WC Character Creation

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Character Creation

Most Player Characters in the Warcraft universe are made using [+10] / [-2]. Buying a 'race' in Warcraft PDQ is a [+2] Advantage because every race has something that is of great benefit to its population in it. Classes start at [+4] advantages and can be bought up by players. Your class in some cases means you are better at something than your average Joe; everyone can pick up a sword but it takes training to be considered an Armsman, for example.

You can put further points into your class to become something of a paragon of that particular class. Archmage Jaina Proudmoore, for example, has far more than +4 in Mage. Uther the Lightbringer also has more than +4 in Paladin. These characters can be considered paragons of their class.

Alliance Races

Alliance Races - All of these are +2

Human

You are human and a member of the most populous sapient species on the planet. You are short lived by the standards of the other races but the effects that your people have on the world far outweighs the difference in lifespan. Humans are capable of being any class apart from Shamans and Druids. They are the heart of the Alliance.

Play a Human if you want...

  • Have a very flexable set of background options.
  • Have the full weight of the Alliance behind you.
  • Have the ability to adapt to almost any situation.

Night Elf

You are a Night Elf, one of the oldest and most troubled races on the planet. The Night Elves have recently lost their immortality and this has forced the formerly xenophobic people to start making inroads with other groups around the world - they've thrown their lot in with the Alliance, especially after the Orcs invaded their ancestral home of Ashenvale and started logging it. Night Elves are Druids, Hunters, Rogues, Armsmen and, very rarely, Shamans. They are a powerful, almost elemental people.

Play a Night Elf if you want to:

  • Be part of one of the oldest races in the world.
  • Play the mysterious outsider.
  • Have grace and strength in equal measure.

High Elf

You are a High Elf, sunlight cousins to the Night Elves. Your race was all but annihilated in the Third War. 90% of your race were killed by the Lich King and his dread army of the undead. You fight to restore your race to a place of power in the Alliance and not to be seen as 'the war wounded' who are to be pitied. 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). High Elves are a one proud and mighty people who have recently fallen, now struggling to pick themselves back up.

Play a High Elf if you want to:

  • Be the proud, grizzled veteran, striving to rebuild his people.
  • Be driven by the quest for power and glory once more.
  • Look so Bishonen it fucking hurts.

Gnome

You are a Gnome. 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. Gnomes are Mages, Warlocks, Armsmen and Rogues.

Play a Gnome if you want to:

  • Always reach the best conclusion the fastest.
  • Be the best and brightest at anything involving your brain.
  • Always have just the right gizmo for any situation.

Ironforge Dwarf

You are an Ironforge Dwarf. When the Blackrock Dwarves attacked Dun Modr, the Ironforge Dwarves sank their heels into the ground and gave not an inch. When Neferion Blackwing gazed down over the Burning Steppes with envy in his eyes the Dwarves dug their fingers into his eyes and gouged them out. 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. A Dwarf may be a Paladin, Armsman, Rogue or Hunter.

Play an Ironforge Dwarf if you want to:

  • Be a hugely valued member of the Alliance.
  • Be a powerful defender of what is good in the world.
  • Be able to call upon your brothers in arms to aid you in major siege actions.

Wildhammer Dwarf

You are a Wildhammer Dwarf. 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. Whilst respected you are sometimes viewed as primitive. Whilst the Ironforge Dwarves will place their faith in Steel and Arcanite, the Wildhammers understand the power of nature. A Wildhammer Dwarf may be a Shaman, an Armsman, a Rogue, a Hunter and, very rarely, a druid.

Play a Wildhammer Dwarf if you want to:

  • Be a creature of the stone, trees and air.
  • Be a wode covered barbarian.
  • Be respected everywhere you go.

Draenei

You are a Draenei. The Exodar crashed on Azaroth bringing with it a race related to the demonic Eredar. The leader of the Draenei, Valen, has led his people through the stars, teaching them the ways of the Light and making them a force for good in the universe. They are natural born healers but are stranded on an unfamiliar world. 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.

Play a Draenei if you want to:

  • Be a phsyically powerful character.
  • Be the perpetual fish out of water.
  • Be swole as hell.

