithful among the kaldorei in an attempt to stave off the arrival of the Burning Legion, the demons spilled across the land in a wave of death and destruction that even the moon goddess could not prevent. With the Great Sundering and the terrible loss of life that came with it, the demons were defeated. Just as she felt she had once again brought Azeroth toward a new era of peace, the human kingdoms fell under the corrupting influence of high elven magic, and crumbled into chaos. Shortly thereafter, the orcish Horde came to Azeroth and sparked a new era of warfare that threatens to consume the world like the War of the Ancients did so long ago. Though her kaldorei followers have returned from their time in the Emerald Dream, it has yet to be seen if the moon goddess will take any direct action during this time of trouble. Elune never engages in combat of any kind, nor does she allow it to occur in her presence. Though she never physically manifests in the world of mortals, when she involves herself in a violent situation she arrives invisibly and undetected using her song of peace to calm the combatants until sunrise.
Members: Night elves, wildkin and Furbolgs
Organizations: The Sisters of Elune, The Sentinels
Mystery of the Makers
For humans, the present has always mattered more than the past. They spend little time exploring their origins. As far as they are concerned, they have always been here. (Older races raise an eyebrow at this assertion, but even the elves must admit that human tribes were well established when the elves discovered them.) In contrast, dwarves have always been curious about their origins. Their oldest dwellings and relics contained hints at an origin myth, but only after their recent arrival upon Kalimdor did the dwarves see the larger truth behind their fragmented legends. Based on scattered ruins they discovered in the wilds of Kalimdor, the dwarves were apparently created by a now-vanished race that ruled the world in ancient days. Incredible as this possibility is, it barely answers one mystery while giving rise to a host of questions. Who was this ancient race? Why were the dwarves created? What did these titans intend for them to do and should they be doing it? What were their creators like, and what happened to them? When they disappeared, why were the dwarves left behind? Still, the dwarves' practical nature does not lend itself to blind worship of a progenitor race, regardless of how compelling the evidence may be. They rely upon measurements, mathematics, and the work of their hands. Rather than taking the measure of their creators on faith, the dwarves have embarked on a mammoth investigation of their past. This evidence of titan progenitors has awakened a powerful excitement within the dwarves of Kalimdor. They rush out to explore the world around them, searching for clues as their time and resources allow. Any possible piece of evidence is studied, tested, and passed on to another dwarf for examination. The information piles up, the theories are tested and shared, and the base of knowledge grows. The other races look upon the dwarves' efforts with everything from bemusement to treasure-seeking avarice to concern. Some are as curious as the dwarves themselves; while others worry that seeking hidden mysteries may awaken something primordial and dangerous.
Members: Ironforge dwarves
Organizations: The Explorers' League
Shadow and Necromancy
The shadows are the dark, malevolent forces seeking the world's (or even the universe's) dissolution; the "light" includes the virtuous, heroic forces preserving order and goodness. Their deeds and the powers they wield make up the stuff of legends, if not myths. Shadow (aka Darkness) is also a corruption of the faith of the Light practiced by those of the Cult of the Damned, and the Cult of the Forgotten Shadow. For the Damned, their faith in the Light is perverted into an utter belief in Darkness, and they offer fanatic loyalty to their leaders and to their temple.
Members: Undead beings, living followers
Organizations: The Cult of the Damned, The Scourge, The Cult of the Forgotten Shadow, The Knights of the Ebon Blade
Fel and Demonology
Demonology is the study and practice of using and amplifying demonic powers and the ability to summon items or Demons, mostly using Soul Shards. The craft of conjuration is the primary focus of the warlock, and in taking on the mantle of a demonologist the warlock sacrifices knowledge in other areas of arcane practice. Having an innate association with demonology, warlocks have adopted a connection to the darkest fel energies. Through their understandings of demonology they are able to dominate certain agents of the Burning Legion, such as imps, voidwalkers, succubi, felhounds, and felguards, and through their enslave demon ability, doomguards, infernals, and gan'arg demons as well.
