worldofwarcraftrpg-alternateraces

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Dwarf, Wildhammer Description: Wildhammer dwarves are feral and untamed, prone to revelry, shamanism and daring acts of bravery (and stupidity). They eschew technological gadgets in favor of nature magic and straightforward weapons, including their famous stormhammers. Wildhammer dwarves are famous across Azeroth for their unique relationship with gryphons. They treat these noble creatures as equals rather than mounts or pets. The gryphons respond to their handlers’ respect, and are steadfast and resolute in return. This close relationship produces the most famous Wildhammer dwarves: the gryphon riders, heroes of the Second and Third Wars. Wildhammer dwarves are fearless warriors and unswerving opponents of evil. They take to the skies astride gryphons to combat vile creatures such as harpies and black drakes, and unnatural contraptions like goblin zeppelins. Slightly xenophobic, Wildhammers are content to deal almost exclusively with gryphons and nature spirits. They are distant, even distrustful, toward members of other races. Despite their insular nature, Wildhammer dwarves do not hesitate to come to the aid of their allies when the need arises. The fanatical archaeological fervor that has seized the Ironforge dwarves does not fall upon the Wildhammers. Perhaps they are descended from these mysterious titans — but what does that matter? Wildhammer dwarves live in the present and do not dwell in the past. Their ambivalence about their titan ancestry denies them the power that their Ironforge brethren have discovered, but the Wildhammers make up for it with bravery, determination and wild spirits. Appearance: Wildhammer dwarves are similar in appearance to their Ironforge kin, though many shave their heads and they are slightly taller and leaner. Exposure to sun and high winds darkens and toughens their skin. Wildhammers string beads and feathers into their hair and beards as good luck charms, and paint tattoos on their bodies in homage to the totems, ideas and creatures they revere. Region: The Wildhammer clan hails from Aerie Peak in the Hinterlands of Lordaeron, a region as yet untouched by the Scourge. Here they work to preserve nature and prevent evil from tainting their lands, waging a constant war against the native forest trolls. Though cool to humans and to Ironforge dwarves, many Wildhammers traveled to

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Alternate Race List Warcraft RPG

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Page 1: WorldofWarcraftRPG-AlternateRaces

Dwarf, WildhammerDescription: Wildhammer dwarves are feral and untamed, prone to revelry, shamanism

and daring acts of bravery (and stupidity). They eschew technological gadgets in favor of nature magic and straightforward weapons, including their famous stormhammers. Wildhammer dwarves are famous across Azeroth for their unique relationship with gryphons. They treat these noble creatures as equals rather than mounts or pets. The gryphons respond to their handlers’ respect, and are steadfast and resolute in return. This close relationship produces the most famous Wildhammer dwarves: the gryphon riders, heroes of the Second and Third Wars. Wildhammer dwarves are fearless warriors and unswerving opponents of evil. They take to the skies astride gryphons to combat vile creatures such as harpies and black drakes, and unnatural contraptions like goblin zeppelins. Slightly xenophobic, Wildhammers are content to deal almost exclusively with gryphons and nature spirits. They are distant, even distrustful, toward members of other races. Despite their insular nature, Wildhammer dwarves do not hesitate to come to the aid of their allies when the need arises. The fanatical archaeological fervor that has seized the Ironforge dwarves does not fall upon the Wildhammers. Perhaps they are descended from these mysterious titans — but what does that matter? Wildhammer dwarves live in the present and do not dwell in the past. Their ambivalence about their titan ancestry denies them the power that their Ironforge brethren have discovered, but the Wildhammers make up for it with bravery, determination and wild spirits.

Appearance: Wildhammer dwarves are similar in appearance to their Ironforge kin, though many shave their heads and they are slightly taller and leaner. Exposure to sun and high winds darkens and toughens their skin. Wildhammers string beads and feathers into their hair and beards as good luck charms, and paint tattoos on their bodies in homage to the totems, ideas and creatures they revere.

Region: The Wildhammer clan hails from Aerie Peak in the Hinterlands of Lordaeron, a region as yet untouched by the Scourge. Here they work to preserve nature and prevent evil from tainting their lands, waging a constant war against the native forest trolls. Though cool to humans and to Ironforge dwarves, many Wildhammers traveled to Kalimdor with Jaina Proudmoore to combat the Horde. Those in Kalimdor avoid Theramore, preferring the open skies. Wildhammers are wanderers and explorers, skirting large cities and concentrating in mountains and other wilderness areas.

Affiliation: Neutral, technically. The Wildhammer clan is not a member of the Alliance, but Wildhammer dwarves are allies of the Alliance and would certainly help it in a war (and have done so in the past). They are distant with humans and Ironforge dwarves, but have formed a kinship with high elves. Wildhammers and high elves shared much in common in the past, including a love of nature and hatred of evil. Many high elves have grown introverted and brooding of late, which concerns the Wildhammers. The dwarves are appalled at the defection of the blood elves, an event which has caused them to see their high elf allies with new eyes. Wildhammers also get along well with night elves, as the two races share much in common. Ironically, Wildhammers may have more in common with the Horde than the Alliance, but longtime rivalry and natural distrust prevents meaningful contact. Wildhammers fought orcs in generations of warfare and cannot let old rivalries die. They respect the orcs’ fighting prowess but remain suspicious of them. Wildhammers see potential in the tauren — the tauren bear a great reverence of nature (as do the Wildhammers), practice elemental magic and possess

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great martial prowess. Wildhammer dwarves are wilder than tauren, but the possibility exists that the two races could become friends. Wildhammer dwarves do not like goblins. The little creatures are materialistic and technology-driven, and they clear-cut entire forests. Wildhammers take pride in zeppelin hunting.

Faith: Wildhammer dwarves have close ties to nature. Many are shaman, and some are druids. A few Wildhammers revere the Holy Light, but the faith demands too much organization and philosophy for the comfort of most.

Names: Wildhammers follow many of the same naming conventions as their Ironforge brethren, taking names that reflect noble ancestors. Wildhammer surnames recall great accomplishments of family members and clans.

• Male Names: Kazdun, Hagrim, Dondar, Soldrin.• Female Names: Kella, Lorim, Ar-ya, Senica.• Family Names: Beastclaw, Greatbeard, Thundertamer, Windseer.

Wildhammer Dwarf TraitsYour dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.

•Ability Score Modifier. Wildhammer dwarves are a tough bunch, but are blunt like their cousins, and cold to others. (+2 Stamina, –2 Charisma.)•Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is medium •Speed. Your base walking speed is 25 feet. Heavy armor reduces this rate normally, unlike Ironforge dwarves. •Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions.You can see in dim light within 60 feet of you. You can’t discern color in darkness, only shades of gray.•Stability. Like their Ironforge brethren, Wildhammer dwarves are exceptionally stable on their feet, gaining advantage on saving throws made to against being tripped or bull rushed, when standing firmly on the ground. •Dwarven Combat Training. You have proficiency with dwarven war axes, dwarven battle hammers, and dwarven tossing hammers. . •Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9). •Guerilla Warfare. +1 bonus on damage and attack rolls with hammers of all types. •Spirit Animal. Advantage on all animal handling checks pertaining to gryphons.•Blind Courage. Wildhammer dwarves are known for almost foolhardy courage. When your HP drops below 15%, gain advantage on all melee attacks • Racial Levels. Unlike humans and some other races, Wildhammer dwarves can take a few levels in “Wildhammer dwarf” as a class to develop their racial qualities more fully. • Favored Class. Barbarian. A multiclass Wildhammer dwarf’s barbarian class does not count when determining whether he suffers an XP penalty (see WoW RPG, Chapter 3: Classes, “Multiclass Characters,” XP for Multiclass Characters).

Wildhammer Dwarf Levels

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Wildhammer dwarves can take up to three levels in “Wildhammer dwarf” at any time. A Wildhammer dwarf with racial levels is more in touch with his ancestors and with nature, and is learning the secrets of Wildhammer heritage and fighting styles. Wildhammer dwarf levels stack with a divine spellcasting class level for purposes of determining caster level for spells. If the dwarf has two divine spellcasting classes, add the racial levels to the higher of the two.

Hit Die: d8.Skill Points at 1st Character Level: (2 + Int modifier) x 4.Skill Points at Each Additional Level: 2 + Int modifier.“Class” Skills: Climb (Str), Craft (Int), Concentration (Sta), Handle Animal (Cha), Knowledge (nature) (Int), Listen (Spt), Ride (Agy), Search (Int), Sense Motive (Spt), Spot (Spt), Stealth (Agy), and Survival (Spt). See WoW RPG, Chapter 5: Skills for skill descriptions.Starting Gold: A 1st-level Wildhammer dwarf with a level in Wildhammer dwarf begins play with 3d4 x 10 gold pieces.Weapon and Armor Proficiency: Wildhammer dwarves with levels in Wildhammer dwarf are proficient in the use of simple weapons and light armor. Recklessness (Ex): Wildhammer dwarves are renowned for great bravery. When a Wildhammer dwarf charges a foe, he gains a +4 bonus on his attack roll. At 3rd level, he gains improved recklessness and takes no penalty to his AC when he charges. Bonus Weapon Proficiency: At each level, the Wildhammer dwarf chooses one weapon from the following list: dwarven waraxe, dwarven battle hammer, and dwarven tossing hammer. He is proficient with the weapon.

