🐸 Horde Roleplay: A Lore Guide for Beginners

This guide has been compiled by a number of individuals who have chosen Horde as their main faction. Please use this guide to fuel your own character ideas! Remember that roleplay lore is like a tool to write your own stories. It should feel inspirational, but never constraining. If you have an idea that goes beyond the general expectations for that race e.g. a blood elf druid or a half-dragon orc, just remember that authenticity comes from detail. The more background knowledge you have, and the more justification you can provide, the more likely that others will accept and enjoy your RP concept (no matter how crazy!).

What’s so good about Horde?
The great thing about the red side is the opportunity to experience the world from a completely different perspective. How would a bloodthirsty, warmongering orc feel after a battle compared to a nature-loving night elf? Could you put yourself in those shoes? Could you be a money-hungry goblin, a voodoo-ritualist troll, a non-pacifist pandaren, or a majestic nightborne? If you’ve only played Alliance up until now, you’re missing out on HALF the game! The quests are different. The cinematics are different. The cities have a completely different layout and feel. Think primitive and fierce. Think loyalty to die for. Think totems and wardrums, stitched together abominations, and sunwells. The Horde has so many amazing things to offer. There is a great deal rich culture that has no comparison elsewhere!

Racial Guides
The following series of posts in the thread below serves as as one-stop overview to playing any of the Horde races. If you would like more detail on any of them, please click on the link at the bottom of each post which leads to a more comprehensive in-depth guide. Just scroll down to begin!

RP Add-ons
Yep, there is nothing quite so awe-inspiring as inspecting someone with a well-filled out RP profile. The main ones used on Moon Guard (current as of August 2018) are TRP (TotalRP3), MRP (My Roleplay), and XRP. FlagRSP is now generally considered obselete. It will be hard to write a profile for a character that you’ve only just started playing and don’t know very well. Don’t give up! Just make a few notes in the appearance or history section, whatever ideas you have. It gives people a hint of what to expect when they interact with you. You can always go back and change and improve things later. In fact, it is COMPLETELY NORMAL for characters to evolve and become more detailed over time. You don’t need to start with every hair in place. Doing so would be very limiting; it’s better to be flexible and learn what ‘feels right’ as you go.

Transmogrification
A great way to add to the authenticity to your character is appearance. What weapons, armor, and toys can you use to illustrate your character concept e.g. a mercenary? A matching spear and shield? What tabard will he or she be wearing? Can you use a grey skin color to make yourself slightly corpse-ish, or perhaps a more blue tone would apply to someone with aquatic skills? Can you use a set of robes that look like they belong on a bar waitress, or even plain brown pants, hat and shirt like the local fisherman? When you have figured out what you want to play, go back and look at your appearances tab and see how you can add some finishing touches.
A huge list of transmogification guides can be found here:

RP Hubs
So, you have some idea about what character you want to play. What should you do now? How do you find people to interact with? Your best bet is to go to what is called an ‘RP Hub’ i.e. a place where roleplayers like to hang out. For Horde, the main place is the Valley of Honor in Orgrimmar. The is a tavern called the Wyvern’s Tail which usually has a few locals hanging out at most hours of the day. A secondary location we are trying to build is the Walk of Elders in Silvermoon City, and the Wayfarer’s Inn. While not as active as it should be, the more people that hang out here, the more that will improve! In general capital cities are a good place to find walk-up RP. Out in the world, people are less likely to be in RP mode, but don’t let that stop you from attempting to initiate conversation! If they have an RP profile, the chances are pretty high that they’ll be happy to talk to you.

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Joining an RP Guild
When you feel that you’re ready to join a guild, become a detective. Look at what you have, and let people know what you’re looking for. If you are joining an RP guild, expect that some will require an IC interview and/or an application form. You need to have your character concept ready before this stage. There are a number of different ways you can find something that will be suitable for you.

  1. Word of mouth. Ask your friends and people that you roleplay with. What guild are they in? Which guilds do they dislike and why? Do they know of any that may be suitable for you? Which ones have you seen roleplaying?
  2. Join Unified Horde discord. It’s a community resource like none other. Basically a network of most of the Horde guilds on Moon Guard, and where you’ll make some really valuable contacts. Check out the guild advertisements, or make a comment in general that you’re looking for a guild. Link here: discord.gg/S3hPBXA
  3. Read realm forums and/or make a thread asking for recommendations. Yes, it’s true that not everyone reads forums, and you may be overlooking some potentially good guilds. But this will give you some idea about which ones are actively seeking members, and where you’ll be made to feel welcome.
  4. Hang out in Trade and General chat. If you don’t mind filtering out the trolls and rubbish they’re talking about, guild advertisements will often pop up here. Particularly new guilds that have just formed and need more people to get established. It can be a bit hit or miss, but it’s a good way to get ‘in the loop’ about what’s happening.
  5. Read the Comprehensive Guide to Moon Guard Horde Guilds. Lots of good information can be found here.
    https://us.forums.blizzard.com/en/wow/t/comprehensive-guide-to-moon-guard-horde-guilds/106070

RP Events
Most Horde RP guilds will run their own events. This is a great way to become more familiar with members of your own affliation and develop your character without the noise and conflicting opinions that can be overwhelming in big crowds. They can also take place in locations outside of RP hubs, which can be very refreshing. If you know there is a guild event coming up, make sure to sign up in the in-game calendar (if it has been advertised there) and make a note to yourself out of game as well. There is nothing worse than turning up an hour late and missing an event because you didn’t know it was on! Discord and realm forums are another way to find out about RP events that are coming up. Public and neutral events are fun to observe and take part in, but don’t expect too much character development in anything large-scale.


AN INDEX TO THE GUIDES
[3] Blood Elves
[4] Orcs
[5] Trolls
[6] Tauren
[7] Undead (Forsaken)
[8] Goblins
[9] Pandaren
[10] Nightborne
[11] Highmountain
[12] Mag’har Orcs
[13] Zandalari Trolls
[14] Vulpera

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RACIAL GUIDES:
BLOOD ELVES

Written by Keillan

Affiliations: Horde, Shattered Sun Offensive, Argent Crusade

Leader: Lor’Themar Theron, Regent

Ages: Sin’dorei reach maturity on par with humans, though can live on for thousands of years.

Height: 5’-6’

Body Shapes: Male Sin’dorei tend to have lithe, muscular bodies. Female can be found with willowy and toned figures.

Appearance: Sin’dorei skin tones are generally fairly pale with a peach tint up to some with a tanner hue. Their hair is for the most part found either red/auburn or blonde/platinum though there are some with brown to black hair. Their hairstyles range from spotlighting long tresses or tied back/cut short, possibly utilised by the more active. Male Sin’dorei keep any facial hair cut neatly. Their eyes for the most part have a bright Fel green hue, though there have been some seen with the golden yellow hue of The Light.