Members: Warlocks, demons, satyr, fel orcs, fel-corrupted races
Organizations: The Burning Legion, The Illidari, The Shadow Council
Followers of the Old Gods
Until recently, only little was known about the Old Gods and their maddened worshippers--practically none on Azeroth were truly aware of the existence of the Old Gods until C'Thun made its ominous presence clearly felt within the depths of Ahn'Qiraj. It is self-evident however the Old Gods possess worshippers across all the world's peoples and cultures somehow. The Old Gods are imprisoned and asleep deep beneath the earth, but their power is so vast that their maddening, destructive taints seep from their prisons and appear to tear at the sanity of unknown numbers of Azeroth's inhabitants. To what extent sentient creatures can fall under the influence of the Old Gods in this manner is not well understood, but those who hear the Old Whisperings most clearly have joined together in a coalition that is known as the Twilight's Hammer. Many among these cultists and followers have lost every ounce of their sanity and have become completely unpredictable and malefic, and, sometimes, things which are much worse. Through the leadership of the ogre-mage Cho'gall, a powerful servant of C'Thun, the Twilight's Hammer has in recent times become the focal point for mortal worship of the Old Gods, and the cult's influence has since begun to increase alarmingly. Former members of both Alliance and Horde inexplicably flock to join in service and seek to assist in bringing about the final hour of mortal existence on Azeroth. Large groups of the Twilight's Hammer have been observed to settle at or near sites where they believe the Old Gods or their minions are sealed away; many await C'Thun's awakening in Silithus, while others appear to serve Ragnaros in the Blackrock Depths alongside the Dark Iron dwarves. The largest concentrations of the Twilight's Hammer however are located at Grim Batol and the Bastion of Twilight, within a region of the Eastern Kingdoms that is now referred to as the Twilight Highlands. In some cases, evil but still sane individuals deliberately attempt to turn to worship of the Old Gods out of spite, when they feel that other, more mainstream powers have mistreated them. Anarchists also sometimes turn to worship of the Old Gods out of a desire to destroy the world; some believe a new, better world will rise up in the wake of the destruction. In either case, these individuals are deluded or misinformed and any who do manage to make even the barest real contact with the Old Gods go hopelessly and irrevocably insane. C'Thun created avatars from the silithid in its own image. These avatars, known as the qiraji, represent dark and powerful mockeries of life and have served as the Old God's heralds for millenia. Likewise, Yogg-Saron is associated with the entities known only as faceless ones, which appear to serve the Old God as its heralds and avatars as well. Queen Azshara and the bulk of her Highborne people seem to have struck a pact with, or have fallen to, the power of the Old Gods, and have since become the monstrous naga. The naga have been seen in the presence of faceless ones in regions such as Vashj'ir, suggesting that the darkest fears about the change which overcame Azshara and many of the Highborne indeed hold true.
Members: Naga, elementals (prior to the ordering), qiraji, nerubians
Organizations: The Twilight's Hammer
Voodoo and Loa-worship
Voodoo, is a type of nature worship, where sacrifices and cannibalism intertwine. It is a type of dark magic that keeps high reverence for nature and it's wilds such as animals. While the practice can be dangerous, it is known to greatly benefit its practitioners. Trolls specifically, have always been followers of this ancient craft. Those trolls who practice the voodoo magics hold it to high regard and are a very important part of troll society. While it is a form of magic, it is only a extension of its masters, the Loa spirits. While the information is vague, Trolls worship the Loa gods which intern grant them the use of voodoo. So it can be assumed that voodoo is more of a ceremonial practice for the trolls to honor their gods. However, Shadow hunters are voodoo warriors, so it can also be assumed that voodoo works as a tool to bless warriors and heal the sick. Whatever the case, Voodoo is used to honor Loa spirits which make this practice possible. To call Voodoo an evil magic, would be an overstatement. While its customs can be seen as evil, such as eating people, it is simply a tool to worship nature and its many spirits. The Loa are a collection of spirits worshipped by trolls on Azeroth. Loa spirits are more powerful than the elementals, but not as powerful as gods. They are ancient to Azeroth, and have existed for as long as the trolls have, even predating the Titans. Trolls believe that everything has a spirit and that spirit is a loa. Examples of this is the spirit of raptors or the spirit of blood.
A geomancer practices a form of magic known as geomancy. Geomancy is a practice of divination and elemental combat native to several humanoid races of Azeroth. It is similar to shamanism in that disciples of geomancy wield the powers of the earth and a lust of knowledge towards the secrets of the earth’s spirits. Many races and factions on Azeroth have geomancers, including pandaren, kobolds, quilboar (including the Death's Head group), troggs, the Grimtotem clan of tauren, and even the Twilight's Hammer clan.