DraeneiDescription: The Draenei lived alongside orcs for countless generations on the planet

Draenor. In the final days of The Second War, that world exploded and crumbled, and most of the Draenei perished. A few managed to survive the destruction however, using the dimension traveling Exodar to reach safe haven, the noble Draenei fled the ravaged world of Outland. 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. Dedicated to preserving life and upholding the tenets of the Holy Light, the Draenei hope to gather a new coalition of warriors to battle the Burning Legion and put a halt to it’s horrific Burning Crusade. Armed only with courage and their unshakeable faith in the Light, Draenei eagerly join the Alliance and usher them towards the destiny that awaits them beyond the skies of Azeroth. Though otherwise a peaceful, private race, the draenei carry an intense hatred for orcs and will slay them whenever the opportunity arises. Their home on Azeroth lies on Azuremyst Isle within the Exodar, though some have begun to travel back through the Dark Portal seeking scattered tribes of Draenei that are rumored to wander the devastated fields of Outland, the last remnants of Draenor still floating within the Twisting Nether.

Appearance: Draenei are physically similar to the Eredar of the Burning Legion. They do not, however, exhibit the red skin or horns that demonic eredar have. Draenei males have tendrils coming out of their chin and a fan-like forehead plate which rises and overlaps other forehead plates behind it. The female of the species exhibits marked differences, rather than the

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forehead plates featured on the male, they have vaguely horn-shaped cranial extensions that extend over the upper cranium and end on either side of the crown.

Affiliation: Alliance. Due to the Draenei’s friendly and honorable attitude, they tend to get along well with other races, especially those who belong to the alliance for obvious reasons, even if the races do not return their kindness. Draenei have very strong ties with the Night Elves who were the first of the Alliance to greet the Draenei and welcome them to the Alliance. Many Draenei hate the Orcs for their actions in Draenor. This leads to a distrust of the other races of the Horde. However they don’t seem to hate the Tauren, who are arguably the most honorable race of the Horde.

Faith: The Draenei culture is centered around two things, the Holy Light of Creation and magic. The first is the result of their unique relationship with the naaru, while the second is the path that the eredar have always followed. As a result, draenei usually follow religious paths, such as priests or paladins, or magical ones such as the mage. However a few have started to follow the path of the shaman under the guidance of Farseer Nobundo.

Names: Like most races Draenei children are named by their parents at birth. However unlike other races Draenei do not carry surnames names of any kind, occasionally well known Draenei will carry titles such as Vindicator, Defender, or Caregiver.

• Male Names: Ahemen, Deriz, Harnan, Modoru, Nuaar• Female Names: Oruhe, Karja, Talaara, Dearney, Aimi• Family Names: None

Draenei TraitsDraenei share certain racial traits as a result of their eredar heritage.

•Ability Score Increase. Draenei are strong of body and spirit. Their devotion to the light, a testament of their strong will. Your Wisdom and Strength scores increase by 2. •Age. Draenei are considered an immortal race, some have lived as long as 25,000

years.•Alignment. Devoted to the light and the destruction of the Burning Legion, most Draenei encountered in Azeroth are both Lawful and Good. However there are those who suffered corruption from the Fel energies of Outlands.•Size. Male Draenei stand about 8 feet tall, while their Female counterparts average a height of 7 feet. Your size is Medium. •Speed. Your base walking speed is 30 feet.•Heroic Presence. The might of the Draenei shows in your stance. +1 to your AC on all melee attacks made against you, +1 to your hit dice on all melee attacks you make. •Shadow resistance. Your AC is increased by 2 against all forms of shadow magic.•Gift of the Naaru. Once per long rest a creature of your choice that you can see within rangeregains hit points equal to 20% of their maximum HP. Target must be within 60 ft. This counts as an action. •Language. You can speak, read, and write Common and Draenei.•Favored Class. Paladin

Worgen

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Description: Worgen are an erratic race and can be found in most of the Eastern Kingdoms. Some believe they are arrivals from another world in the Twisting Nether, while others think they might have been created through magical experimentation. Records indicate that the worgen existed for a time in Kalimdor and more recent evidence suggests that their true origin has a connection to the night elves and a secretive druidic order from Kalimdor’s distant past. The worgen’s first verified appearance in the Eastern Kingdoms has been traced back to The Third War. When the Archmage Arugal *, frustrated by the destruction of Dalaran by the Scourge, elected to summon an army of the extra-dimensional beasts. The summoned Worgen fought against the undead armies, but quickly turned on the wizards. Driven mad with guilt, Arugal adopted the worgen as his children and retreated to the estate now known as Shadowfang Keep, but the curse was not contained. It persisted in the lands of Silverpine and extended even into the walled nation of Gilneas, where the curse rapidly reached pandemic levels transforming nearly all of it’s inhabitants into the worgen. During the recent cataclysm the Greymane Wall was shattered. Setting their sights on the now-vulnerable country of Gilneas, the vile Forsaken started an invasion of the kingdom. In their greatest hour of need, the worgen of Gilneas called out for the aid of their old allies’. The Night Elves taking responsibility for unleashing this affliction and feeling obligated to help their newfound allies, have re-introduced them into the Alliance. The Gilneans now back in the Alliance, and with their allies by their side, aren’t giving up their home without a fight. Appearance: Worgen resemble a cross between humans and worgs. Their bodies are covered in coarse fur typically colored gray or white but can also be light brown, dark brown, or even black.

Worgen Traits Your worgen affliction manifests in a variety of traits you share with other Worgen.

*Monster Guide p.146*

Worgen DescriptionWorgen are not native to Azeroth, and have only recently appeared in remote areas, where they menace travelers and small settlements. Some believe they are arrivals from another world in the Twisting Nether, while others think they might have been created through magical experimentation, or brought here as servants of some evil entity. Whatever the case, they are most unwelcome. These creatures are thoroughly evil, delighting in torturing and devouring intelligent creatures. They enjoy hearing the screams of their victims as they tear them apart piece by piece. Worgen never show mercy or remorse. They may seem savage, but they are fairly intelligent and possess a cruel bestial cunning that can come as a surprise to the unprepared. Worgen society is patriarchal, with the eldest male leading the pack. Worgen never challenge leadership; the patriarch leads until he is physically incapable of doing so any longer, at which point his younger kin devour him. The worgen see this not as cruelty, but a great honor — they consume the bodies of their fallen as well as their victims. They believe the flesh and blood of their own kind improves their strength and cunning. Worgen look like humanoid wolves.

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They dwell in simple huts and usually wear cured leather scraps as rudimentary armor. Worgen do not use weapons, preferring to tear foes apart with their claws. They stand 6 feet tall, except when loping along on all fours, and weigh around 250 pounds. They speak their own language, made up of a variety of growls, barks, and howls. CombatWorgen love nothing more than to pounce on an opponent and tear him to ribbons. If a foe is helpless, the worgen delivers a coup de grace before moving on to another target, unless the fight is well in hand. Then it turns to torture (or “playtime”) — and the unfortunate victim is almost certain to wish he had died.Pounce (Ex): If a worgen charges, it can make a full attack.Serrated Claw (Ex): A worgen’s claws are jagged and almost supernaturally sharp, possessing an increased threat range. If a claw scores a critical hit, the wound bleeds, dealing 1 point of damage from blood loss each round. Blood loss stacks (so multiple critical hits cause multiple bleeding wounds). A character can stop the bleeding with a DC 10 Heal check or with any healing spell; a single Heal check or healing spell staunches all bleeding wounds.Uncanny Dodge (Ex): A worgen retains its Agility bonus to AC (if any) even if it is caught flat-footed or struck by an invisible attacker. However, it still loses its Agility bonus to AC if immobilized.

Dwarf, Dark Iron (Monster Guide p.51) DescriptionDark Iron dwarves are the Bronzebeard and Wildhammer dwarves’ evil kin. Three hundred years ago, the Dark Iron clan split from the Bronzebeard and Wildhammer clans during the violent War of the Three Hammers. During the battles, the Dark Iron leader Thaurissan inadvertently summoned Ragnaros, a blazing and ancient elemental whose rebirth into Azeroth tore the land asunder. Ragnaros’s summoning destroyed the city of Thaurissan, and in its place sat a great volcano that dwarves would later name Blackrock Spire. Ragnaros bent the remaining Dark Irons to his will, and he and his new servants retreated to the safety of the Blackrock Spire’s depths. Now, the Dark Irons have returned to the surface. The Third War’s devastation leaves Ironforge with few allies, and the world is ripe for a Dark Iron emergence. Their current battles are mainly against the black dragon Nefarian and his allies, who claim Blackrock Spire’s upper reaches. Dark Iron forces are scattered across Khaz Modan, searching for items and slaves to help them destroy their ancient enemies. Dark Iron dwarves physically resemble Bronzebeard dwarves, but they are less stocky and more dexterous. Their skin is pale white to sickly gray, and their hair and beards white, black, or orange. Their eyes glow with orange flame — one of many gifts from their fiery master. Dark Iron dwarves speak Dwarven.

CombatDark Iron dwarves avoid straight combat, preferring ambushes and ranged assaults. Dark Irons are self-serving, with little of the clan loyalty so dominant in the other two

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dwarven clans. A Dark Iron willingly flees or betrays his allies in order to save his own life. The Dark Iron dwarf presented here uses the elite ability score array (see Chapter 3: Improving Monsters) and has 1 level in the Dark Iron dwarf racial class (see below).