Death Knights all have glowing blue eyes, with gaunt features and light pale to dark necrotic skin.

History: Using a fount made from a single vial of arcane energy from the Well of Eternity, for thousands of years the Quel’dorei (or ‘High Elves’) lived a lavish magical life in their home located in the northern half of the Eastern Kingdoms.

When Arthas Menethil marched through the Eversong Woods with his Scourge, thousands of elves lost their lives. Once Arthas made his way to the Sunwell, he used the energy to raise the fallen necromancer Kel’Thuzad thus rendering the Sunwell’s energy tainted with Fel.

Aside from a few hundred of their brethren that found safety with the Alliance and Stormwind City, the surviving Quel’dorei were renamed Sin’dorei (‘children of the blood’). Existing without the Sunwell was difficult as the elves had become fully dependent on its energies, thus they had to search for different ways to keep their needs sated. If an elf went too long without arcane energy it would devolve into what was coined “Wretched”, a zombie-like shell of their former selves. Their Crown Prince Kael’thas Sunstrider, while seeking aid for his people travelled to Outland but instead fell under the power of the creatures he was trying to fight.

The Sin’dorei sought their own help, and joined with The Horde to join the war on the Burning Legion.

Through the years of tragedies, the Sin’dorei remained strong fighters and powerful magic wielders, using their strength and the strength of The Horde to survive. Having their Sunwell cleansed by the Draenei Prophet Velen with Holy Light from a Naruu, The Sin’dorei have overcome insurmountable odds. With their renewed energies, many have turned fully to The Light, or simply used the cleansed energy to cleanse themselves.

Culture: Sin’dorei live a regal and rich life. What has been rebuilt of Silvermoon City is very lush and fancy, with many gathering spots filled with delicious food, drink and other products to sate magical needs. Arcane practices can be found in almost every corner, with a few pockets of darker lifestyles peppered about the city. The city’s Guard tends to be made up of Rangers and Warrior-Mages with Paladins filling in.

Sin’dorei (as well as other Elven races) are looked upon by other cultures as snobbish, which isn’t too much of a stretch.

Language(s): Thalassian (racial), Orcish

Classes: Mage, Priest, Warlock, Hunter, Warrior, Paladin, Rogue, Monk, Death Knight

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RACIAL GUIDES:
ORCS

Written by Flywheel

Faction: Orgrimmar
Leader: Thrall
Capital: Orgrimmar, Durotar

Age 13 (Young Adult) 40 (Middle aged.), 60 (Old), 90 (Venerable)
Height 6’0"-7’0"
Weight 200lb-650lb
Skin Color: Lime green, blue-green, or muddy green.
Hair Color: Red, grey, black, brown, purple, and white
Eye Color: Pink, purple, blue, yellow, amber, and green

History:
Evolved over thousands of years from the gronn, orgron, and ogres, orcs are the smallest and weakest descendants of Grond, the enormous stone giant created by the titan Aggramar. When the ogres revolted against their ogron masters, the hierarchy of survival on Draenor was dramatically altered, and the two greatest threats to the orcs — the gronn and the ogron — were eliminated.

By the time of 800 years before the Dark Portal, the orcs, no longer confined to their underground caverns, began forging permanent settlements on Draenor’s surface. Within a few decades, the orc population exploded. The orcs cultivated a noble, shamanistic society on Draenor. Many orc clans began to form.
For more details, see:
https://www.engadget.com/2014/02/09/know-your-lore-a-guide-to-the-orc-clans-of-draenor/

The Shadowmoon Clan were the first to dedicate themselves to the elements and transformed Grond’s head into a crude temple. They soon began spreading their teachings to the other clans, nearly all of which adopted the practice. Young orcs were raised to be steadfast allies of the elements, and fledgling shaman traveled to the Throne of the Elements to seek the spirits’ blessing, entering trances to attune their minds to the elements.

Then came the Burning Legion.

After investigating Draenor, the powerful demon lord Kil’jaeden tricked the head shaman Ner’zhul by appearing as a spirit of an orc ancestor. He convinced Ner’zhul that the draenei were conspiring against the orcs, and were planning an attack. Ner’zhul began raiding the draenei, hoping to be the savior of his race.

With the mass murder of the draenei, the elements refused to aid the orcs in their war. Believing that the elements had turned on them, the orcs turned to Ner’zhul. He went to Oshu’gun to speak with the spirits directly and learned the truth about Kil’jaeden. Refusing to help Kil’jaeden any further, Ner’zhul was replaced by his apprentice Gul’dan as Spiritual Leader of the clans. Gul’dan cared little for the orcs and readily agreed to follow Kil’jaeden in exchange for more power.

Gul’dan established warlock and necromancy schools to replace the shamanistic powers the orcs had lost. To consolidate his power, Gul’dan united the clans into the Old Horde under Blackhand as Warchief and formed the Shadow Council to pull the strings from the shadows. Grommash Hellscream, legendary chieftan of the Warsong Clan, was cursed when he became the first to drink the blood of Mannoroth. Over the next few years, the entire orc race was corrupted by fel energy and began turning green.

The rediscovery of a noble past
Thrall (birthname Go’el), is the son of Durotan, chieftain of the Frostwolf clan and his mate, Draka. Thrall’s parents were killed by Gul’dan’s assassins shortly after his birth, in the beginning of the First War. He was found by Aedelas Blackmoore who gave Thrall his name. Raised as a slave and gladiator, he later joined Orgrim Doomhammer in freeing the orcs imprisoned after the Second War, and was later named Warchief after Doomhammer’s death. After leading the Horde away from the Alliance-claimed Eastern Kingdoms, he rescued and made allies of the Darkspear trolls and Bloodhoof tauren. Thrall led the new Horde against their former demonic masters in the Battle of Mount Hyjal. He subsequently led diplomatic efforts at peace between the Horde and Alliance after the end of the Third War.

Culture:
To their enemies, orcs are brutal and fearsome opponents, without parallel in their ferocity and cunning. To their allies, they are noble and honorable, following the traditions of a rediscovered past. For an orc, skill in battle brings great honor. The concept of personal honor that pervades all echelons of orcish society has made the race more cohesive and more of a threat to their adversaries in the Alliance.

For an orc, personal reputation is as important as his or her clan, and most will fight to the death in defense of either. This is in drastic contrast to when they were led by the forces tainted by the Burning Legion, and were a bestial force barely controlled by demonic magic. While the orcs might seem quick to anger, they are tempered by the wisdom of their leaders and their shamans. When they were freed from the Burning Legion, orcs experienced a cultural revolution as the unnatural, arcane bloodlust left their bodies, giving them calmer and more focused states of mind.