Members: Pandaren, troggs, quilboar, kobolds
In lore terms, the textbook definition of magic in Warcraft is an ever-present field of energy — the result of the Well of Eternity's waters being spread to the entirety of the world. While this is common knowledge, there was a great debate within the magical community regarding exactly how magic allows a user to manipulate elements of a plane of existence. The Kirin Tor was arguing if, say, fire was created because of physical forces dictated and powered with the help of magic or whether the fire was summoned from another parallel existence. Medivh believed magical fire comes into existence because the caster concentrates the inherent nature of fire in a certain area to summon it into being.
Members: Humans, high elves, naga, gnomes, blood elves, draenei, undead, trolls,
Organizations: The Kirin Tor, The Echo of Life
The Sect of the Dragons is one of the faiths of Azeroth. Before the Titans left Azeroth, they invested the five dragon Aspects with tremendous power. The Aspects are Alexstrasza the Life-Binder, Malygos the Spell-Weaver, Neltharion the Earth-Warder (now known as Deathwing), Nozdormu the Timeless and Ysera the Dreamer. The Aspects have many worshipers among the night elves and other isolated groups such as dragonspawn.
Members: Humans, orcs, draenei, night elves, dragonspawn
Organizations: The Wyrmcult, The Sect of the Dragons
Lord Arkkoroc (a.k.a. Arkkoran) is a sea giant quest giver located in the Temple of Arkkoran in the contested territory of Azshara. He is the supposed god of the sea giants. The makrura and murlocs in the area consider him some kind of divinity as well. Loramus Thalipedes describes him as a lesser deity, and his sons, the sea giants, patrol around the temple. Many of Lord Arkkoroc's sons were slain by the hydra Hetaera, and he now seeks revenge. Arkkoran only leaves the temple when he is in a foul mood. The religion surrounding him is also called Arkkoroc.
Members: Sea giants, murlocs, makrura
Languages of Azeroth
Many languages are spoken in the World of Warcraft, and not every one has the time or intelligence to learn a different language than that of his own race. When making a character try to keep it realistic with the languages, and also with learning a new language when leveling up: how long would my character need to learn this language, because he can't learn it instantly. Keep it realistic, keep it more fun. Almost every race can speak common so big language issues won't really happen.
Because a couple of things changed about the classes, in this section you will find the full Spell Lists for these specific classes.
Level 0 Shaman Spells
Create water (water). Creates 2 gallons/level of pure water.
Cure Minor Wounds (water). Cures 1 point of damage.
Detect magic. Detects spells and magic items within 60 ft.
Detect elemental. Detects elements within 60 ft.
Detect Poison. Detect poison in one creature or small object.
Elemental resistance. Target gains +1 bonus on saving throw against elements. If you lost the connection to one of the elements, the target won’t have a bonus against that element.
Know Direction. You discern north.
Primal Strike. Next basic attack deals bonus 2 damage.
Purge. Removes one beneficial effect from target.
Purify Food and Drink. Purifies 1 cu. Ft/level of food or water.
Level 1 Shaman Spells
Lightning shield (air). Gain a shield of electricity on your body dealing 1 Hit Point in damage to someone touching it directly or through a metal object. Shield stays for 1 round/level.
Endure elements. Ignores 5 damage/round from one energy type. If you lost the connection to one of the elements, you can’t choose that element.
Flame/Water/Earth/Lightning shock. Fire will blast a subject for (lvl/2)*d4 fire damage per caster level (max 6d4) setting the target ablaze. A character can extinguish burning items as a full-round action. Water will heal a target for d6+lvl. Earth shock will give a target 4 AC for 1round/level (max 4). Lightning shock will shock an enemy dealing (lvl/2) * d4 lightning (max 6d4) plus a chance to stun your opponent (fort roll with dc 10+ spellcasting skill + statmodifier).
Ghost Wolf. Transforms the shaman into a ghost wolf for 2 hours/level, gaining 50 ft. travel speed.
Obscuring Mist (water). Fog surrounds you.
Healing Stream Totem (water). Summons a water totem healing a friendly target within 15 ft. for 1 Hit point. Totem stays for 1 round/level (Max 5 rounds) and has 1 Hit Point.
Flame tongue weapon (fire). Your weapon becomes a weapon with +1 enhancement bonus on attack and damage rolls.
Sentry Totem (air). Place a totem to keep track of what’s happening at the totem’s location. When closing his eyes and concentrating a shaman can switch to the totems point of view. Radius 500 ft.
Level 2 Shaman Spells
Aid. +1 attack, +1 on saves against fear, 1d8 temporary hit points.
Augury. Learns whether an action will be good or bad.
Delay Poison. Stops poison from harming subject for 1 hour/level.