Dark Iron Dwarves as CharactersFew Dark Irons are neutral or good, and fewer still ever break free of R a g n a r o s ’ s d o m i n a n c e . Ironforge and W i l d h a m m e r dwarves despise Dark Irons and attack them on sight. Other races have less experience with Dark Iron dwarves and may be curious or suspicious rather than hostile. Dark Iron dwarves often take levels in rogue and assassin. Spellcasters are usually mages or shaman, as these deal closely with fire. Dark Iron dwarves have the following racial traits:• +1 Agility, –2 Charisma. Dark Iron dwarves are more precise and subtle than their Bronzebeard and Wildhammer kin, but just as surely (if not more so). • Medium: As Medium creatures, Dark Iron dwarves have no bonuses or penalties based on their size.• Dark Iron dwarf base land speed is 20 feet. Medium and heavy armor does not slow Dark Iron dwarves.• Darkvision out to 60 feet.• Stonecunning: Dark Iron dwarves possess the stonecunning ability, just like their brethren. (See WoW RPG, Chapter 2: Races, “Ironforge Dwarves.”)• Weapon Familiarity: Dark Iron dwarves treat blunderbusses, dwarven battle hammers, dwarven tossing hammers, dwarven waraxes, flintlock pistols, and long rifles as martial weapons rather than exotic weapons.• +2 racial bonus on saving throws against poison. • +2 racial bonus on Appraise and Craft checks related to stone or metal. Appraise and Craft are class skills for all Dark Iron dwarf characters.• Automatic Languages: Common and Dwarven.• Bonus Languages: Goblin, Kalimag, and Low Common. Dark Iron dwarves sometimes learn Goblin and Low Common to speak with the creatures around their territory, and their elemental masters teach some of them their ancient language.• Favored Class: Rogue. A multiclass Dark Iron dwarf’s rogue class does not count when determining whether he suffers an XP penalty for multiclassing (see World of Warcraft the Roleplaying Game, Chapter 3: Classes, “Multiclass Characters,” XP for Multiclass Characters). Dark Iron Dwarf Levels Dark Iron dwarves can take up to three levels in “Dark Iron dwarf” at any time. Levels in Dark Iron dwarf represent the individual drawing upon his heritage as both a member of the Dark Iron clan and a servant of fiery elementals. He grasps the flame in his core and fans his hatred for his Bronzebeard and Wildhammer enemies. Hit Die: d8.Skill Points at 1st Character Level: (4 + Int modifier) x 4.Skill Points at Higher Levels: 4 + Int modifier.

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“Class” Skills: Appraise (Int), Climb (Str), Concentration (Sta), Craft (Int), Listen (Spt), Search (Int), Sense Motive (Spt), Spot (Spt), and Stealth (Agy). See Chapter 5: Skills in World of Warcraft RPG for skill descriptions.Starting Gold: A 1st-level Dark Iron dwarf with a level in Dark Iron dwarf begins play with 5d4x10 gold pieces.Weapon and Armor Proficiency: Dark Iron dwarves with levels in Dark Iron dwarf are proficient with simple weapons, light armor, and shields (but not tower shields).Bonus Weapon Proficiency: At each level, the Dark Iron dwarf chooses one weapon from the following list: blunderbuss, dwarven waraxe, dwarven battle hammer, dwarven tossing hammer, flintlock pistol, and long rifle. He is proficient with that weapon. Fire Magic Affinity (Su): Whenever the Dark Iron dwarf casts a spell with the fire descriptor, he may add his levels of Dark Iron dwarf to his caster level for the purposes of any level-dependent effects (such as range, duration, and so forth). Resistance to Fire (Ex): Dark Iron dwarves’ association with Ragnaros grants them some protection against fire. A Dark Iron dwarf has resistance to fire equal to three times his Dark Iron dwarf level.

*Dark Factions p.8* Description: About three centuries ago, war rocked Khaz Modan. The Bronzebeard, Wildhammer, and Dark Iron clans clashed in the bitter War of the Three Hammers, and eventually the Bronzebeards drove the Wildhammers and Dark Irons out of their city. Not content to establish a new homeland, Thaurissan, the sorcerer-king for the Dark Irons, led his people against both Ironforge and the Wildhammers of Grim Batol. This was a mistake, as it caused Ironforge and Grim Batol to join forces against him; they defeated his attacking forces and marched on his stronghold. In desperation, Thaurissan summoned a blazing entity. He made a horrible mistake. The creature who answered the summons was Ragnaros the Firelord. Ragnaros’s cataclysmic arrival shattered the land, scoured the armies, and ended the war. The Firelord then descended into what is now Blackrock Depths, exerting his will over the remaining Dark Irons and bending them to his will. Now, the Dark Irons serve Ragnaros, but nurture their hatred against the Bronzebeard and Wildhammer dwarves who defeated them centuries ago — just a few generations, for the long-lived dwarves. Appearance: Dark Iron dwarves resemble their Bronzebeard cousins, but their skin is pale or an ugly gray. Their hair and beards are black, bluish, white or orange, and their eyes glow with a flamelike luminance that recalls their fiery overlord. Region: The Dark Irons dwell in Blackrock Depths. They battle the black dragon Nefarian’s forces for control of Blackrock Mountain. With the devastation of the Third War, many Dark Irons returned to the surface, ranging across the Arathi Highlands and the Searing Gorge for their master. Affiliation: Independent. Ragnaros’s motives are unknown, but the Dark Irons serve his will. Others pursue their own agendas, when these don’t clash with Ragnaros’s. Many

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relish the opportunity to cross blades with their ancestral enemies, the Bronzebeard and Wildhammer dwarves. Dark Irons are evil, selfish and arrogant. They don’t get along well with others, so their allies are few; however, rumors say that they and Mekgineer Thermaplugg, head of the leper gnomes in fallen Gnomeregan, seek an alliance. Faith: The Dark Irons don’t place much emphasis on faith, but, as they are servants of Ragnaros, they tend to revere fire and fire elementals — particularly big, powerful fire elementals like Ragnaros. Names: Dark Irons follow naming practices similar to Bronzebeard dwarves’.• Male Names: Beld, Franclorn, Lokhtos, Grall.• Female Names: Aster, Channis, Mogran, Wellia.• Surnames: Angerforge, Darkbargainer, Firesmite, Forgewright.

Dark Iron Dwarf Racial Traits•+1 Agility, –2 Charisma. Dark Iron dwarves are more precise and subtle than their Bronzebeard and Wildhammer kin, but just as surly (if not more so).• Medium: As Medium creatures, Dark Iron dwarves have no bonuses or penalties based on their size.• Dark Iron dwarf base land speed is 20 feet. Medium and heavy armor does not slow Dark Iron dwarves.• Darkvision: Dark Iron dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight.• Stonecunning: Stonecunning grants Dark Iron dwarves a +2 racial bonus on checks to notice unusual stonework such as sliding walls, stonework traps, new construction, unsafe stone structures (surfaces, ceilings and columns) and the like. A Dark Iron dwarf can make a Search check for stonework traps as a rogue can. Dark Iron dwarves can also sense their approximate depth underground.• Weapon Familiarity: Dark Iron dwarves treat blunderbusses, dwarven battle hammers, dwarven tossing hammers, dwarven waraxes, fl intlock pistols, and long rifl es as martial weapons rather than exotic weapons.• +2 racial bonus on saving throws against poison.• +2 racial bonus on Appraise and Craft checks related to stone or metal. Appraise and Craft are class skills for all Dark Iron dwarf characters. • Automatic Languages: Common and Dwarven.• Bonus Languages: Goblin, Kalimag, and Low Common. Dark Iron dwarves sometimes learn Goblin and Low Common to speak with the creatures around their territory, and their elemental masters teach some of them their ancient language.• Racial Levels: Unlike humans and some other races, Dark Iron dwarves can take a few levels in “Dark Iron dwarf” as a class to develop their racial qualities more fully.• Favored Class: Rogue. A multiclass Dark Iron dwarf’s rogue class does not count when determining whether he suffers an XP penalty for multiclassing (see WoW RPG, Chapter 3: Classes, “Multiclass Characters,” XP for Multiclass Characters). Dark Iron

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Dwarf Levels Dark Iron dwarves can take up to three levels in “Dark Iron dwarf” at any time. Levels in Dark Iron dwarf represent the individual drawing upon his heritage as both a member of the Dark Iron clan and a servant of fiery elementals. Hit Die: d8.Skill Points at 1st Character Level: (4 + Int modifier) x 4.Skill Points at Higher Levels: 4 + Int modifier.“Class” Skills: Appraise (Int), Climb (Str), Concentration (Sta), Craft (Int), Listen (Spt), Search (Int), Sense Motive (Spt), Spot (Spt), and Stealth (Agy). See Chapter 5: Skills in WoW RPG for skill descriptions. Starting Gold: A 1st-level Dark Iron dwarf with a level in Dark Iron dwarf begins play with 5d4 x 10 gold pieces.Weapon and Armor Proficiency: Dark Iron dwarves with levels in Dark Iron dwarf are proficient with simple weapons, light armor and shields (but not tower shields). Bonus Weapon Proficiency: At each level, the Dark Iron dwarf chooses one weapon from the following list: blunderbuss, dwarven waraxe, dwarven battle hammer, dwarven tossing hammer, flintlock pistol, and long rifle. He is proficient with that weapon. Fire Magic Affinity (Su): Whenever the Dark Iron dwarf casts a spell with the fire descriptor, he may add his levels of Dark Iron dwarf to his caster level for the purposes of any level-dependent effects (such as range, duration and so forth). Resistance to Fire (Ex): Dark Iron dwarves’ association with Ragnaros grants them some protection against fire. A Dark Iron dwarf has resistance to fire equal to three times his Dark Iron dwarf level.