Horde Races

holy shit horde races neat

Classes

[+4] Armsman

As long as war is waged on Azeroth there will be men and women who fight those wars. The Armsman is no mere sword-slinger; they are skilled combatants combining strength of arm, knowledge of weaponry and practised maneuvers. The Armsman is a tactician just as at home with a sword-and-board or a halberd in his hands. They arm themselves heavily, plate and mail their garb of choice. All races fight and all races have Armsmen in their ranks. They are masters of swords, spears and weapons of all kinds and all Armsmen share a common bond. Elite Armsmen are called Knights to humans, Hammerslinges to the Dwarves, Sentinels to the Night Elves and Anchorites to the Draenei.

The following races can be Armsmen: Human, Night Elf, High Elf, Gnome, Ironforge Dwarf, Wildhammer Dwarf and Draenei.

[+4] Druid

Druids are keepers of the world who walk the path of nature, following the wisdom of Cenarius, healing and nurturing the world. To a druid, nature is a delicate balance of actions, in which even the smallest imbalance can create storming turmoil from peaceful skies. Druids draw their power from this wild energy allowing them to cast natural magic and shift shapes into specific animal forms. Their magic allows them to bring the moon Goddess Elune's wrath down upon those that would upset the balance of nature. They bring the roots and branches of the world around themselves to become stronger and they can choke the life out of deadly enemies with these roots. Although there are Druids from many races the only Druids we shall be dealing with are Night Elves. Druids do not trouble themselves with working directly with man made objects and most will not clothe themselves in metals.

The following races can be Druids: Night Elves and (rarely) Wildhammer Dwarves.

[+4] Hunter

The Hunter is a stalker of the wilds, living on his knowledge of survival and his skill with a bow or a rifle. He makes the mightiest beasts his allies and friends. They come from any race and are renowned throughout the world. Elven Hunters, or Rangers as they are called, seek to balance the world with their Druidic allies, Dwarven and Human hunters seem to be interested in the hunt and the thrill of the kill. They are skilled in stealth, slipping through the forests like ghosts and striking unseen. The way of the Hunter is oldest second only to the way of the Armsman. They are trappers and snipers; survivors and watchers. They form bonds with their animal companions that are so deep the animals often know what their master is thinking simply by their body language. An animal companion, often called a pet, will fight and die for its master. The beasts that Hunters align themselves with come in all shapes and sizes – from Wolves, Crocolisks and Bears right through to Birds of Prey, Boars and Gorillas.

The following races can be Hunters: Humans, Night Elves, High Elves, Ironforge Dwarves, Wildhammer Dwarves, Draenei.

[+4] Mage

There are three main schools of thought for Mages throughout Azeroth. The Mages of Dalaran feel that Arcane magic is the most sensible and balanced approach to the wild, swirling power laid out before those willing to spend their lives studying. The Mages of the Mannoroc Coven believe that the sheer power of flame is the key to true power. A Mage of Mannoroc must walk a dangerous path where they risk falling into eternal damnation through their lust for power. The deposed Mages of Icecrown, though few in number, believe that the chilling power of Ice is the only way to attain true magical power.

The following races can become Mages: Humans, High Elves, Gnomes and Draenei.

A Mage must choose what school of Magic they wish to follow.

Dalaran

Mages of Dalaran are members of the Kirin Tor, a sect of wizards from the recently relocated city of Dalaran. Arcane magic is the practice of the Mages of Dalaran – Magic to fire arcane bolts of energy, befuddle enemies and assist with the living of lives. Arcane Magic is not well liked by the Night Elves and is mistrusted by The Horde but it is effective. Arcane Magic is a subtle thing – it is for scrying, instant teleportation, levitation and, according to some folk stories, altering the flow of time itself for short periods. Arcane Magic is a delicate thing and requires years of careful study but it is also the 'safest' of the magics. High Elves and Gnomes are typically drawn to the Dalaran school of magic.