Resist Elements. Ignores 12 damage/round from one energy type. . If you lost the connection to one of the elements, you can’t choose that element.
Searing Totem (fire). Summons a fire totem casting bolts of fire at enemy target within 15 feet dealing 1d4 damage. Totem stays for 1 round/level (max 5 rounds) and got 1 Hit Point.
Gust of Wind (air). Blows away or knocks down smaller creatures.
Heat metal (fire). Make metal so hot it damages those who touch it.
Endurance. Gain 1d4+1 Con for 1 hr. /level.
Magnetic shield (lightning). Subject becomes immune to ranged attacks from metal objects.
Soften Earth and Stone (earth). Turns stone to clay or dirt to sand or mud.
Whispering wind (air). Sends a short message one mile/level
Level 3 Shaman Spells
Call Lightning (air). Calls down lightning bolts (3d6 per bolt) from the sky.
Continual Flame (fire). Makes a permanent heatless torch.
Create Food and Water (water and earth). Feeds three humans (or one horse)/level.
Greater Flame/Water/Earth/Lightning shock. Fire damage increased to 1d6 fire damage. Water healing increased to 2d8+1/level. Earth shielding increased to a maximum of 6 rounds and returning 1d4 damage on hit. And lightning shock will deal 1d6 lightning damage.
Greater Healing Stream Totem (water). Summons a water totem healing a friendly target within 15 ft. for 2 Hit point. Totem stays for 1 round/level (Max 5 rounds) and has 1 Hit Point.
Heroism. Gives +2 bonus on attack rolls, saves, skill checks. 10 min. /level.
Plant Growth (water). Grows vegetation, improves crops.
Prayer. Allies gain +1 on most rolls and enemies suffer -1.
Water breathing (air). Subjects can breathe underwater..
Wind Wall (air). Deflects arrows, smaller creatures and gases.
Stone Shape (earth). Sculpts stone into any shape.
Level 4 Shaman Spells
Air Walk (air). Subject treads on air as if solid (climb at 45-degree angle).
Control Water (water). Raises or lowers bodies of water.
Chain Lightning (air). 1d6 damage; 1 secondary bolt/level each deals half damage.
Find the Path. Shows most direct way to a location.
Healing surge (water). Cures 3d8+1/level damage (max+15)
Neutralize Poison. Detoxifies venom in or on subject.
Greater Flame tongue weapon (fire). +1 bonus/three levels (max +5)
Far sight. Spies on location from a distance.
Summon: small elemental. Summon a small elemental bound to a totem. The elemental will assist you for 1round/level. The totem has 5 Hit points.
Solid Fog (air and water). Blocks vision and slows movement.
Greater Lightning Shield (air). Gain a shield of electricity on your body dealing 1 damage/ level to someone touching it directly or through a metal object. Target will be stunned for one round.
Hex. Turn an enemy into a harmless frog for 1 round/level. Damage dealt to this target will cancel the effect.
Strength of Earth Totem (earth). Gives friendly targets in a 15 ft. radius a +2 on their strength. Stays for 1 round/level and has one Hit Point.
Level 5 Shaman Spells
Atonement. Removes burden of misdeeds from subject.
Commune with Nature. Learn about terrain for one mile/level.
Contact Other Plane. Ask question of extra planar entity.
Control Winds (air). Change wind direction and speed.
Earth bind Totem (earth). Create a totem slowing everyone within a 10 ft. setting their base movement speed to x-10.
Earthquake (earth). Intense tremor shakes 40-ft radius.
Greater Healing Surge (water). Cures 4d8+1/level damage (max +20).
Greater Call Lightning (air). As lightning storm, but 4d6 damage per bolt.
Stone skin (earth). Ignores 10 points of damage per attack.
True Seeing. See all things as they really are.
Transmute Mud to Rock (earth). Transforms two 10-ft cubes per level.
Transmute Rock to Mud (earth). Transforms two 10-ft cubes per level.
Level 6 Shaman Spells
Banishment. Banishes 2 HD/level extra planar creatures.
Greater chain lightning (air). 1d6/level damage; 1 secondary bolt/level each deals half damage.
Find the Path. Shows most direct way to a location.
Greater Heroism. Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp, 1 min/level (max +20)
Healing stream totem (water). Cures 1d8+1/level damage in a 10 ft. radius.
Move Earth (earth). Digs trenches and builds hills.
Plane shift. Up to eight subject travel to one of the elemental planes.