Links:
https://worldofwarcraft.com/en-us/game/races/orc
https://wowwiki.wikia.com/wiki/Orc
https://wow.gamepedia.com/Orc

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RACIAL GUIDES:
TROLLS

Written by Anansi

Affiliation: Horde formerly Gurubashi Empire
Leader: Rokhan (de-facto) formerly: Vol’jin, Sen’jin
Capital: Darkspear Isle, Echo Isles

Age: Maximum 200+ years
Height: 7’-8’ taller when briefly stretching.
Phenotype: Darkspear are lithe and muscular, males tending to be taller and hunched. Both sexes present with tusks, with wildly varying length among the males.
Skin: Blue, purple, or green
Hair color: Varied, usually bright in color.

Brief History:
Originally part of the Gurubashi Empire in the jungles of the south, the Darkspear were a smaller tribe when it fell, leaving them in a position of vulnerability. Driven out from Stranglethorn, the Darkspear jungle trolls were forced to relocate to the Darkspear Isles. There, the Tribe was captured by a Sea Witch controlling murlocs. Luckily, Thrall and his orcs were captured as well, and lead the Tribe to freedom. The leader Sen’jin died, but his son Vol’jin pled allegiance to the Horde, and the Darkspear followed them to Durotar. Since then, the Darkspear have been a staple to the Horde, even leading a revolution against Garrosh Hellscream, ending with Vol’jin serving as Warchief until his death in the last invasion of Legion.

Culture:
One of the core facets of Troll culture is tribe. Tribal warfare has been happening for centuries, fighting over land or resources, or simply trying to annex the tribes in a single massive Empire. Not all trolls are alike, with Darkspear being jungle trolls: a smaller, more clever subspecies. Some argue that they have further diversified into island trolls, due to their leanings towards diplomacy (compared to other trolls) and exposure to coastal life.

Hierarchy is strict within the tribes, with deference usually being reserved for martial, spiritual, or elder leaders. In fact, with Trolls, they are not mutually exclusive. Shadow Hunters, a form of spirit warriors are a good example of this. Those that do not follow the Tribes’ rules may find themselves exiled; a pariah who must fend for themselves, in a species/culture that requires cooperation for success.

Darkspear are less savage than other Tribes in general, which is to say a grenade is less destructive than a pipe bomb. They were cannibals up until Thrall forbade its practice as a condition of acceptance into the Horde. Berserkers are still prevalent in their soldiers, and they are a brutal force when organized or in guerilla tactics. In contrast to their orc and tauren friends, trolls care much more for results than concepts like honor or fairness, with survival taking top priority. An orc may die for his honor; a troll will kill you before it comes into question.

Spiritually, the Darkspear share the faith of their cousins in the worship of the loa, and practice of voodoo. The loa are varied, some being Wild Gods, other venerated or famous ancestors. Voodoo (in World of Warcraft) could best be described as a hybrid practice of shamanism, priest practice, alchemy, and most recently druidism. The deviation comes from bringing their faith into their magic and skills, invoking deals with loa for boons (or hexes for their enemies), or using material objects to imbue the spirit, as opposed to the material.

Links:
https://worldofwarcraft.com/en-us/game/races/troll
https://wow.gamepedia.com/Troll

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RACIAL GUIDES:
TAUREN

Written by Taeana

Leader: High Chieftain Baine Bloodhoof leads the majority of the Tauren united under the Horde. There are also local leaders for tribes (Chieftains), which meet with Baine in Thunder Bluff as his council.

Ages: General consensus is that tauren age quicker than humans as children and reach cultural Adulthood around age 18-20. Tauren live longer lifespans, usually well past 100 years old.
Height: 8’ is generally considered average, with some tribes and subraces having higher averages (9’ for Tauanka, 10’ for Yaungol).
Weight: 800-1500 lbs, depending on gender and size.
Fur: Tauren coats vary greatly and can have almost any color and pattern. Generally, tribal groups will have similar tones and patterns, and a couple coat colors hold specific meaning:
-All black coats are generally a marker of the Grimtotem Tribes, infamous for generally disagreeing with Cairne (and Baine’s) choice to ally with the Horde.
-White coated Tauren are considered omens when born, and usually carry innate connection to the spirits. Most white-furred tauren become shaman or Spiritwalkers.
Horns: All tauren have horns, which can vary in shape, size and colors, usually hereditary.
Language: Taurahe

History: While the exact origins of the Shu’halo are unknown, the progenitor race came from the regions near Pandaria before the Sundering.
One group settled in what would become central Kalimdor, eventually making homes across the continent, such as Ashenvale, the Barrens, and Feralas. These groups would come to be known as the Tauren. After the War of the Ancients, one tribe settled in the mountains and was later called Highmountain.
Another traveled further north to the snowy regions that would become Northrend. The nature and elements here were harsher and more unforgiving, forcing these tribes to become likewise hardy. These became the Taunka.
Those that remind behind would still call themselves Yaungol, and settled the Townlong Steppes. They would be forged by the constant battle against the Mantid and the limited resources of their ancient heritage land.
Kalimdorian Tauren were recently beset by the centaur of Desolace, killing a large proportion of tribes and families. Many who survived banded together under the Bloodhoof, while others remained independent or were spared the centaur’s wrath.

Culture: Tauren are a very spiritual people with close ties to nature. They have a tribal structure with a primary leader (the Chieftain), and Seers, Elders, and others offering guidance.
Until the last generation or so, most Tauren tribes were nomadic, traveling between camps in or between regions of the world, following game, such as kodo. Only recently have permanent settlements become commonplace.

Religion: Shu’halo religion is unique on Azeroth. They follow the Earthmother: the embodiment of Azeroth and nature, and guider of fates. An’she (the Sun) and Mu’sha (the Moon) are the eyes of the Earthmother and provide light and empower magics of the tauren.
Tauren also have a close bond to the spirit world, their ancestors, and the spirits of Nature. They offer sacrifice, carve totems, and pray to all of these in daily ritual, at times of need or question, or for specific rites of passage.

Classes:
Druid: Druidism comes easily to many tauren, a natural extension of their deep cultural bond to the Earthmother.
Paladin and Priest: Sunwalkers primarily revere An’she and use his power to heal and fight. They seek to balance the reverence of Mu’sha in Druidism with the radiant and powerful rays of the Sun.
Shaman: Shaman are central to tauren culture and society. Some shaman are wanderers, helping to heal the world and bless those that they meet. They are often the spiritual guides of their tribe, healers, and even combatants.
Warrior: More often called Braves, tauren pride themselves on being stalwart and powerful combatants. Even though most tauren are peaceful in nature, recent years have turned many to the ways of war.
Monk: The monks from Pandaria mesh well with the Tauren cultural ideals. While still new to the learnings, many tauren took pilgrimage to the Peak of Serenity and learned to hone their Chi, as well as find a new way to call upon the elements.
Hunter: All Tauren revere the hunt as a sacred rite, and those that dedicate themselves to it are valued greatly in their tribes as providers of sustenance.
Death Knight: These often find it difficult to fit in with their kin after their animation. Death is considered a natural balance to life, and necromancy is viewed as corruption. Some will chose to align with militant groups, while others try and rekindle their heritage in undeath.