Blood Elf (Monster Guide p.64)DescriptionBlood elves are a desperate race who were once high elves. During the Third War, King Arthas’s Scourge sacked Quel’Thalas and shattered the elven race, slaying more than 90% of the high elven population. Prince Kael’thas Sunstrider was studying magic in Dalaran at the time of the disaster. When he heard what had happened, he quickly returned home and took command of the survivors. Kael’thas renamed them “blood elves” in honor of their fallen kin. Prior to the Sunwell’s destruction, all high elves everywhere were constantly bathed in its magical power. Now bereft of this arcane energy, the blood elves (and high elves) suffered. Kael’thas claimed that they would soon die without another magical source to replace the Sunwell. The blood elves therefore set about learning to drain magic from alternative sources. Soon, the blood elves clashed with the Scourge and the Amani trolls, who were making inroads into former elven territory. The blood elves defended their homeland, and eventually, having

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reestablished a degree of safety to their land and prevented their society from degenerating, Kael’thas left. He took a group of the strongest blood elf warriors and spellcasters and joined the Alliance against the Scourge. They were eager to revenge themselves on the undead forces. However, bigotry prevented the human forces from seeing the aid the blood elves could bring to their fight. Imprisoned and sentenced to death by the humans who had commanded them, the blood elves escaped, fled to Outland, and joined Illidan Stormrage’s forces. This group of blood elves then helped defeat the demon Magtheridon and claimed his Black Citadel as their own. In exchange for the blood elves’ loyal service, Illidan gave them a place to live, as well as further techniques to siphon mana from anything with arcane power. Blood elves on Outland now hunt demons and feed off the demons’ magic. As a consequence, despite what other races might suspect, blood elves are hardly on friendly terms with demons. Indeed, blood elves too view demons with abhorrence. Even blood elf warlocks believe demons are useful tools, not potential allies. Not every blood elf lives in Outland. Most blood elves still live on Azeroth, particularly in Quel’Thalas. These blood elves seek to reclaim their lost homeland and destroy the Scourge at any cost. While they despise most other races, they are coming to accept that the Forsaken are different, or at least share the same goals as the blood elves. Blood elves resemble their high elf cousins. While most blood elves are not spellcasters, those who are sometimes delve into the forbidden art of fel magic. These elves have glowing green eyes — the more they use fel magic, the brighter the glow. Blood elves often wear red, and many go so far as to tattoo red sigils across their bodies. Some scholars argue that the blood elves will evolve further over the years, perhaps eventually becoming to high elves as satyrs are to night elves. Blood elves speak Thalassian.CombatBlood elves rarely engage in battle, instead preferring to use guile to lead characters into ambushes, where an ally’s summoned demons can reek havoc. The blood elf presented above uses the elite ability score array (see Chapter 3: Improving Monsters) and has 1 level in the warrior class. Skills: Blood elves have a +2 racial bonus on Concentration, Knowledge (arcana), and Spellcraft checks.Blood Elves as CharactersMost blood elves are not insane or evil — they just choose to fight fire with fire. They were all suffering for lack of the Sunwell; they all needed — and still need — to feed on arcane energies, even though most of them aren’t spellcasters. The most powerful blood elf spellcasters are insane, as the magic they wield is corrupting. The blood elves in Outland do not give the Alliance or the Horde much thought. They are busy seeking power and honing their abilities. Many blood elves are warlocks or mages, though some take levels of hunter, scout, or warrior — especially those seeking to be spell breakers,

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demon hunters, and rangers. Some take their demonic obsession one step further by taking levels in the felsworn prestige class. Blood elves have the following racial traits:• +2 Intellect, –2 Stamina. Like their high elf cousins, blood elves are intellectually superior to many other races, but physically frailer.• Medium. As Medium creatures, blood elves have no special bonuses or penalties due to their size. • Blood elf base land speed is 30 feet.• Low-light vision.• Magic Addiction: Blood elves are addicted to the use of arcane magic. A blood elf must spend 1 hour each morning in meditation, resisting the distractions of their addiction, or take a –1 penalty to effective arcane caster level and a –2 penalty on saving throws against spells for that day. Blood elves have learned to slake their thirst through the absorption of fel energies. If the blood elf partakes of demon’s blood, the magic addiction abates for a number of days equal to the blood elf’s Spirit modifier (minimum 1 day).• Racial Animosity: Blood elves reek of fel power, offending the spiritual senses of night elves and tauren. Because of this, blood elves suffer a –2 circumstance penalty on Charisma-based skill checks made when relating directly to night elves or tauren.• Weapon Proficiency: Blood elves are proficient with the shortbow, composite shortbow, short sword, and scimitar. • +2 racial bonus on saving throws against mind-affecting spells or effects.• +2 racial bonus on Concentration, Knowledge (arcana), and Spellcraft checks. These skills are class skills for all blood elf characters.• Automatic Languages: Common and Thalassian.• Bonus Languages: Dwarven, Eredun, Goblin, Kalimag, Nazja, and Orcish. Blood elves learn the languages of their enemies and allies.• Racial Levels: Unlike humans and some other races, blood elves can take a few levels in “blood elf” as a class to develop their racial qualities more fully. See a future supplement for this class.• Favored Class: Warlock. A multiclass blood elf’s warlock class does not count when determining whether he suffers an experience p o i n t penalty for multiclassing (see Chapter 3: Classes, “ Multiclass Characters,” XP for Multiclass Characters).

*Alliance & Horde Compendium p.14*

Troll, Forest (Horde Player’s Guide p.9)

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Doth’jin stood hidden in the tree, one he chose for its perfect vantage point. He knew an elven convoy was on its way. Gripping his handaxe, he peered through the leaves, waiting for the expected caravan. His limbs were cramped from the hours spent at ready, though he knew he could make them move with speed. Forest trolls were tough. Creaking wheels sounded, and Doth’jin broke into a hideous grin. He could almost smell the elf’s blood beneath him. Bending knees that were stiff from fatigue, he uttered a quick prayer before leaping out of the tree, screaming a battle roar as he descended into glorious battle.

Description: During the Second War, the hero Zul’jin organized all the forest troll tribes into one cohesive army and joined the Horde. They left once it was obvious the orcs weren’t going to win, but one small sect, the Revantusk tribe, recently agreed to once again be affiliated — loosely — with the Horde. In contrast to their wily jungle troll cousins, forest trolls are savage and unrelenting creatures. Not only are they cannibals like other trolls, forest trolls live for slaughtering lesser races, especially the high elves, whom they despise. Forest trolls believe that they are superior to every other race on Azeroth, prone to quoting just how powerful their former empire was. In battle, a forest troll throws himself furiously into the thick, and prefers throwing axes over the javelins jungle trolls favor. Everything about the forest troll speaks of savagery and undisciplined battle, even during peaceful times. Like the Darkspears, the Revantusk tribe is atypical, and is welldisciplined and even occasionally merciful in battle. Appearance: Forest trolls resemble their jungle troll cousins, but are taller and more muscled. Their hair ranges from blood red to midnight black, while their skins are a deep olive green. Forest trolls decorate their bodies with ritual scarring and piercings, and they prefer white or dark warpaints symbolizing their power and glory. Region: Naturally, forest trolls prefer thick forests, where they come into conflict with the despised high elves, as well as Wildhammer dwarves. The Revantusk tribe resides in the Hinterlands, in the coastal town of Revantusk Village. Affiliation: Independent. Most forest troll tribes keep to their own agendas, but the Revantusk tribe is now loosely allied with the Horde. While not members of the Horde, they are its friends. They know compassion, though they find it a bit difficult to relate to the Darkspear jungle trolls. Revantusk forest trolls still carry a racial hatred of elves, and are ever ready to attack the Alliance. They view humans and other Alliance races as elf sympathizers, and gleefully destroy them. Like all trolls, most forest trolls are savage and violent. While the Revantusks learn restraint and even camaraderie, they haven’t entirely thrown off their old ways. Forest trolls of all types war with anything in range of their territory, even other tribes of forest trolls, and thus the Revantusks feel no remorse over slaying their wild brothers. Faith: Most Revantusk forest trolls follow the precepts of voodoo. While less prone to magic than other subraces, forest trolls still practice alchemical arts and worship dark voodoo spirits. Some forest trolls also worship Hakkar the Soulflayer, though jungle

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trolls outnumber forest trolls in this demography. Names: Forest trolls follow the same naming conventions as jungle trolls, though some of the suffixes and prefixes differ. • Male Names: Doth, Mag, Ran, Vis.• Female Names: Lith, Arn, Din, Mak.• Family Names: Like jungle trolls, forest trolls have no family names.Forest Troll Racial TraitsForest troll racial traits and racial levels are identical to those of jungle trolls (see WoW RPG, Chapter 2: Races). Note that both forest and jungle trolls receive Zandali as an automatic language, not Low Common.

