Alliance Races

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Alliance Races

[+2] Human

You are a Human. You are a member of the most populous race on all of Azeroth. From the snowy mountains of the Alterac Mountains in the north to the steaming jungles of Stranglethorn Vale in the south there is no place that humans have not managed to call home on the Eastern Kingdoms. Over the last ten years their grasp has stretched to Kalimdor, Northrend and even to the Sundered World of Outland.

In recent times some adventurers have discovered that humans are, in fact, descended through hundreds of thousands of years from the Vrykul, a race of creatures created by the Titans. This is not common knowledge throughout human lands and, even if it was, what difference would it make? One of the best things about humans is how resilient they are and how willing to 'move on' the general populous are. Maybe this is to do with their short life spans, but it is a trait that is missing in many other races.

Most humans are members of the Alliance and carry with them the weight of King Varian Wrynn. There are times that all you need to do is hold out an emblem of Stormwind and people who are otherwise uncooperative will begin to aid you. There are some humans, however, that have forsaken the alliance - cultists, pirates and outlaws are not considered members of the Alliance although they may be offered protection should they ask for it.

After the first war the city of Stormwind was destroyed. The Alliance moved to live in Lordaeron where the king ruled until the return of his transformed son, Arthas. Arthas returned to Lordaeron and killed his father, succeeded him and sacked the city. The human population of Lordaeron was close to wiped out and the survivors fled to Stormwind which was in the process of being rebuilt. Recently the Defias Brotherhood (a group of bandits and criminals in the area) have started to stir up unrest with the stonemasons union in the city which has given rise to a wave of aggression.

Humans are exceptionally versatile creatures - they can follow almost any path that they chose but there are some that are beyond their grasp - the ways of the Shaman and the Druid simply are not open to humans. For better or for worse the human races need to expand and grow often conflicts with the plan of nature.

You are human. You are the Alliance.

[+2] Night Elf

You are a Night Elf. You are a member of one of the the oldest and most elusive races on all of Azeroth. By nature they are a solitary people that prefer to be left alone. This has had to change recently - until a few years ago every Night Elf was immortal. They did not age, with and die like every other species on the planet. Their world tree, Nordrassil, was destroyed at the end of the Third War which rendered them all mortal. Night Elves now, for the most part, live in the forests of Teldrassil.

Newly bestowed with mortality, the Night Elves have been given no choice other than to adapt to the world around them. Whereas before they were glad of their splendid isolation the fact that they're all getting older and no one knows how old they can become, means that they need to begin trading with other races. Their first contact with another race in a long time was with the Orcs who attacked one of their demi-gods, Cenarius. Grom Hellscream (current leader of the Orcs) landed the killing blow on the demi-god. The Night Elves will never forgive the orcs for this transgression.

Since their relationship with the horde started on such a foul note the Night Elves have decided to throw their lot in with the Alliance. They seem the Alliance as something that needs to exist, not only for their sakes, but for the sakes of all the people on the planet. The strange, brave little humans have worked so tirelessly to fight any and all incursion by demonic forces that the Night Elves feel a see a little hope in them.

This doesn't mean that the Night Elves like it. They're typically a fairly xenophobic lot; some would describe them as curmudgeonly. For everyone one Night Elf that has accepted their fate and will begin to explore there are two that believe it to be... below them. This tends to include the powerful Druidic ruling classes.

You are hundreds, if not thousands of years old and you bring a wisdom to any group unheard of in other races. You move swiftly throughout all natural terrain, the boughs and branches moving from your path. A graceful quickness fills your movement and you can turn invisible by wrapping yourself in nature in all its glory. Night Elves, with their new-found mortality, are still isolationist and those that stray from Teldrassil often have to work harder to be trusted than others. Night Elves are Druids, Hunters, Rogues, Armsmen and, very rarely, Shamans. You are a Night Elf. You are nature.

[+2] High Elf

You are a High Elf, one of the Sun-Blessed – The Quel'dorei. You are a distant ancestral relative to the Night Elves. Your race was all but destroyed at the end of The Third War with 90% being killed by The Lich King and his dread army of the undead. A further 90% of your race left The Alliance to join The Horde so that they might find new glory. Only 25,000 of your kind remain now, the ties with the Blood Elves severed. The High Elves fight alongside the Alliance as Mages, Paladins, Rogues, Hunters and Armsmen (in descending order of how likely they are to take a profession upon themselves). The High Elves, though decimated in number, fight to restore their once great people to a position of power and respect as something other than 'the war wounded'. High Elves are strong, graceful creatures that can, with a great amount of effort, suck the mana and life energy from another creature. The Blood Elves, the power maddened cousins to the High Elves, are becoming more and more corrupted by the taint of demonic energy. It can be heart rending to see brothers, sisters, fathers and mothers becoming so driven for power that it borders on insanity. This is the curse of the High Elves. It can often seem that the more they grasp for something the further away it becomes. You are a High Elf. You were once great and can be again.