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RACIAL GUIDES:
FORSAKEN

Written by Lachesis (Neko)

Leader: Sylvanas Windrunner, Banshee Queen and current Warchief of the Horde
Capital: Formerly the Undercity, Tirisfal Glades. After the loss of their capital, they live with the Orcs in Orgrimmar, Durotar.

Typical Undead Characteristics
Age: Irrelevant
Height: 5’0-6’0
Weight: 120-170lb (give or take loss of weight as a result of decay)
Eye Color: Yellow, blue, white, red
Hair Color:

History:
In life, most human corpses that make up the Forsaken were once citizens of Lordaeron. They were the heart of the Alliance of Lordaeron during the Second War and served under King Terenas Menethil. But when the Third War saw the coming of the Scourge and the undead outbreak began to claim Lordaeron’s people, the citizens were ill-equipped to deal with such foul magic and were forcibly changed by necromancers. King Terenas’ son, Arthas, set out to deal with the Scourge and do what he could to save his people. His journey took him to Northrend, where he found a rune-blade known as Frostmourne and took it to face the commander of the Scourge in Lordaeron, the Dreadlord Mal’ganis. In taking Frostmourne, Arthas had unwittingly given his soul to the Scourge’s true master, the Lich King. When he returned home, Arthas murdered his father and threw Lordaeron into the hands of the dead.
In death, the former citizens of Lordaeron were forced to serve as mindless servants to the Lich King’s will, but that changed after the fall of Archimonde and Illidan’s attempted strike at the heart of Northrend. The Lich King’s power waned and, despite their condition, many found that they had started to regain some semblance of who they were, and what they had been. At first there was horror, distress, panic, sorrow, and rage. All of this had been reigned in, however, by the one who would come to be their leader. Sylvanas Windrunner, former Ranger-General of Quel’Thalas and another of Arthas’ victims, spoke to their hearts and brought them together with a shared goal; vengeance against Arthas and survival in a world that would see them destroyed. It was Sylvanas whom gave them the name they now use to identify themselves, calling them ‘the Forsaken.’
With Sylvanas as their leader, the Forsaken were able to take Lordaeron back from the Dreadlords and what Scourge they held under their command. The underground labyrinth that Arthas had been working on before he was called to Northrend by the Lich King had been claimed by them as their capital, becoming the Undercity. Now having a foothold in the kingdoms, Sylvanas would send out diplomats to both the Alliance and the Horde in order to help the Forsaken set their place in the world. The ambassadors sent to the Alliance were slaughtered without hesitation, but in the Horde, Sylvanas found a contact in Archdruid Hamuul Runetotem, who had convinced Warchief Thrall to make an alliance of convenience with them at the very least. Thus the Forsaken became official members of the Horde, though never did they truly feel kinship with the other races therein.

Culture:
Once upon a time, the Forsaken were human-like in death as they were in life. Free will is the cornerstone of Forsaken society and complex magic is used to make sure that every corpse raised into the Dark Lady’s service has their mind released. The Forsaken, as a result, are a people that have a diverse culture. Some amongst them acted human, doing things that they no longer needed such as eating, drinking, or breathing. They would practice old faiths and religions, anything that allowed them to feel even remotely alive. Others embraced their new condition and began to search for new purpose, new faith, something else to drive them.
New material now states that the Forsaken had been discouraged from keeping their humanity, however. They were discouraged by Sylvanas from visiting old places they had loved when alive and are often coaxed into taking new names to “complete their rebirth into undeath.” The extremities that Sylvanas had started to take brought about the forming of the Desolate Council, who had overseen the Undercity after Sylvanas became Warchief of the Horde. But with many of the Council and others whom Sylvanas had deemed “traitorous” dead after the botched meeting in Arathi, Sylvanas’ power is absolute within the ranks of her Forsaken.
Many Forsaken these days often end up in service to Sylvanas without the potential of freedom. Whether they truly revere Sylvanas, fear ending up like her last victims, or just follow her because they know that, as Warchief, any other race in the Horde would step up to her command regarding traitors whilst any race of the Alliance would only give them True Death, there is not as much freedom as there once was. The Forsaken are Sylvanas’ “bulwark against death,” and as a result she would see them swell in numbers that had been once seen by the Scourge.

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RACIAL GUIDES:
GOBLINS

Written by Flywheel

Faction: Bilgewater Cartel
Leader: Trade Prince Gallywix
Capital: Bilgewater Harbor, Azshara

Typical Goblin Characteristics
Age: 20 (young adult), 30 (middle aged), 40 (old), 70 (venerable)
Height: 3’5"- 4’0"
Weight: 50-100lb
Eye Color: Purple, red, pink, orange, green, blue
Hair Color: Black, blue, brown, red, blonde, white, pink, purple, grey

History:
The goblins in the distant past were originally slaves to an un-named tribe of jungle trolls and forced to mine. It is believed that their handling of the mineral Kaja’mite, over time gave them their advanced intelligence and eventually allowed them to turn the tables on their troll slave masters. They now enslave that tribe of trolls in the Kaja mines.
The goblins lived among the many islands in the South seas. The goblin home city is Undermine. They were ruled over by various Trade Princes, each which headed his/her own trade cartel. At the time of the Cataclysm (36 years since the opening of the Dark Portal) Deathwing flew over the island of Kezan just at the end goal of the historic Bilgewater Buccaneers vs. Steamwheedle Sharks footbomb match. Deathwing spoke of imminent doom and destruction before flying off. Shortly after, the volcano Mt. Kojaro exploded and sunk the island.

Examples of cartels
Bilgewater Cartel - Lead by Trade Prince Jastor Gallywix, and now based in Azshara. This cartel is aligned with the Horde. It is said that Bilgewater Cartel goblins were the first to discover and mine Azerite. Gallywix has a large Azerite crystal fashioned into the orb on the top of his cane.
Steamwheedle Cartel - The largest and most successful of the goblin cartels of Undermine. It is a neutral organization that controls several cities and towns around the world, and has allied themselves with a number of other groups such as the Blackwater Raiders in Booty Bay. The Steamwheedle Cartel has made a great deal of profit from maintaining neutrality in the conflict between the Horde and the Alliance. Barons include Gazlowe (Ratchet), Marin Noggenfogger (Gadgetzan), and Revilgaz (Booty Bay).
Venture Company or Venture Trading Company - A notorious goblin organization, deforesting and plundering the world for its natural resources. Mogul Razdunk owns and runs the Venture Company. It is an independent faction.