Other Forest TrollsRevantusk forest trolls are the most likely to join a party of Horde adventurers; members of other tribes hate the Horde for failing to fulfill its promise to restore the Amani Empire. The Revantusks have learned to accept other races and even trust certain individuals. Among the Horde, only the tauren truly respect the Revantusk tribe. Even their jungle troll cousins cannot bring themselves to accept their vile cousins yet.

Half-Ogre (Horde Player’s Guide p.6)Description: Half-ogres, whom the orcs call mok’nathal, are created in the rare unions of orcs and ogres. Orcs originally bred half-ogres to combine the power of an ogre with the intelligence and cunning of an orc. However, half-ogres proved to be more stubborn than either race, bearing a horrendous independent streak. Little could change a half-ogre’s mind, once set; so the project was scrapped. Shamanistic orcs honored half-ogres as noble and savage creatures of the land, but quickly the race dwindled, as few orcs would willingly breed with the gigantic ogres. Recently, half-ogres reappeared in the world, following the exploits of Rexxar, champion of the Horde and the greatest mok’nathal to ever live. While still rare, more and more half-ogres come out of the woods each day, trying to find a place to call their own. Even in the presence of friends, a half-ogre is quiet and withdrawn, uncomfortable around creatures that talk back. A half-ogre would choose to be out hunting or exploring a new wilderness rather than take a drink at a bar, and most half-ogres exhibit signs of claustrophobia. The ruling force in life for half-ogres is honor. A half-ogre’s word is his life, even among the rare evil half-ogres. Once a half-ogre gives his friendship to a person, that person is a friend for life, and the half-ogre willingly sacrifices himself for those under his protection or those he loves. Most half-ogres honor the vows of another half-ogre, and thus a person who earns the trust of one half-ogre is assured that she has earned the trust of all half-ogres. Appearance: Half-ogres are towering creatures who vaguely resemble their orc and ogre parents. They stand as big as a tauren — sometimes bigger — with broad and powerful shoulders, and thick, blunt skulls. Their eyes are small and usually black, while

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their massive lower jaws bear great tusks. Half-ogre skin tone is a non-metallic gold hue, with varying levels of yellow and red admixture. Most half-ogres are mistaken for small ogres or, rarely, massive orcs. Region: Half-ogres do not have a region to call their own. Solitary wanderers by nature, half-ogres are found sporadically in most woods in Kalimdor and Stormwind. Most are found near major ogre settlements, or former settlements, leftovers from ogre aggressions and old habits of Legion-affiliated orcs. Affiliation: Horde. While half-ogres prefer animals to people, they realize that they have a greater part to play in the world. Following the champion Rexxar, most living half-ogres offered their assistance to the Horde. Many half-ogres still refuse to officially join the Horde, but Thrall knows that he may call upon half-ogres in times of need. Faith: Almost unanimously, half-ogres revere the nature that feeds and protects them. To them, the wild is much safer and more familiar than any civilization. Some of the greatest hunters and druids among the Horde’s ranks are half-ogres, who combine both physical and spiritual strength in ways only the tauren can match. Names: Half-ogre names are closer to ogre than orc names. Their first names are almost always single-syllable and guttural. A half-ogre’s family name, however, always bears a beast or plant symbol — which may be the closest to a family that she’s had. Their surnames reflect their life choices and accomplishments, and the race wears them as badges of honor. Trials of rights are fought over family names, with the victor earning the name and the loser shamed.• Male Names: Gaz, Gish, Gorsh, Mag, Tagar.• Female Names: Marr, Flaxxon, Genn, Lokt, Lukks.• Family Names: Bearmaul, Boartusk, Eagle Eye, Rocksnout, Rocmane, Talonfang.Half-ogre Racial Traits • +2 Strength, –2 Intelligence, –2 Charisma. Like their ogre parents, half-ogres are powerful, but slow witted and blunt.• Medium: As Medium creatures, half-ogres have no special bonuses or penalties due to their size. • Half-ogre base land speed is 30 feet.• Low-Light Vision: Half-ogres can see twice as far as a human in starlight, moonlight, torchlight and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions• Powerful Build: The physical stature of half-ogres lets them function in many ways as if they were one size category larger. Whenever a half-ogre is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-ogre is treated as one size larger if doing so is advantageous to him. A half-ogre is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A half-ogre can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a

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creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities and spells that change the subject’s size category. • Mixed Blood: For all special abilities and effects, a half-ogre is considered both an ogre and an orc. • A half-ogre’s thick hide grants him a +1 natural armor bonus to AC.• Automatic Languages: Common and Low Common.• Bonus Languages: Goblin, Orcish, Taur-ahe and Zandali. Their ogre progenitors used to be a part of the Horde, and some learn the languages of other savage creatures.• Racial Levels: Unlike humans and some other races, half-ogres can take a few levels in “half-ogre” as a class to develop their racial qualities more.• Favored Class: Hunter. A multiclass half-ogre’s hunter class does not count when determining whether he suffers an experience point penalty for multiclassing (see WoW RPG, Chapter 3: Classes, “Multiclass Characters,” XP for Multiclass Characters). Half-ogre LevelsHalf-ogres can take up to three levels in “half-ogre” at any time. An individual’s acquisition of racial levels indicates a pursuit of his ogre nature, strengthening both his physical and spiritual form in the process. The strengthening of his ogre blood slowly increases a half-ogre’s size, until he becomes a Large creature by 3rd level. Half-ogre levels stack with a divine spellcasting class level for purposes of determining caster level for spells. If the half-ogre has two divine spellcasting classes, add the racial levels to the higher of the two.Hit Die: d8.Skill Points at 1st Character Level: (4 + Int modifier) x 4.Skill Points at Each Additional Level: 4 + Int modifier.“Class” Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Listen (Spt), Profession (Spt), Spot (Spt), Survival (Spt), and Swim (Str). See WoW RPG, Chapter 5: Skills for skill descriptions. Starting Gold: A 1st-level half-ogre with a level in half-ogre begins play with 3d4 x 10 gold pieces. Weapon and Armor Proficiency: Half-ogres with levels in half-ogre are proficient in the use of all simple weapons, and with light and medium armor. Size Increase: At 3rd level, the half-ogre’s continued growth sends him into Large creature range. He loses the powerful build ability and his size increases to Large, which has the following effects: • His space increases to 10 feet.• His natural reach increases to 10 feet.• He takes a –1 size penalty to AC and a –1 size penalty on attack rolls.• He must wield weapons of Large size or take penalties. Similarly, he must wear armor appropriately sized for him, which costs twice as much as normal. • His lifting and carrying capacities double. Note that the half-ogre’s gear does not grow along with him.

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Half-human:Half-ogresOgres crossed the Dark Portal into Azeroth over 24 years ago, thus half-human half-ogres may exist. If the rumors of their existence are true, most half-human half-ogres are products of ogre aggressions on human villages. If your GM allows you to play a half-ogre of human descent, the differences are: • The half-human half-ogre looks more like a human, with rounder ears and pinker skin. Their tusks are also not as predominant, and their eyes are larger.• Instead of the mixed blood racial trait, half human half-ogres possess ogre blood: Ogre Blood: For all special abilities and effects, a half-human half-ogre is considered a human and an ogre.

Half-ogre Magi Ogre magi were creations of Gul’dan during the Second War, but they refused to mate with orcs for the purpose of creating mok’nathal. Half-ogres are considered ogres for spells and effects, however, and thus they qualify for the ogre mage template (see Chapter 9). If your GM allows it, you may apply the ogre mage template to a half-ogre PC. (Though doing so carries the normal level adjustment of the template.)

Half-Orc (Horde Player’s Guide p. 8)Description: Orcs and humans can interbreed, and this union creates half-orcs. Humans and orcs have been enemies for decades, and half-orcs represent something both races prefer not to think about. Half-orc genesis is usually violent and perverse, and their appearance — too bestial to be human, too clean to be orc — reminds the parent races of the rift between them and the horrible deeds each has performed on the other. Thus, most humans and orcs ignore half-orcs. Other races are little better, as the human–orc conflict is only one facet of the Alliance–Horde tensions upon which no one likes to dwell. Conversely, some see half-orcs as symbols of unity. Not all half-orcs are born to abused or victimized parents; some are the children of clandestine love. Perhaps half-orcs represent what could be accomplished if the races put aside their differences and live in peace. After all, if humans and orcs, with their history of hatred and bloodshed and wildly different origins, can produce viable offspring, perhaps the races are not as different as they think. Half-orcs face mixed reactions. Even more so than half-elves, half-orcs are the targets of rage and derision brought about by stress. Azeroth is a violent place and tensions thrum like taut wires. The Third War lives in recent memory, and most humans and orcs lost loved ones at the hands of the other side. Half-orcs find little welcome, though the situation is better in the larger, more enlightened settlements. Unlike half-elves, who prefer to wander or blend in to avoid prejudice, half-orcs are vocal, daring and foolishly brave. A product of their parent races’ pride, courage and ferocity, half-orcs refuse to accept bias lightly. They demand