[+2] Gnome

You are a Gnome. You are a member of the craftiest race in all of Azaroth. Whilst other races were panicking about the impending reopening of the Dark Portal it was the gnomes who were drawing up plans, studying blueprints and devising the technology. Gnomes are a bright, curious, friendly people. They love to question, invent and explore. If a stone has been left unturned in a field of investigation, chances are a gnome isn't involved with the project! Gnomes are grounded in earthly desires, respect creativity and the pursuit of knowledge more than any other race. They are perfectly suited to the study of arcane magic. The Gnomes were recently chased from their home city, Gnomeregan. They live within the halls of Ironforge, along side the dwarves. Gnomish ingenuity and Dwarven craftsmanship is pushing the technology of The Alliance ahead by leaps and bounds. Every Gnome can look at a blueprint and divine its meaning in minutes rather than hours and hours rather than days. Gnomes can make something from nothing and are (almost) miracle workers when it comes to machines. Gnomes are Mages, Warlocks, Armsmen and Rogues. You are a thinker and a trickster, though always kept humble.

[+2] Ironforge Dwarf

You are an Ironforge Dwarf. You are a member of the toughest race in the Alliance. When the Blackrock Dwarves attacked Dun Modr the Ironforge Dwarves sank their heels into the ground and did not move. When Neferion Blackwing gazed down over the Burning Steppes with envy in his eyes the Dwarves pushed him back. When the Alliance was pushed to breaking point by the years of war, the Dwarves were there in huge numbers with fresh arms and armor. The Ironforge Dwarves are craftsmen who, for thousands of years, have lived in the giant, subterranean city of Ironforge. They are fiercely loyal to the Alliance, The Light and their allies. The Dwarves were the first Paladins in the world. They are protectors and no one is left behind by a Dwarven Commander. A Dwarf may be a Paladin, Armsman, Rogue or Hunter. Their steam tanks and Siege Engines have carried many days in Alterac Valley and the Wintergrasp battle-zones.

[+2] Wildhammer Dwarf

You are a Wildhammer Dwarf. You are a member of the most tenacious race in the Alliance. The Wildhammer Dwarves hale from the Hinterlands where they train the gryphon's of The Alliance. They are known and feared throughout the Horde as being mounted warriors without peer. They are also known as furious berserker's that are, when in social situations, best left alone. A Wildhammer will always come to the aid of their allies. Whilst the Ironforge Dwarves will place their faith in Steel and Arcanite, the Wildhammers understand the power of nature. Some have even gone as far as to claim ties to the druids of the Cenerion Circle or the Shamans of the Echo Isles! A Wildhammer Dwarf may be a Shaman, an Armsman, a Rogue, a Hunter and, very rarely, a druid. If you can have an Ironforge with a shield in front of you and a Wildhammer with a mace behind you you can consider yourself covered.

[+2] Draenei

You are a Draenei. You are a member of the newest race on Azaroth. Within the last six months, The Exodar (a spaceship) came crashing to Azaroth. It brought with it a race of creatures related to the Eredar - the demons that fight for the Burning Legion. When Sargeras spoke with Archimonde, Kil'jaeden and Velen all but Velen sided with Sargeras. Ever since then Velen has lead his people, The Draenei, through the stars. Over the thousands of years between then and now the Draenei have studied the ways of The Light intensively and have moved further and further away from their demoniacally corrupted brethren. They have seen that The Light is followed by the Humans and the Ironforge Dwarves and have banded together with The Alliance. They are all of incredible stature and physical power but are not understood or trusted by the common population. Most people on Azaroth are farmers and are unwilling to accept creatures from another world, let alone creatures from another world that look like their enemies. Still, the Draenei bring an unbiased (if religiously fervent) eye to proceedings and a spirituality unrivalled in the ranks of The Alliance. They are natural healers, able to sooth and heal small wounds through focused energy and touch. They are in tune with The Light to such a degree, becoming a Paladin is often an expected thing for a Draenei. They are also in tune with nature to a degree where many of them are expected to become Shamans. A Draenei may become a Paladin, an Armsman, a Shaman, A Mage or a Hunter. They are a mysterious race, full of surprises.