Stone Tell (earth). Talk to natural or worked stone.
Greater Searing Totem (fire). Summons a fire totem casting bolts of fire at enemy target within 15 feet dealing 1d8 damage. Totem stays for 1 round/level (max 10 rounds) and got 1 Hit Point.
Level 7 Shaman Spells
Control Weather (water and air). Changes weather in local area.
Repulsion. Creatures can’t approach you.
Greater Earthquake (earth). Intense tremor shakes 80-ft radius.
Healing wave (water). Cures 10 points/level of damage.
Wind Walk (air). You and your allies turn vaporous and travel fast.
Lava Lash (fire). Next basic attack deals bonus 1d8/level (max +5) fire damage.
Level 8 Shaman Spells
Elemental destruction (all elements). Kills one subject.
Greater Stone skin (earth). Ignores 15 points of damage per attack.
Greater Summon: Medium elemental. Summon a medium elemental bound to a totem. The elemental will assist you for 1round/level. The totem has 10 Hit points. You can only summon the large elemental of that element you have already mastered.
Whirlwind (air). Cyclone inflicts damage and can pick up creatures.
Word of Recall. Teleports you back to designated place.
Greater Healing wave (water). Cures 3d8 damage + 1/level for many creatures.
Level 9 Shaman Spells
Elemental Swarm. Summons 2d4 Large, 1d4 Huge elementals.
Gate. Connects two planes for travel or summoning.
Healing Rain (water). Cures 4d8 damage+ 1/level for many creatures.
Storm of Vengeance (air and water). Storm rains acid, lightning and hail.
Level 0 Warlock spells
Daze. Humanoid creature of 4 HD or less loses next action.
Detect Magic. Detects spells and magic items within 60 ft.
Detect Poison. Detects poison in one creature or small object.
Ghost sound. Figment sounds.
Inflict Minor Wounds. Touch attack deals 1 point of damage.
Read Magic. Read scrolls and spell books.
Resistance. Subject gains +1 on saving throws.
Touch of Fatigue. Touch attack fatigues target.
Level 1 Warlock Spells
Burning hands. 1d4/level fire damage (max 5d4).
Cause Fear. One creature of 5 HD or less flees for 1d4 rounds.
Chill Touch. One touch/level deals 1d6 damage and possibly 1 Str damage.
Detect Demons. Reveals demons within 60 ft.
Felsteed. Summon your demonic riding horse for 2 hours/level.
Infict Light Wounds. Touch attack deals 1d8 + 1/level (max +5).
Ray of Enfeeblement. Ray deals 1d6 + 1 per two levels Str damage.
Sleep. Puts 4 HD of creatures into magical slumber.
Healthstone. Create a stone which can be triggered three times to heal the wielder for 1d6 hp. Can’t be used an hour after a previous use.
Unseen servant. Invisible force obeys your commands.
Level 2 Warlock Spells
Dark Vision. See 60 ft. In total darkness.
Darkness. 20-ft. Radius of supernatural shadow.
Daze Monster. Living creature of 6 HD or less loses next action.
Detect Thoughts. Allows "listening" to surface thoughts.
Flaming Sphere. Creates rolling ball of fire, 2d6 damage, last 1 round/level.
Ghoul Touch. Paralyzes one subject, which exudes stench that makes those nearby sickened.
Inflict Moderate Wounds. Touch attack, dealing 2d8 points of damage +1/level (max +10).
Locate Object. Senses direction toward object (specific or type).
Scare. Panics creatures of less than 6 HD.
See Invisibility. Reveals invisible creatures or objects.
Spectral Hand. Creates disembodied glowing hand to deliver touch attacks.
Summon Fire Swarm. Summons a swarm of fire bats, rats or spiders.
Touch of Idiocy. Subject takes 1d6 points of Int, Wis and Cha damage.
Level 3 Warlock Spells
Bestow Curse. Touch attack cursing subject. Chose one: -6 decrease to an ability score (minimum 1), -4 penalty on attack rolls, saves, ability checks, and skill checks or each turn, the target has a 50% chance to act normally; otherwise it takes no action.
Contagion. Touch attack inflicting chosen disease.
Deep Slumber. Puts 10 HD of creatures to sleep.
Demon Rage. Subject demon gains + 2 to Str and Con, +1 on Will saves, -2 to AC.
Fireball. 1d6 damage per level, 20 ft-radius.
Hold Person. Paralyzes one humanoid for 1 round/level.