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attention. Half-orcs commit to audacious dares and acts of suicidal bravery to prove their worth to their parent races. Occasionally they succeed. Appearance: Half-orcs are a bit taller and heavier than humans, standing around 6-½ feet in height and weighing 200 to 250 pounds. Males are noticeably taller and heavier than females. Half-orc skin ranges from light green to grayish brown; half-orc hair is coarse like an orc’s and ranges from brown to black in color. The orc lineage is unmistakable, but half-orc features are not as pronounced as those of the orc parent — a half-orc’s ears are not quite as large, the nose not as piggish, and the tusks jut far less. Both humans and orcs view half-orcs as physically ugly, a view which infects some half-orcs with self-loathing. Half-orcs live longer than their orc parents, with life spans equivalent to a human’s. Region: Refer to the human and orc racial entries. If raised by humans, a half-orc most likely makes Theramore or Stormwind her home. If raised by orcs, she probably comes from the city of Orgrimmar in Durotar. Affiliation: Alliance or Horde. A half-orc’s affiliation depends upon where and how she was raised. Still, half-orcs more often find a place within the Horde. Orcs are more accepting, as they remember when they were lost to the Burning Legion. Orcs believe that everyone deserves a chance in these times, whereas most humans find it difficult to ignore a half-orc’s obviously orc qualities. Elves and dwarves lump half-orcs in with the orc side of things, while tauren and goblins prove more tolerant. Half-orcs can find kindred spirits in half-elves, who may be shunned in the same way. Faith: Since many half-orcs belong to the Horde, they study the shamanistic practices of their orc forebears. They find the spirits more accepting than any earthly race. Half-orcs are also curious about the Holy Light, and those raised among humans may follow this philosophy.Names: Half-orcs take the naming practices of the race in which they were raised. Half-orcs raised in human lands often take orc first names to display their heritage, and vice versa. • Male Names: Galmak, Rogar, Dargal, Heiros.• Female Names: Gauna, Bodi, Imarelle, Seera.• Family Names: Dimmul, Blackaxe, Fierceblade, Greatarm.Half-orc Racial Traits • +2 Stamina, –2 Spirit. Half-orcs retain the toughness of their orc heritage and are smarter than their orc parents, but are given to rash actions to prove their honor and courage.• Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.• Half-orc base land speed is 30 feet.• Low-Light Vision: Half-orcs can see twice as far as humans in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

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• Orc Blood: For all special abilities and effects, a half-orc is considered both a human and an orc.• Furious Strength (Ex): Half-orcs can draw a small amount of rage from their orc legacy. Once per day, on her turn as a free action, a half-orc may gain a +2 bonus to Strength. This bonus lasts for 1 round +1 round per point of Stamina modifier (minimum 1 round).• +2 racial bonus on saving throws against fear related spells or effects. Debate continues over whether half-orcs are fearless due to some aspect of their human parentage, or if this trait is simply another way in which they prove that they are the equal of the other races.• +2 racial bonus on Intimidate and Sense Motive checks. Half-orcs are as intimidating as their orc parents, and have learned to look beyond surface appearances in order to survive. These skills are also class skills for all half-orcs.• Automatic Languages: Common and Orcish.• Bonus Languages: Any unrestricted. Half-orcs learn many languages, like their human parents.• Favored Class: Any. A multiclass half-orc’s highest level class does not count when determining whether she suffers an XP penalty for multiclassing (see WoW RPG, Chapter 3: Classes, “Multiclass Characters,” XP for Multiclass Characters).

Pandaren (Dark Factions p.16)Description: Pandaren are much like furbolgs in that they display bearlike traits while being a humanoid race. While pandaren are similar in appearance to furbolgs, they do not possess the feral qualities of the coarse furbolg race. Indeed, pandaren are significantly calmer and more graceful. Pandaren are often found in the company of dwarves in the Eastern Kingdoms. Many have made journeys to Khaz Modan. While pandaren are neutral in the affairs of Horde and Alliance, they have aided both sides in matters of great importance. Whatever their relation to the Alliance, it does not seem that the pandaren will join the humans, elves and other Alliance races in their struggle against the Horde. For the pandaren, the internal politics of the Alliance are another noisome formality they must endure while learning all they can of the races that occupy the land. Appearance: Where the furbolgs are broad shouldered and muscular, powerful and wild, pandaren are round shouldered, with a stocky build and blunt, ursine face. All pandaren have a short-furred, soft white pelt with black markings around eyes, ears and nose, as well as dark fur “sleeves” marking their arms and legs down to the prehensile paws they have for hands, and their feet. They favor garments of finely wrought silk or cotton, with pandaren ascetics often wearing canvas cloth robes made from rice flax.

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The typical pandaren male is between 5 feet and 6 feet in height and weighs between 200 to 300 pounds. Pandaren females are similar in stature, with slighter, more feminine builds, being from 160 to 240 pounds. Region: Pandaren dwell in the isolated and insular reaches of Pandaria. This nation remains undiscovered to this day. Pandaren society has changed over the course of its long history. Where once the pandaren had a mighty empire, standing proud beside their kaldorei allies (so scholars believe), now they are a simple people who want only peace and a safe home. Yet the world is a dangerous place, and only through an acceptance of the violence that comes with life can the pandaren continue to prosper. Each pandaren belongs to a shao’din, which is their word for “clan.” Pandaren society is, in many ways, compartmentalized. At their core, the pandaren treasure peace and creativity. Most pandaren are poets and singers, and the craftsmen of their culture are revered. The dangers of Azeroth, however, necessitated the evolution of a class of warriors to defend those ideals — it is these warriors, from the simplest pikeman to the great shodo-pans, who ensure that pandaren culture survives. Affiliation: Neutral. Faith: Pandaren have a fierce and deep belief in the connection of the material and spiritual worlds. In many ways their faith mirrors the ancient beliefs of the night elves, and the tribal beliefs of the tauren, troll and orc races. However, pandaren veil their beliefs in the trappings of a mystical and ancient method called geomancy. Geomancy teaches that the land is a refl ection of the spirits, but that spirits are also a refl ection of the land. Names: Pandaren naming practices are simlar to those of humans: each pandaren has a given name and a surname. The names themselves, of course, are different.• Male Names: Chen, Jinto, Kesha, Masha, Mushi, Polo, Sinjo. • Female Names: Huan, Jiang, Lian, Mei, Ping, Shui, Zi. • Surnames: Earthsong, Greentouch, Honeybrew, Lightgrace, Reedwine, Sweetbarrow, Swiftpaw.

Pandaren Racial Traits•+2 Stamina, +2 Charisma, –2 Intellect. Pandaren are tough and quite friendly, but their isolated culture has limited their exposure to intellectual stimulation. • Medium: As Medium creatures, pandaren have no bonuses or penalties based on their size.• Pandaren base land speed is 30 feet.• +1 natural armor bonus to AC.• All pandaren gain Dodge as a bonus feat, even if they do not meet the prerequisites.• Pandaren have a +2 racial bonus on Listen and Spot checks. Pandaren are attuned to the world around them.• Automatic Language: Common and Pandaren.• Bonus Languages: Any unrestricted. Pandaren enjoy learning new languages.

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• Racial Levels: Unlike humans and some other races, pandaren can take a few levels in “pandaren” as a class to develop their racial qualities more fully.• Favored Class: Warrior. A multiclass pandaren’s warrior class does not count when determining whether he suffers an XP penalty for multiclassing (see WoW RPG, Chapter 3: Classes, “Multiclass Characters,” XP for Multiclass Characters).

Pandaren LevelsPandaren can take up to three levels in “pandaren” at any time. Pandaren have a millennia-long history from which they draw their beliefs, philosophies, and combat styles. Pandaren levels represent the individual focusing upon his culture’s heritage and training. Pandaren levels stack with a divine spellcasting class level for purposes of determining caster level for spells. If the pandaren has more than one divine spellcasting class, add the racial levels to the highest. Hit Die: d8.Skill Points at 1st Character Level: (2 + Int modifier) x 4.Skill Points at Higher Levels: 2 + Int modifier.“Class” Skills: Climb (Str), Jump (Str), Knowledge (nature) (Int), Listen (Spt), Spot (Spt), Survival (Spt), Stealth (Agy), and Swim (Str). See Chapter 5: Skills in WoW RPG for skill descriptions. Starting Gold: A 1st-level pandaren with a level in pandaren begins play with 5d4 x 10 gold pieces.Weapon and Armor Proficiency: Pandaren with levels in pandaren are proficient with all melee and thrown martial weapons and with light armor and shields (but not tower shields).Combat Expertise (Ex): The pandaren gains Combat Expertise as a bonus feat, even if he does not meet the normal prerequisites.Attuned Defense (Ex): Pandaren are attuned to their surroundings, which helps them avoid blows. They sway to the side or spin to the back just before attacks strike them, moving with practiced grace. At 3rd level, as long as the pandaren wears light armor or no armor, he adds his Spirit modifier (if it is positive) as an insight bonus to his AC. This bonus applies to both his fl at-footed and touch AC.