Culture:
Most things in a goblin’s life are based around money. The more gold and assets a particular goblin can gain, the greater their social ranking and status. The highest status a goblin could attain, would be to become rich enough to found his or her own cartel. The second highest priority to goblins would be invention and production - followed closely by explosive devices.
Goblins have a fondness ingrained in their systems for technology and alchemy. Their nature- unpredictable and cunning- is shown in their unusual, quirky, and often very volatile creations that appear to the layman as haphazard and chaotic. Their love of chemistry has produced many effective explosives and powerful combustion engines.
Footbomb is the goblins national sport. A game played on a field where each team dons shredders and attempts to throw bombs at one another. It appears to work mostly on a last man standing to win but does involve scoring goals as well.
Goblins have a very practical outlook on religion, “What can it do for me?”. Some goblins choose to harness the powers the elements bestow upon them, while others have found the path of the light. The one thing in common with all religious goblins is that all of their work comes at a price!
Goblins view themselves as more intelligent, and better at turning a profit than all other races. However, in general they harbor no direct dislike of them and are more than willing to work with or employ other races.

Further info:
https://eu.battle.net/forums/en/wow/topic/5723623840

(N.B. Much of this is copy/pasted or re-worked from other guides. Thanks Ignix and Adnaw for all your hard work!)

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RACIAL GUIDES:
PANDAREN

Written by Xiechi (Leonite)

Leader: Ji Firepaw

Typical Pandaren Characteristics:
Age: Roughly compared to humans (According to Chris Metzen)
Height: 7.5’ for males, 7’ for females.
Weight: Varies, but usually on the heavier side. See Culture for more.
Fur color: Varies between Black, Grey, Brown or Red mixed with White. Brown or Red Pandaren can also have black or grey fur mixed in. Red Pandaren exclusively have longer, bushier tails than usual, reflecting Red Pandas.
Language: Pandaren (Same for Pandaren of any faction)

History:
Pandaren History goes far back, beyond the time of the Great Sundering. While the origins of the Pandaren are unknown, 5000 years before The Sundering the Mogu enslaved the Pandaren, forbidding them from carrying weapons or learning to read or write. As the Mogu’s power waned a Pandaren named Kang spread the teaching of the way of the monk, and the Pandaren rebelled, using their bodies hardened by the labor and enhanced through the teachings of the way of the monk to overwhelm the Slave-Labor reliant society. 100 years after the fall of the Mogu there would be a war between the Zandalari Trolls and the Pandaren, where the Pandaren bonded with Cloud Serpents to deal with their bat riders.
Between this and the Sundering, the Pandaren were allies of the Night Elves, but severed ties as the elves became more addicted to the Arcane. As the Burning Legion invaded for the first time, Emperor Shaohao - the last emperor - enshrouded Pandaria in a thick mist, leaving ships unable to reach Pandaria and the Pandaren thinking that the rest of the world had perished in the Invasion. 800 years before the Dark Portal opened, a Pandaren named Liu Lang lead an expedition that would become the Pandaren of the Wandering Isle.
For the Pandaren of the Wandering Isle, after the Horde Captives left Shen-Zin Su, Huojin Pandaren left Shen-Zin Su to join them. For Pandaren of Pandaria, joining the Horde would have taken place either during or after the war on Pandaria.

Culture:
Pandaren live life in the here and now, living each moment as if it would be their last. Working hard, playing hard, loving with all their heart, and fighting with the force of their entire bodies. Due to the Sha on Pandaria, Pandaren culture promotes inner harmony and focus, making them slow to anger. Pandaren are honorable and love both good food and even a good brawl now and then. Usually preferring seclusion, on rare occasions Pandaren are born with a strong desire for adventure, often leaving home to wander the lands of Azeroth. Chen and Lili Stormstout are the most famous examples from Shen-Zin Su, Liu Lang from Pandaria.
Pandaren of the Horde are almost all tied to the Huojin Philosophy. This is simply that inaction is the greatest injustice, and there is no shame in defending your own no matter the cost.

Classes:
As a note, Pandaren are normally taught at least the basics of how to use their fists in a fight. Not to the extent of the monk, but it is still present.
Monk: The Pandaren are the first monks, and thus the art of the monk is well ingrained into their culture, especially the art of the Brewmaster
Warrior: As noted earlier, Pandaren are not quick to anger, but those that are put all their fury into their blows. Those who underestimate a Pandaren’s fighting skill based on weight may not live to regret it.
Hunter: Pandaren maintain the path of the hunter as many races do, having access to bows, crossbows and guns even on Pandaria, assumingly independently made.
Rogue: Pandaren, despite their physique, can be surprisingly nimble and stealthy. The same aspects that make them great monks work well for Rogues too.
Priest: Before encountering the Horde and Alliance, the Pandaren had no concept of the Light. Instead, Pandaren Priests followed the August Celestials, and this gave them the same general healing power.
Shaman: The Elements of the Wandering Isle and Pandaria seem far more friendly and playful than those on Kalimdor or the Eastern Kingdoms, so it is little surprise that Pandaren Shamans exist and make friends with them
Mage: Pandaren learned the art of the arcane from the Night Elves before the Sundering, and have maintained it as a practice to this day.
Death Knight: While not a class that Pandaren can choose classwise, it should be noted that Pandaren Death Knights do exist, as shown through Gie Gravewalker. However, they are also VERY rare. They would likely be those few Pandaren with wanderlust who left before the Mists parted. Among this small group they’d ALSO have to have fought the Scourge when Arthas was Lich King. So very rare.

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RACIAL GUIDES:
NIGHTBORNE

Written by Raniere

Leader: First Arcanist Thalyssra
Capital: Suramar City, Suramar

History:
The origins of the Nightborne date back over 10,000 years to the War of the Ancients, when the Burning Legion’s first invasion saw it pitted against the Kal’dorei Empire in a worldwide war. Fearing the worst as the war dragged on, the Highborne residents of Suramar, under the leadership of Grand Magistrix Elisande, erected a great arcane shield around the capital of Suramar City, protecting it from the Burning Legion’s assaults while simultaneously isolating Suramar City from the rest of the world.
For over 10,000 years, Suramar existed in a bubble, preserving the ancient, flourshing Highborne culture of the Kal’dorei Empire with all of its great achievements in art, magic, and culture. When they eventually ran out of food, the people of Suramar relied on the energies of the Nightwell, a powerful font of arcane energy not unlike the Sunwell of the Blood Elves, to sustain them. Over thousands of years, the effects of the Nightwell gradually changed these Highborne Night Elves into what are today known as the Nightborne, or Shal’dorei.
Until the events of Legion, the Nightborne believed that the world outside their city had been destroyed. But when the Burning Legion returned, Grand Magistrix Elisande surrendered to the demons and became their ally in exchange for being spared destruction. Those who opposed her were cast outside the city, which was an effective death sentence. Without the continual energy of the Nightwell, the Nightborne began to degrade both physically and mentally, becoming the weakened Nightfallen and eventually the feral Withered, a state from which there was and is no known cure.
As Elisande’s government grew more and more oppressive, the number of Nightborne subjects willing to oppose her grew. Eventually, with the help of an alliance of elven races, Nightborne rebels led by First Arcanist Thalyssra overthrew Elisande and cast out the Legion, at the cost of the Nightwell’s destruction.
Freed from their reliance on the Nightwell and liberated from the rule of Elisande and the Legion, the Nightborne are now led by Thalyssra and have become members of the Horde due to their close affinity to the Blood Elves.