Inflict Serious Wounds. Touch attack dealing 3d8 points of daamge +1/level (max +15).
Poison. Touch attack infecting subject with a horrible poison. 1d10 temporary Con damage + 1d10 points of temporary constitution damage 1 minute later.
Ray of Exhaustion. Ray makes subject exhausted.
Sepia Snake Sigil. Creates text symbol that immobilizes reader.
Stinking Cloud. Nauseating vapors, 1 round/level.
Vampiric Touch. Touch deals 1d6/two levels damage, caster gains damage as hp.
Level 4 Warlock Spells
Black Tentacles. Tentacles grapple all within 20 ft. Spread.
Charm Monster. Makes monster believe it is your ally.
Confusion. Subject behaves oddly for 1 round/level.
Crushing Despair. Subject take -2 on attack rolls, damage rolls, saves and checks.
Death Ward. Grants immunity to all death spells and negative energy effects.
Dispel magic. Cancels magical spells and effects.
Enervation. Subject gains 1d4 negative levels.
Fear. Subject within cone flee for 1 round/level.
Inflict Critical Wounds. Touch attack dealing 4d8 points of damage +1/level (max +20).
Phantasmal Killer. Subject dies through fear or takes 3d6 points of damage.
Remove Curse. Frees object or person from curse.
Level 5 Warlock Spells
Blight. Withers one plant or deals 1d6/level damage to plant creature.
Demonic Plague. Demon swarm attacks creatures.
Dismassel Demon. Forces a demon to return to native plane.
Feeblemind. Subject's Int and Cha drop to 1.
Hold Monster. As hold person, but any creature.
Mass Inflict Light Wounds. One creature/level take 1d8 points of damage +1/level (max +25).
Nightmare. Sends vision dealing 1d10 damage, fatigue.
Symbol of Pain. Triggered rune wracks nearby creatures with pain.
Symbol of Sleep. Triggered rune puts nearby creatures into catatonic slumber.
Waves of Fatigue. Several targets become fatigued.
Level 6 Warlock Spells
Banish Demon. 2 Hit dice of demons per level can be send back to their home plane.
Circle of Death. Kills 1d4/level HD of creatures per level (max 20d4).
Dispel Magic, Greater. As dispel magic, but +20 on check.
Eyebite. Target becomes panicked, sickened and comatose.
Harm. Touch attack dealing 10 points of damage per level (maximum of 150 points at 15th level). Half if saved.
Mass Inflict Moderate Wounds. One creature/level takes 2d8 points of damage +1 per level (maximum +30).
Symbol of Fear. Triggered rune panics nearby creatures.
Symbol of Persuasion. Triggered rune charms nearby creatures.
Level 7 Warlock Spells
Delayed Blast Fireball. 1d6/level fire damage; you can postpone blast for 5 rounds.
Finger of Death. Kills one subject.
Hold Person, Mass. As hold person, but all within 30 ft.
Insanity. Subject suffers continuous confusion.
Mass Inflict Moderate Serious Wounds. One creature/level takes 3d8 points of damage +1 point per level (maximum +35).
Prismatic Spray. Beam of light hitting target with eight effects.
Health, Greater. Create a stone which can be triggered three times to heal the wielder for 1d10 hp.
Symbol of Stunning. Triggered rune stuns nearby creatures.
Symbol of Weakness. Triggered rune weakens nearby creatures.
Waves of Exhaustion. Several targets become exhausted.
Level 8 Warlock Spells
Binding. Utilizes an array of techniques to imprison a creature.
Charm Monster, Mass. As charm monster, but all within 30 ft.
Clone. Duplicate awakens when original dies.
Horrid Wilting. Deals 1d6/level damage within 30ft.
Maddening Scream. Forces subject to stream and drop defenses.
Mass Inflict Critical Wounds. One creature/level takes 4d8 points of damage +1 point per level (maximum +40).
Symbol of Death. Triggered rune slays nearby creatures.
Symbol of Insanity. Triggered rune renders nearby creatures insane.
Trap the Soul. Imprisons subject within gem.
Level 9 Warlock Spells
Dominate Monster. As dominate person, but any creature.
Energy Drain. Subject gains 2d4 negative levels.
Hold Monster, Mass. As hold monster, but all within 30 ft.
Soul Bind. Traps newly dead soul to prevent resurrection.
Wail of the Banshee. Kills one creature/level.
Weird. As phantasmal killer, but affects all within 30 ft.
Back to Main Page → 3.5e Homebrew → Campaign Settings