Murloc (Dark Factions p.10)Description: Murlocs are fish like humanoids who dwell throughout Azeroth. They hate most other races and attack intruders on sight, viciously defending their territories. Most other races consider murlocs a nuisance but not a real danger, as murlocs tend to be weak individually and their tribes are not large enough to pose a threat to the civilized world. Still, to a group of adventurers who accidentally stumble into a murloc village, murlocs can be deadly. Murlocs appeared on land only recently, leading some to speculate that the race is newly formed — or, at least, their ability to move about on

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land is a new development. Some experts believe that the murloc race, in its current form, is far, far older than this, perhaps predating even the kaldorei empire of 10,000 years ago. If this is true, then they must have good reason for clambering onto dry land. Many murloc tribes exist, and the tribes get along with each other reasonably well. Members of a single tribe are usually similar in appearance. Multiple tribes in the same area are organized into clans, and every so often a clan meets to discuss issues of importance — though exactly what is important to a murloc is a matter of some debate. Appearance: Murlocs look like fi sh crossed with humans. They stand 6 feet tall, but walk with a hunch, making them appear shorter. Their hands and feet are webbed, and fi ns run along their heads and backs. Their mouths are wide and set with numerous sharp teeth; their eyes are large, and set on opposite sides of their heads. Murlocs are scaled in almost every color imaginable — purple, orange, green, yellow, and many others. Their bodies are marked with patterns as well; many murlocs bear stripes, spots, swirls and similar markings. Their bellies are often of a different, lighter color than the rest of their bodies. In addition, murloc scales shine like fish scales — in the light, turned at certain angles, they glimmer with all the colors of a rainbow. Region: As far as anyone knows, murlocs don’t have a single region they call their homeland, but they exist on coastlines throughout the world — Azeroth, Kalimdor, and Northrend all boast tribes of murlocs. They live in both freshwater and saltwater, and many tribes exist inland, around lakes and marshes. They are particularly plentiful in the South Seas. Affiliation: Independent. Murlocs hate all other races, though they occasionally work with powerful aquatic races (like naga) out of fear or misguided religious fervor. Each murloc tribe has its own agenda, though scholars don’t agree on whether these agendas are ever more than just existing and killing anyone who comes close. Every once in a while, a murloc leaves the tribe to embark upon adventure, but a murloc joining the Alliance or Horde is unheard of. Faith: Murloc faith is strange. Some accounts report that religion plays a dominant role in their society, but they do not revere a common deity — at least, as far as anyone knows. Murloc beliefs incorporate powerful creatures that live around them, and their pantheons are dynamic, changing as the surroundings do. A tribe may venerate a whale (or may even raise its status to whale-god) until a giant sea serpent drives it away, at which point their beliefs change to incorporate the sea serpent as the chief object of their reverence. Some whispers assert that all murlocs honor an entity above all these others — accounts of murlocs occasionally speaking of “the One in the Deeps” is, supposedly, evidence of this. Whether this is true or not, and, if it is, whether “the One in the Deeps” is simply a representation of the ocean or if it is an actual entity, is unknown. Names: If fish gave themselves names, they would be similar to murloc names. Their names contain many wet, soft sounds; SH’s, L’s, and M’s are common. Their tribe names recall something of the tribe’s accomplishments, appearance, history, or tradition.

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• Male Names: Ashmol, Loshof, Molgloo, Shlesh.• Female Names: Malash, Orgloom, Seeshen, Shyresh.• Tribe Names: Blindlight, Bluegill, Greymist, Saltspittle.Murloc Racial Traitsfaster than most people realize, even above the water, and surprisingly focused and strong-willed. Their appearance makes most surface-dwellers uncomfortable, however. • Medium: As Medium creatures, murlocs have no special bonuses or penalties based on their size. • Murloc base land speed is 20 feet. Murloc base swim speed is 30 feet. Like all creatures with a swim speed, a murloc can move through water at her swim speed without making Swim checks. Murlocs gain a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. A murloc always can choose to take 10 on a Swim check, even if distracted or endangered. A murloc can use the run action while swimming, provided she swims in a straight line.• Monstrous Humanoid: Murlocs are monstrous humanoids, not humanoids. As such, they are immune to hold person and other effects that specifically target humanoids.• Aquatic Subtype: Murlocs have the aquatic subtype.• Darkvision: Murlocs can see up to 60 feet in total darkness. Darkvision is black and white only, but it is otherwise just like normal sight.• Amphibious: Murlocs can breathe both air and water indefinitely. They are uncomfortable on land, but can function on it.• Dehydration: Murlocs must immerse themselves in water for at least 1 hour once per day. A murloc who spends 24 hours without immersing herself in water takes 1d6 points of damage and a –1 penalty on attack and damage rolls, skill and ability checks, and saving throws. Every 8 hours thereafter, the murloc takes the same damage and penalties, which stack. Damage from this effect cannot be healed by any means until the murloc immerses herself in water for at least 1 minute for every hour she was out of water.• Swim is a class skill for all murloc characters.• Automatic Language: Nerglish.• Bonus Languages: Common, Dwarven, Nazja and Zandali. Murlocs sometimes learn the languages of the creatures with which they interact.• Racial Levels: Unlike humans and some other races, murlocs can take a few levels in “murloc” as a class to develop their racial qualities more fully.• Favored Class: Scout. A multiclass murloc’s scout class does not count when determining whether she suffers an experience point penalty for multiclassing (see WoW RPG, Chapter 3: Classes, “Multiclass Characters,” XP for Multiclass Characters). Murloc Levels Murlocs can take up to three levels in “murloc” at any time. Murloc racial levels represent the individual drawing upon her mysterious heritage and training in the unique ways of her race. Murloc levels stack with a divine spellcasting class level for

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purposes of determining caster level for spells. If the murloc has more than one divine spellcasting class, add the racial levels to the highest. Hit Die: d8.Skill Points at 1st Character Level: (2 + Int modifier) x 4.Skill Points at Higher Levels: 2 + Int modifier.“Class” Skills: Concentration (Sta), Spot (Spt), Stealth (Agy), Survival (Spt), and Swim (Str). See Chapter 5: Skills in WoW RPG for skill descriptions.Starting Gold: A 1st-level murloc with a level in murloc begins play with 1d4 x 10 gold pieces.Weapon and Armor Proficiency: Murlocs with levels in murloc are proficient in the use of simple weapons and shields (but not tower shields).Bonus Weapon Proficiency: A 1st-level murloc gains proficiency with tridents. A 3rd-level murloc gains proficiency with nets.Improved Darkvision: A 1st-level murloc’s darkvision increases to 90 feet. A 3rd-level murloc’s darkvision increases to 120 feet.Increased Swim Speed: A 1st-level murloc’s swim speed increases to 40 feet. A 3rd-level murloc’s swim speed increases to 50 feet.Bonus Feat: A 2nd-level murloc can choose one of the following bonus feats: Point Blank Shot, Quick Draw or Track.Increased Land Speed: A 2nd-level murloc’s base land speed increases to 30 feet.

Half-Elf (Alliance Player’s Guide p.11)Discription: Humans and high elves can produce offspring and the product of such a union is a half-elf. High elves are not prolific, especially after Quel’Thalas’s decimation, and they do not look favorably upon those who couple with other races. As such, half-elves are rare.History reveals certain prejudices against half elves. Humans are jealous of half-elves’ extended life spans. Night elves are suspicious of their high elf heritage. High elves see them as proof of their race’s weakening blood. In recent years this bias has waned - wars and strife show how petty such prejudices are. In large cities, which consider themselves enlightened, half-eleves, find little of the historic discrimination. Still, many individuals, particularly high eleves, remain scornful of half-eleves and may or may not attempt to hide thier hard feelings. Tensions with the Horde and other forces strain relationships among all races, and some allow this stress to manifest itself in anger against anything different from themselves.Appearance: Half-eleves have the builds of slight humans or heavy high elves. Like their high elf parents, they have fair skin and hair, and brilliant colored eyes, usually blue or green. Though lacking his elf parent’s longevity, a half-elf still enjoys a long lifespan, reaching maturity at 20 years of age and living for two or three centuries.

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Region:Theramore serves as the home base for half-elves on Kalimdor, although few spend a great deal of time there. Stormwind has the largest half-elf population anywhere in the world, and a few live in the remaining alliance settlements in Lordaeron. A struggle with personal identity and occasional discrimination leads many half-elves to a life of wandering and adventure. Some wander the Ghostlands of Quel’Thalas, learning what they can of their fallen legacy. Some become scouts simply to spend long periods of time away from other people. On the other hand, many half-elves establish themselves in major cities, where prejudice is not as large a problem as it is in backwater villages.Affiliation: Alliance. Half-elves’ heritage places them in the Alliance at both ends, and many served in the First, Second and Third Wars. Half-elves socialize with humans more than with high elves, as the former are generally more accepting - and easier to find. In their wanderings and search for self, some half-elves join the Horder or become independent. Faith: Like their parents on both sides, half-eleves revere the Holy Light. Half-eleves are particularly fond of this philosophy, as it links them inextricably with both their human and elf parents. The Light can give half-eleves an identity that they otherwise lack. Names: Half-elves follow the naming practices of the culture into which they were born. Many take human first names and elven family names. • Male Names: Gaimus, Zorias, Mendell, Barrim.• Female Names: Adelle, Meerith, Illin, Shereen.• Family Names: Goldleaf, Stormdancer, Swiftwright, Sunbow.