Culture:
Isolated from the world at the height of the Kal’dorei Empire, the Nightborne continued the highly refined culture of the Highborne Night Elves. They value beauty, refinement, and etiquette, and can often come across as pompous aristocrats. The use of magic is deeply ingrained into Nightborne society, used for everything from creating swords with blades made of arcane energy to accelerating the flow of time in a wine cellar to age the wine faster. With thousands of years to study and practice, most, if not all adult Nightborne will have some level of magical proficiency.
Nightborne society places a high importance on reputation and nobility, with prominent noble houses exerting considerable influence through their prestige not unlike a medieval society. Social status can be rigid in Nightborne society, although the recent liberation from Elisande may have changed the minds of some. A generally intellectual, artistic, and magically powerful species, the Nightborne have an often regal but fierce demeanor. Once part of the most powerful empire in the world, the Nightborne how seek to reclaim their place in the world; with new allies and enemies, they must establish their reputation once again.
An interesting aspect of the Nightborne culture in terms of roleplay is that, having been isolated for 10,000 years, Nightborne are experiencing modern Azeroth for the first time. When the shield went up there was no Stormwind, there were no Draenei, there were no Blood Elves or Orcs; a Nightborne traveling through Azeroth will experience a new wave of “firsts” with every new place they visit. In spite of their millennia of experience and wisdom, most Nightborne will still be largely ignorant of the modern world, creating interesting opportunities for roleplaying through new experiences.

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RACIAL GUIDES:
HIGHMOUNTAIN

Written by Flywheel

Faction: Highmountain Tribe (must be exalted to unlock this allied race)
Leader: Mayla Highmountain
Capital: Thunder Totem, Highmountain

Typical Highmountain Characteristics
Age: 20 (young adult), 75 (middle aged), 95 (old), 110 (venerable)
Height: 7-11ft (female), 8-12ft (male)
Weight: 250lb (slim), 500lb (medium), 700lb (heavy/muscular)
Eye Color: Usually grey, possibly blue (rare)
Hair Color: Ash brown, chestnut brown, dark brown, black

History:
The Highmountain tauren are an offshoot of tauren found in the region of Highmountain on the Broken Isles. Divided into four tribes (Highmountain, Rivermane, Skyhorn and Bloodtotem), they are the direct descendants of the tauren led by Huln Highmountain who assisted the Kaldorei Resistance during the War of the Ancients. During the war, Huln received a blessing from Cenarius, so that his people would forever have the demigod’s favor, granting them the Horns of Eche’ro: moose-like antlers.
During the third invasion of the Burning Legion, the drogbar, who had previously lived in peace with the Highmountain, rose up and stole the sacred [Hammer of Khaz’goroth], shattering the unity of the four tribes. The tauren found aid from adventurers from outside Highmountain, who defeated the drogbar and recovered the Hammer. Not long afterward, the Highmountain tauren joined their kin from Kalimdor as members of the Horde.

Culture:
The Highmountain Tauren were first introduced in Legion, in the Highmountain zone. They are Tauren descended from Huln, dedicating their lives to protect his legacy in Highmountain. Since they were isolated from the rest of the world for so long, they have a more primal look and culture if compared to modern Tauren.
The Highmountain tauren appear largely similar to their Kalimdor cousins, with the main difference being their prominent antler-like Horns of Eche’ro, rather than the more bovine-looking horns seen on yaungol, tauren and taunka. Both males and females have these antlers, though the ones seen on females are much smaller. The Highmountain tauren inscribe and decorate their antlers to show their particular tribe affiliation or even their rank within that tribe.
Much like the Kalimdor tauren, the Highmountain tauren worship the Earth Mother and her two eyes, An’she (the sun) and Mu’sha (the White Lady). It is customary for a Highmountain widow, child, or grandchild to keep a pyrestone from the funeral pyre of an especially loved one. These stones are carried in a pocket and rubbed for courage, comfort, or in rememberance of a lost companionship.
Highmountain hunters commemorate their first kill with a ceremonial drum, stretched with the hide of their quarry. Most trailhead drums are made with rabbithide or foxhide. Hunters typically carry them for the rest of their lives. The Highmountain tribes cherish the hide of a rare and elusive creature, the Majestic Elderhorn, for their most important ceremonies.
Moosebone is a common material used for fishhooks: solid enough to carve a barb into, but pliable enough not to break off in the mouth of a large salmon. Many Highmountain fishermen carved elaborate designs into their “lucky hooks”.

Memorable Mounts
The Highmountain tauren frequently use the large and powerful moose of Highmountain as mounts or cook their meat as food. Highmountain elderhorns are the favored mount of Highmountain hunters, able to leap across the rushing rivers of Pinerock Basin even when saddled with a full-sized tauren. The sure-footed Highmountain thunderhoof moose may be trained to safely traverse the paths and peaks of Highmountain. The enormous Great Eagles of Highmountain are revered by the Skyhorn tribe, who use them as mounts in much the same way as the Frostborn dwarves of the Storm Peaks.

References:
https://www.wowhead.com/highmountain-tauren-allied-race
https://wow.gamepedia.com/Highmountain_tauren

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RACIAL GUIDES:
MAG’HAR ORCS

Written by Ro’go <The Flamebranded>

Faction: The Mag’har
Leader: Overlord Geyarah
Capital: Orgrimmar

Age 18 (Young Adult) 40-50 (Middle aged.), 60 (Old), 80 (Venerable)
Height 7’0"-9’0"
Weight 400-1300 lbs
Skin Color: Mostly Dark or Light Brown, with variations being Pale, grey and Brown
Hair Color: Red, Grey, Black, Brown, Purple and White
Eye Color: Glowing Red (Blackrock), Blue, Yellow

When we speak of the Mag’har, we speak of the uncorrupted orcs from Draenor that remained in the state that was not cursed when Grommash Hellscream sealed his pact by drinking the blood of Mannoroth. These orcs are physically stronger than a normal orc and, of course, has no issue with dealing with the light, being uncorrupted by the fel.