Mannoroc Coven

Mages of the Mannoroc Coven are Mages of extreme power that walk a fine line between the destruction of others and the destruction of themselves. Fire magic is exceptionally powerful and deadly. A Fire Mage is a welcome sight on the battlelines as long as they're on your side – with huge swirling tornadoes of fire, meteors falling from the sky, pyroblasts rocketing over head and massive bolders made entirely of molten flame cast from their fingers they are exceptionally deadly. Fire Mages will cover themselves in flame to stop melee attackers from daring to strike close to them. The sheer force of will that it takes to conjure fire from nothing is exceptional and a prolonged battle or a short stint of extreme effort can leave the Mage drained.

Icecrown

Mages of Icecrown are those that follow the study of the element of ice. Ice magic is more focused on hindering an enemies movements – if you're an Armsman and your armor suddenly weighs another sixty pounds because it's covered in ice you're going to be slowed considerably. The damage that a Mage of Icecrown can deal is marginally lower than that of a Mage of the Mannoroc Coven but it has several more interesting byproducts: For a start you can not only conjure ice but you can also conjure water! Some powerful Mages of Icecrown can lower the temperature of entire towns causing them to become unwelcoming and bitter places. The effort to create both water and ice is a lot lower than the effort required to create a storm of flame and Icecrown Mages are less likely to lose themselves to their destructive urges than their firebrand cousins but the drain on an Ice Mage is still heavy.

[+4] Paladin

The Paladin is a warrior of the Holy Light. They uphold all that is good and true in a world and revile all that is evil and sinister – especially the undead and the Burning Legion. They offer succor to the beleaguered and smite their enemies with holy fervor. They are particularly potent against undead as these creatures threaten the goodly races of Azeroth. Paladins are found in almost every corner of Azeroth and beyond. These stalwart warriors of faith ceaselessly uphold their vigil against the demonic forces beyond the Dark Portal. Humans, Draenei, High Elves and Ironforge Dwarves are most likely to become Paladins. A Paladin will cover himself in the heaviest and most blessed armor, will carry a sword at his belt, a shield over his back and a hammer in his hands. He may or may not be in possession of a prayer book. Paladins are healers, protectors and warriors. They use the power of The Light to tend to the wounds of others and are also able to harness that very same power to enhance their attacks. They can consecrate areas providing a limited immunity to the undead.

The following races can be Paladins: Humans, High Elves, Ironforge Dwarves and Draenei.


[+4] Priest

[+4] Rogue

Rogues are Azeroth's legerdemains. They possess a wide range of skills that allow them to accomplish feats from disarming traps to finding secret doors to smacking a magic item until it works. They are decent in a fight, and if they can strike quickly or unseen — or are flanking an enemy with the help of a thoughtful ally — they can be truly deadly. Of course, they also excel at stealth. Using trickery in combat and able to vanish at the slightest distraction, the rogue is a welcome addition to any group of adventurers. Ideal spies, deadly to those they can catch unaware, rogues have no problem finding a place in the world. Rogues can be found among all races on Azeroth. Whether they are diplomats, spies, thieves, scoundrels, entertainers, or simply adventurers, you can find them plying just about any trade from Mount Hyjal to Ratchet. For as long as there were dark alleys and needs for dark services, there have been rogues, and thus they are one of the oldest professions in Azeroth. Rogues are a diverse class, and they are typically made up from the dredges of society — cutthroats, pirates, robbers, and low-lifes. The only code rogues live by is the contract, and their word is only as good as the money their services are bought for. The diverse aspects of their trade requires rogues to be well versed in lockpicking, toxicology, rudimentary alchemy and brawling. In combat, rogues rely on the element of surprise, and tactics which are regarded by most as vile and cowardly. They are rarely seen entering a fight without weapons laced in poisons and ample supplies of blinding powder. Their attacks concentrate on weak points in the body in an attempt to finish fights brutally and quickly. From the high-contract assassin hired in secret by respected noblemen to the lowly street mugger, rogues are the ones called upon when maintaining the status quo requires a questionable solution.

The following races can be rogues: Humans, High Elves, Night Elves, Gnomes, Ironforge Dwarves and Wildhammer Dwarves.