Half-Elf Racial Traits• Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.• Half-elf base land speed is 30 feet.• Low-Light Vision: Half-elves can see twice as far as humans in starlight, moonlight, torchlight and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.• Elven Blood: For all special abilities and effects, a half-elf is considered both a high elf and a human.• One extra feat at 1st level. Half-elves are adaptable and capable.• +2 racial bonus on Gather Information and Sense Motive checks. These skills are considered class skills for all half-elf characters. Half-elves have learned to be wary of deception and the possibility of persecution.• +1 racial bonus on Concentration, Knowledge (arcana) and Spellcraft checks. These skills are considered class skills for all half-elf characters. Their high elf heritage grants half-elves a natural talent with magic-related skills. • Automatic Languages: Common and Thalassian.

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• Bonus Languages: Any unrestricted. Half-elves are versatile wanderers and pick up many different languages.• Favored Class: Any. A multiclass half-elf ’s highest-level class does not count when determining whether he suffers an XP penalty for multiclassing (see Chapter Three: Classes, “Multiclass Characters”).

Half-Night ElvesOnly four years have passed since the Horde and Alliance joined forces with the night elves to repel the attack upon Nordrassil. As such, night elves and humans have not found sufficient time to mingle and produce adult offspring. This does not mean that half-night elves cannot exist, though they would be far rarer than the typical breed of half-elf. If your GM allows you to play a half-elf of night elf descent, the mechanical differences are: • The half-elf looks more like a night elf and is treated as a night elf for all special abilities and effects (as appropriate for his elven blood racial trait).• Instead of a bonus on Concentration, Knowledge (arcana) and Spellcraft checks, half-night elves have a +1 racial bonus on Knowledge (nature) and Survival checks. These skills are class skills for all half-night elf characters.• Instead of the Limited Arcane Ability feat (see Chapter 2), half-night elves can take the Limited Shadowmeld feat, listed on the next page.• Instead of Thalassian, the half-elf has Darnassian as an automatic language.

Half-Blood Elves Since the blood elves came into existence only four years ago, they certainly have not had time to mingle with humans and produce adult offspring. This does not mean that it cannot happen, however; and if your GM sets his campaign 20 years in the future it is possible. Half-blood elves have only the following mechanical changes: they are treated as blood elves for all special abilities and effects (as appropriate for their elven blood racial trait); and if an individual selects the Limited Arcane Ability feat (see Chapter 2), he can select his spell from the warlock spell list.

Limited Shadowmeld [General] Drawing upon your night elf heritage, you can blend into shadows. Prerequisites: Half-elf of night elf descent. Benefit: At night or in low-light environments, you gain a +6 circumstance bonus on Stealth checks to hide when you are not moving.

Goblin (Core Manual p.41)Description: Goblins are small humanoids, crafty and shrewd, bearing an overwhelming interest in commerce and a strong curiosity about mechanical things. Goblin society is

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fragmented, defi ned chiefl y by commerce and trade. The ultimate schemers and con artists, goblins are always in search of a better deal. Other races universally view goblins as inventors, merchants and, without exception, maniacs. Goblins value technology as a useful aspect of commerce. Some say that their advantage — and their curse — is to be the primary users of technology in a world governed by magic. While dwarves and gnomes share a similar gift, goblin technology is more far-reaching and sinister and makes a larger impact on the natural world. They employ vast teams of engineers who expand on current technology and produce gadgets to suit a wide array of applications. They constantly build and repair machines and work on new ideas. Unfortunately, goblins alternate passionate genius with wandering focus. Their lack of discipline means that many creations end up half fi nished as something else catches their attention. Goblin workmanship has a partially deserved reputation for unreliability, and a goblin device may explode simply because its creator forgot to add a vital release valve. Goblins are envious of the Ironforge dwarves’ invention of fi rearms, both from a commercial and a technological standpoint. Goblins recognize that fi rearms represent a new source of power, and he who controls the source controls the gold — which is, to goblins, the ultimate power. Fortunately for the rest of the world, goblin fi rearm experimentation suffers from the race’s normal laxity — and improperly tended gunpowder experiments continue to end the careers of many aspiring goblin tinkers. However, goblin ingenuity has paid off a few times; goblin gunpowder weapons tend to be inelegant and violently explosive (land mines, rockets and the like). A number of trade princes rule over Azeroth’s various goblin holdings. Though the trade princes all live in the goblin island city of Undermine far from Kalimdor and the eastern continents, each controls his own private army and trade fl eet. Each trade prince has his own specialty, monopolizing trade in a certain area, such as mining, deforestation, slavery or poaching. The trade princes are the most cunning of their race and stop at nothing to amass their fortunes and power, whether through legitimate means or via black markets and treachery. Goblins encountered on Kalimdor and the eastern continents are freelancers, privateers or agents of Undermine’s trade princes. Goblins are tenacious fi ghters. They attack from range with crossbows or fi rearms (making individual modifi cations to dwarf-made weapons) and use maces, short swords or bizarre, home-brewed steam weaponry in melee. When attacked in their warrens, they fi ght with tools as well. Goblins have a good grasp of tactics and strategy, and are masters of siege warfare. Their love of large machines makes them ideal mercenaries for attacking fortifi cations. Goblins are shrewd in business, and clients who believe they walked away with the upper hand are almost always sorely mistaken. “To cheat a goblin” is a dwarven idiom meaning “to do what is practically impossible.” (“Gamgi cheated a goblin when he escaped that cave-in!”) Goblins are also consummate tricksters and con artists. Their mission in the world is to create incredible new inventions, accrue the resulting wealth, and cause as much subtle mischief as possible along the way.

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Appearance: Goblins are slight and wiry, averaging 3 feet in height and weighing between 30 and 50 pounds.They have long, sharp noses, chins and ears, and greenskin. Their arms are long and slender and their fingers deft.They tend to wear leather clothing, often cut into aprons to protect against caustic fluids. Goggle Eyes, and various technological devices are strapped across their bodies.Region: Goblins are a wily,cunning race of traders and thinkers whom adventurers as part of trading envoys… or on pirate raids. Goblin shipsfrequent the seas, ferrying orriches, slaves orexotic wares. Kalimdor’s main goblin port is the party town of Ratchet,a harbor city located on the eastern shore of the Barrens directly between and Theramore. Goblin trade outposts are found everywhere,including all major cities and such inhospitable realms as Northrend and Stranglethorn Vale. Their zeppelins run a wealthy business ferrying passengers across kingdoms and continents. Goblins are neutral and take pains to make sure their nearby customers play nice with each other. Goblin guards patrol Ratchet’s streets, keeping tabs on the various Horde and Alliance visitors. Traveling goblin merchants employ bodyguards to protect them and their wares. Affi liation: Independent. Goblins hired themselves out to the Horde in the Second War, but now they belong only to themselves and whoever pays them. Constantly building and inventing requires massive resources, both for creating the machines themselves and maintaining those that actually work. Cannibalizing old machines only partially sustains this fervent activity of creation, so goblins rely on trade with as many races and cultures as possible. They are the quintessential merchants, peddling all manner of exotic goods for the highest possible prices. Goblin mechanical and mercantile pursuits are not always (or even often) performed within the bounds of polite society. Though not evil, goblins are willing to embark on shady business ventures — slavery, deforestation, poaching, smuggling and oil drilling, for example — to accomplish their goals. They are opportunists to the core and revel in bartering the better deal at every turn. Goblins try to get along with all other races. Doing so is part of their business. Nevertheless, everyone views goblins with justifi ed suspicion. Night elves in particular dislike the goblins because the little creatures have no respect for nature or natural resources. Faith: Goblins place their faith in themselves and in gold. They raise eyebrows at insubstantial concepts such as shamanism and the Holy Light, preferring gods they can see, weigh and spend. Names: Every goblin has a given name and a family name. The family names portray some ancestor’s achievement, though a goblin may take a new family name if he feels he has made an accomplishment that outstrips that of his eponymous forebear. • Male Names: Zautso, Beedle, Chizbolt, Nuzak.• Female Names: Lystis, Mefeero, Sazai, Rossa.• Family Names: Steamgear, Boltnose, Manclamp, Leafgrinder.

Goblin Racial Traits

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• +2 Agility, –2 Strength. Goblins are deft and nimble, but not terribly strong.• Small: As a Small creature, a goblin gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Stealth checks; a goblin also suffers a –4 penalty on grapple checks. A goblin hero must use smaller weapons than humans use, however, and his lifting and carrying limits are three-quarters of those of a Medium character.• Goblin base land speed is 20 feet.• Low-Light Vision: Goblins can see twice as far as humans in starlight, moonlight, torchlight and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. • Weapon Familiarity: Goblins treat flintlock pistols and long rifles as martial weapons rather than exotic weapons.• A goblin gains one bonus technology feat at 1st level (see Chapter 6: Feats). All goblins pick up some mechanical skills. • +2 racial bonus on Appraise, Craft (alchemy), Diplomacy and Listen checks. These skills are class skills for all goblin characters.• +3 racial bonus on Craft (technological device) checks. Craft (technological device) is a class skill for all goblin characters. Goblins are master craftsmen. • +2 racial bonus on all Craft checks involving adamantine items. Goblins have a long history of forging adamantine arms and armor (due to their marketability) and are skilled in working it. • Automatic Languages: Common and Goblin.• Bonus Languages: Any unrestricted. Goblins know myriad languages in order to trade with as many races as possible.• Favored Class: Tinker. A multiclass goblin’s tinker class does not count when determining whether he suffers an experience point penalty for multiclassing (see Chapter 3: Classes, “Multiclass Characters,” XP for Multiclass Characters).