There are two instances of the race. The main Universe (MU) and the Alternate Universe (AU). A MU Mag’har comes from Outland. They are the survivors of the Worst Outbreak of Red pox, unleashed by Gul’dan and their descendants. The few requiring treatment have been Guided by Garad, the father of Durotan, towards Nagrand while the First Horde invaded Azeroth. They’ve prospered within Outland. A few examples of MU Mag’har are Garrosh Hellscream and Drannosh Saurfang, both introduced during the Burning Crusade Expansion.

The AU Mag’har, on the other hand, come from an Alternate Timeline, the one where the expansion Warlords of Draenor is set in, and, in this reality, the Orcs were never corrupted to begin with, instead refusing the fel blood of Mannoroth, thanks to Garrosh Hellscream’s machinations. Examples of those range from Warlord Geyarah and Alternate Universe Grommash Hellscream. The latter featured as main antagonist during the first half of the expansion, while the former gains a prominent Role as the leader of the Mag’har that join the Horde in Battle for Azeroth.

The name Mag’har in orcish means uncorrupted, and their culture revolves on it, being that they consider themselves of pure blood, untouched by fel unlike most orcs on Azeroth. They see this with pride.
The Mag’har in both iterations are united under the single banner of Mag’har, being that as in MU, all Mag’har have come from different clans and joined hands on founding Garadar at Nagrand, while as in AU the clans were long dissolved after the events of WoD (It’s some dirty Timey liney stuff).

A Mag’har follows the principles of honor and strength, mirroring various aspects of each and every clan. And their skin colors and ideals also Vary with their clan, being that having Burning Red eyes and black skin marks you as part of the cunning craftsmen of the Blackrock Clan or the paler hue of your skin and many scars marking it make you part of the insidious and fanatic Laughing Skull clan. With the skin color and clan, comes a different Ideal, brought in by the ancestors you honor.

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RACIAL GUIDES:
ZANDALARI TROLLS

Written by Poctandi <Shadows of the Loa>

Faction: Horde, Zandalari Empire
Leader: Queen Talanji (formerly King Rastakahn)
Capital: Dazar’alor, Zuldazar

Lifespan: Unknown as of posting, however we do know 200+ years old is seen to be beyond the lifespan of a normal Zandalari troll.
Height: 8’-10’ (previously described as ‘averaging eight feet in height’, but in-game models appear closer to 10’ when compared to the other races)
Skin color: Blue, blue-green, green, a deep black, grey, stone-green and white (formerly also peachy pink).
Eye color: Blue and occasionally slightly red eyes (formerly also gold and orange)

Appearance:
Zandalari trolls are among the largest of the races of Azeroth, comparable to a Tauren in height. The physical condition of each Zandalari troll may be informed by their caste (explained in more detail below) but they are noted to be strong enough to life another Zandalari troll with just one hand. Their skin may be smooth, or feature rocky scale-like growths that can develop into spikes. Clothing and adornments are an important part of Zandalari culture, with each troll’s caste displayed proudly in the garb that they wear. They are noted to bleed blood that is crimson in color.

History:
As a general overview the Zandalari have a very long history that has influenced many other races.

The tribe has fought the Aqir, allied themselves with mogu to wage war upon the Pandaren, enslaved Goblins, set in motion the Troll Wars against the High elves of Quel’Thalas, battled Hakkar the Soulflayer twice and many other feats. Each of these topics are well worth researching for those interested, but for the sake of this guide I will be concentrating on specifically the story of the tribe’s origin, which shaped and indeed continues to shape the modern culture of the Zandalari.

In the early super continent of Kalimdor ancient trolls journeyed great distances to gather at the base of a mountain range that was the home to many of their venerated gods; the loa. Creating small encampments on the slopes of this mountain range that they would later come to call Zandalar, the mountain became the site of many shrines to the loa.

As time passed, these shrines and encampments grew into the temple city of Dazar’alor and those who had come to call the sacred site home took the name Zandalari after the mountain. While contented in pursuing scholarly and spiritual knowledge, the Zandalari way of living did not suit the more hot tempered of their kin, who dreamed instead of battle and conquest. These trolls split off from the Zandalari over time, leaving to form the other troll tribes. Despite this, the Zandalari continued their work for the preservation of troll culture, history and betterment of troll society and for this reason they continued to claim the respect and admiration of the other troll tribes even in modern times.

Culture:
The Zandalari trolls are the progenitors of all other troll species, and by extension all e lves . Their culture is over 16,000 years old and based on the virtues of strength, ferocity, stamina, power and above all, faith. To be considered part of the Zandalari, a troll must be born into the tribe with at least one parent being another Zandalari troll. As a whole, the Zandalari act as a priest caste for all other troll tribes but largely use this elevated status to act as mediators to the tribes, rather than for their own gain.

Religion is an important part of Zandalari life and culture. The tribe worship beings referred to as loa and believe that the most powerful and enlightened of Zandalari can become loa upon their death. Through channelling the powers of the loa, the Zandalari are able to bestow incredible powers upon their weaponry, constructs and even their beasts and their own bodies. Worship and communion with the loa is a privilege and an honor that elevates the monarchy and upper caste above their lower caste counterparts. Due to this, Zandalari society is ruled over by a monarchy and structured using a strict caste system.

The caste system of the Zandalari is prevalent in all aspects of their society and made up of a highly spiritual ruling upper caste dominated by scholars and priests; a strong and well-trained martial middle caste made up of warriors, and a large lower caste made up of craftsmen, merchants, gatherers and service providers.

Caste is determined during the youth of a Zandalari by a priest or priestess. Those who are tested and found to have an inherent connection to the loa will be elevated into the priesthood for training to further cultivate this connection and eventually join the uppermost priest caste. Those who fail to prove they possess an innate connection to the loa will then be assessed by the strength of their bodies, with many Zandalari youngsters physically conditioning themselves from a young age in order to pass. Passing this test funnels the youth into the second caste: the warrior caste. There they hone their physical abilities and are trained to master a multitude of weapons and become warriors. Finally, Zandalari youths who fail both tests are passed into the lower caste where they may either seek to learn a useful skill or trade with which to earn a living, or fall into vagrancy and thieving.

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RACIAL GUIDES:
VULPERA

Written by Flywheel

Faction: Voldunai (Horde)
Leader: Kiro, Caravan Leader
Capital: Vulpera Hideaway, Voldun
Ages: 20 (young adult), 30 (middle aged), 40 (old), 70 (venerable)
Height: 3’8"- 4’2"
Weight: 50-100lb
Skin (fur) Colour: Tan, red, grey, or white
Eye Colour: Copper, amber, yellow, green, grey, blue, violet

Appearance and Culture:
The vulpera are a race of nomadic fox people that have adapted to inhabit the deserts of Vol’dun on Zandalar. They have large pointed ears that are often pierced with ear rings, and long bushy tails. Despite their small stature, vulpera are fierce and cunning in battle, bringing down any enemy foolish enough to underestimate them. While they have permanent settlements in burrows, their caravans mostly travel from hideaway to hideaway, scavenging for supplies, trading them where they can, and spreading information they pick up along the way. A vulpera never leaves home without a trusty backpack full of supplies. Dwelling in such an inhospitable place as Vol’dun, the vulpera can’t afford to waste resources. Over time, they have learned to take anything that looks even remotely useful and be creative using whatever hides in the desert. Vulpera use hyenas as mounts, alpacas as draft animals that pull their caravans through the desert, buzzards as flying mounts, and ferrets as common pets. Vulpera hunters start with a serpent pet. They speak Vulpera as their native language and Orcish as a secondary language to communicate with their allies.