[+4] Shaman

Shamans are the spiritual visionaries of tribes and clans. These gifted healers can see into the worlds of spirits and communicate with creatures invisible to the eyes of normal beings. They are best by visions of the future and use their sight to guide their people through troubled times. Although the shaman may seem wise and serene at first glance they are a formidable foe and when angered theirs is the wrath of the Eternals and nature. A shaman can raise up the forces of the earth, of the wind, of fire and of water to do their bidding. They can speak with animal spirits as well as those of the elements. This is not direct communication with creatures but it is communication with the governing force of those creatures – a shaman can, for example, speak with the spirit of the horse and convince them that a cavalry charge should break up, if only the spare the lives of the young colts. A shaman can not create the elements they control and can only manipulate what is there before them.

The following races can be Shamans: Wildhammer Dwarves, Draenei and Night Elves.

[+4] Warlock

Warlocks are masters of the dark arts, devoted to furthering their understanding and use of Shadow and Fire based magics, along with the summoning of demons from within the Twisting Nether. They first appeared on Azeroth during the First War, when Gul'dan, the first of their kind led the Horde while in servitude to the Burning Legion. Warlocks are damage dealers and summoners. They make fel pacts with demons throughout the world, sign contracts and deal in ill-gotten information. They can summon destructive imps, alluring succubi and the deadly Doomguard. They inflict disease, illness and curses upon those that spite them. They can inflict mind rending terror on those that attack them and, most wicked of all, can drain the very souls of those that they have killed and use the shards to form the pacts they need to summon the succubi and doomguards that characterize a warlock. They are not looked upon kindly by the Alliance or the Horde but... it is better to have them with you than against you. Still, they pay the ultimate price in the end, their souls lost to the Twisting Nether and the Burning Legion.

The following races can be Warlocks: Humans, High Elves, Gnomes.

Membership

Membership of a Guild is entirely optional! You can only be in one guild.

[+0] The Argent Dawn

The Argent Dawn is a group of militant Paladins and Armsmen who have charged themselves with the destruction of the Undead, the Forsaken and The Lich King and not necessarily in that order. The Argent Dawn is divided into branches based on location, each of which has its own ranking and structure. No one outside the organization is allowed to know who the commanders in different areas are as this would make them targets for assassination. This has, unsurprisingly, lead the Argent Dawn to be considered by some to be a secret society. However, it seems their ranking structure is surprisingly simple; specific regions have a "Commander", who directly leads day-to-day activities, a council of officers, a group of elite templars, and then the body of membership. Templars have no real authority over standard members, but they are highly respected.

The Argent Dawn has no official headquarters, but small branches exist in several major cities — including Stormwind and Darnassus. The majority of their members in the Plaguelands work out of the Light's Hope Chapel on the far east side of the Eastern Plaguelands, but a good number of them inhabit a camp at Chillwind Camp on the border of the Western Plaguelands and the Alterac Mountains as well. The templars at Chillwind have plenty of work to do. The courageous templars and knights have to contend with ogres to the south and an undead infested graveyard right on their borders.

Since the Argent Dawn is scattered throughout the world it is possible to imagine that they are everywhere. There will be, in a church, temple or other place of worship someone from the Argent Dawn willing to give you and your group if you so require it. You need to be a Paladin or a Armsman to become a member of the Argent Dawn.

[+0] League of Arathor

The League of Arathor was originally established by the survivors of the Kingdom of Stromgarde to reclaim the Arathi Highlands from the hands of the Forsaken Defilers in Hammerfall. Today it is an organization in support of the Alliance, based out of the Arathi Basin in Refuge Pointe. They have taken it upon themselves to help supply the Alliance forces where needed, and their members include all manner of Alliance races - even though they are still predominantly Stromgardian humans.

They are mostly present in the Eastern Kingdoms and they are always active in some warzone or another. They are a good source of resupply – rarely able to supply you with information on any matters other than war. Still, they're good for a tactical discussion and a hot meal. You need to be an Armsman, Paladin, Hunter or Rogue to become a member.

[+0] Ravenholdt

Ravenholdt is a guild of thieves and assassins which welcomes only those of extraordinary prowess into its fold. They are diametrically opposed to the Syndicate Their headquarters, Ravenholdt Manor, is located in Alterac Mountains. No one knows anything about them, not even who their leader is. The only contact their is a man named Jonty the Night Man.

It is rumored though that the Ravenholdt family have had ties with many groups over many years. They never give anything for free though and will always ask for a favor to be returned eventually. They can provide rogues with hard to find equipment.

[+0] The Silver Covenant

The Silver Covenant is a militant faction of the Kirin Tor. Led by the high elf Vereesa Windrunner, they reject the admission of blood elves into the Kirin Tor. They have joined the Alliance Vanguard in Northrend.

The Covenant controls the Alliance-exclusive district of the Silver Enclave in Dalaran. The guards they employ are Alliance Crest Silver Covenant Guardian Mages, who expel Horde players once they get too close to the Enclave's outer walls.

Though their base is in the newly relocated city of Dalaran they are becoming a prominent force in the north of the Eastern Kingdoms. Spreading south from the recently captured isle of Quel'Danas they are joining forces with the Argent Crusade to bring some much needed hope to the citizens of the Plague Lands.

You can only join the Silver Covenant if you are a Paladin, Shaman or Mage.

Professions

Professions are entirely optional! You may only take one profession.

[+0] Herbalism

You know herbal lore. You can find plants and herbs in the wild and make medicines from them. A rogue can use Herbalism to make deadly, crippling or numbing poisons.

[+0] Blacksmithing

You know how to turn ore into weapons and armour. Your kind are always welcome in cities and towns and your kind are highly valued to the constant war effort. You can make weapons, armor and nick-nacks that you can sell to people. Armsmen make fantastic blacksmiths - they know what makes a weapon perfect.

[+0] Engineering

You are an engineer! You can crack open a machine, take parts from it and turn it into another machine. Anything from a new gun for your favourite hunter right through to a clockwork chicken pet. Gnomes make for exceptional engineers and can do most things in half the time it would take anyone else.

[+0] Leatherworking

You are a leather worker. You take the hides of animals, cure them, treat them and stitch them together. The hides you can get from 'normal' beasts makes for standard armor but the more exotic animals can often yield more interesting results - raptor hides, scorpid scales, Outland Klefthoofs. These armors can often create interesting side effects: smoother movement, a greater sense of freedom for the wearer, that sort of thing.

[+0] Woodworking

You are a woodworker. Anything from making bows and arrows to staves and expertly crafted dining-ware. You can even be menacing in the corner of an inn whilst you whittle down a block of wood with a knife.

[+0] First-Aid

You are no mere bandage wielding first aider. You know how to stitch up wounds, stymie blood flow and create splints for broken bones. You are a vital part of the alliance logistics.

Example Characters

Sarrisa the Female Night Elf Rogue

[+2] Night Elf

[+4] Rogue

[+2] Geared! Our Night Elf Rogue is rather well geared. From her travels around the world she's met all sorts of people and killed them. More importantly for her purposes she's stolen a little something form everyone. A gem here, some saronite there and she's been able to craft all sorts of things. Her pride and joy, though, are her daggers. Forged by the dwarves and enchanted by the High Elves they're incredible. They never grow dull and, once a day, can make her double the damage of her attacks.

[+2] Silverwing Sentinel. Our Rogue is known throughout the Alliance as being deadly and a blood sworn enemy of the orcs. She knows them. She knows how they think, how they fight and how they die. She's incredibly adept at taking down the greenskins, planning attacks on them and making sure they don't know what the hell is happening until it's too late.

[+0] Ravenholdt Member

[+0] Herbalist

Fizzbit Cranktoggle the Male Gnome Arcane Mage

[+2] Gnome

[+4] Mage - Dalaran School.

[+2] Gnomeregan Cleanup Crew. Fizzbit worked hard to try and keep Gnomeregan clean. It didn't really work out because the gnomes still lost their home city but it did give the clean up crew an intimate understanding of radiation! Fizzbit is now basically immune to all sorts of environmental hazards if he has a while to prep for them.

[+2] Mage Masher. Fizzbit has a fairly big staff with a fairly big, stabby bit on the end of it. He uses this to a great advantage. No one sees a knife to the stomach coming from a Mage!