History:
Kiro acts as the caravan leader of the Horde’s vulpera, while the Vulpera Hideaway serves as the closest thing to a capital. The vulpera have lived in Vol’dun as free traders and merchants for countless generations. For much of that time, they have been oppressed by the Faithless sethrak, who have enslaved countless vulpera over the years, forcing them to work to work for them, and serving as an easy target for their machinations. The vulpera are mostly a passive people and as such never found the ability to stop the sethrak.

Near the start of the Fourth War, the vulpera Nisha formed a plan to take the fight to the sethrak. She warned Kiro that the sethrak would eventually attack and that the vulpera needed to make a preemptive strike against the snakemen, but Kiro insisted that the vulpera keep their heads down and continue to quietly do business. Not long after, a force of Faithless led by Fangcaller Sraka attacked the caravan at what is now the Abandoned Burrows.

Shortly after, a Horde adventurer and a group of Zandalari trolls led by Bladeguard Kaja flew to Vol’dun to search for Kaja’s missing superior Warguard Rakera and acquire her evidence that General Jakra’zet was a traitor to the Zandalari Empire. The group was shot out of the sky by the Faithless’ ruler Emperor Korthek, but the vulpera came to their aid: Kaja was found by the vulpera Meerah and brought to the Vulpera Hideaway. After healing Kaja, Kiro agreed to provide the outsiders safe passage through the desert. Kiro sent Meerah to retrieve some supplies from the Port of Zem’lan in the south in order to begin putting Nisha’s plan into action, with Kaja accompanying Meerah to search for Warguard Rakera along the way.

Bladeguard Kaja eventually found Rakera and joined forces with Vorrik and his Devoted, a faction of sethrak opposed to the Faithless. Kiro and Nisha began liberating vulpera slaves while Meerah organized caravans to carry them to safety. Vorrik embarked on a mission with his new allies to kill Emperor Korthek and enlisted the vulpera to provide a distraction for the Faithless to obtain access to Skycaller’s Spire. Grateful to the Horde for their liberation, the vulpera left the sands to join the battlefield and became full-fledged members of the Horde.

Other Story Hooks:

  • At Camp Lastwind, a vulpera caravan led by Norah planned to become the first to successfully steal treasure from the undead pirates in the Port of Zem’lan. Adventurers were sent into the port to look for a missing vulpera scout but instead ended up helping First Mate Jamboya commit mutiny against the port’s tyrannical ruler, Pirate-King Zem’lan.
  • At the Court of Zak’rajan, adventurers helped a vulpera scavenging crew consisting of Kenzou, Omi, and Tacha defeat the sethrak Zak’rajan the Undying and plunder his treasure trove of powerful artifacts.
  • In the southern parts of Vol’dun, the Ashvane Trading Company enslaved a number of vulpera and forced them to mine Azerite in the Redrock Mines. The vulpera Keerin tasked adventurers with liberating him and his fellow captives.
  • According to the vulpera Keerin, vulpera generally stay away from Azerite due to its volatility. However, at least some of the fox people only see Azerite fragments as “neat power rocks” and don’t mind pocketing them.

Classes:
Vulpera can be death knights, warriors. hunters, mages, priests, warlocks, shaman, or monks.

Links:
https://worldofwarcraft.com/en-us/game/races/vulpera
https://www.wowhead.com/vulpera-allied-race
https://wow.gamepedia.com/Vulpera
https://wowwiki.fandom.com/wiki/Vulpera

Yes, you read that right! I am looking for someone to construct a post detailing Zandalari trolls! Please contact me if you’d like to do it. If I don’t hear from anyone in a week or two…well I’ll just have to do it myself :smiley:

Great information. Thanks for putting it all in one place Flywheel!

Great news! Pocandi of Shadows of the Loa has written us a racial guide for Zandalari trolls!

Scroll down to post #13 to find out all the details for the newest Horde allied race!

Please let me know if this thread has been useful to you, and also a big thank you to all our contributors.

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Nice work!

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This is really well put together, thank you for putting it up!

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Thank you so much Drannon! It is lovely to see the effects of our efforts on the community. The Alliance took a bit of winning over, but I am really happy now to see the vast majority of Moon Guard players supporting more balanced factions. People like you have made this possible.

I’ve been reading the General Discussion forum a bit, and outside of Moon Guard, most servers are Horde dominated. So I can understand why there has been a reluctance to cultivate a Horde population on one of the last server vestiges for hardcore Alliance fans. But I just want to reiterate that I do not wish to change Moon Guard from being Alliance dominated. What I want is to have Horde as a good, viable option for Moon Guard players who are looking for a change of pace. We shouldn’t have to server transfer as well as faction change.

Back in the early days (when I was night elf), I half jokingly suggested that the reason the Horde population was struggling, was because they didn’t have a Goldshire to attract all the tourists. Naturally, that didn’t go down well. But I did think that Horde was coming off as too gritty and heavy, and that was turning a lot of people off. So that’s why I rolled a goblin to try and create a less serious, light-hearted side to the Horde.

When I got here and settled in, I realised the problems were much more deep-seated than I’d anticipated. Here was a faction that was battle-scarred not only in game, but from a ton of OOC drama I knew nothing about. This is a community of survivors. They’ve endured years of discouraging remarks from people who just didn’t know what to make of them. The Horde might seem unfriendly, but they’re not. It was more a case of a lot of players sticking to themselves, hiding in their fortresses where they knew they were safe. All the faction needed was for a few people to step outside and say 'Hey, the sun is shining. You can come out now!" Heaps of people did (and the ball was already rolling before I got here, I just shoved it some more), and that really helped to open up lines of communication again between Moon Guard Horde and Alliance.

So now the big hurdle we have to overcome is educating people on other servers (particularly WrA), that Moon Guard Horde is alive and well. Unfortunately, there are still people who haven’t visited Moon Guard in years and assume that it’s still the same as it was then. We have to work together to stamp out these kinds of attitudes, because they are simply not true. As long as these rumors persist, people will think twice about rolling on MG Horde. They will go elsewhere if someone tells them not to bother with us.

I love the creativity of Moon Guard. It is a fantastic server. Yes, we have a few disruptive ‘trolls’, but we have lots of fabulous roleplayers who are mature, tolerant, and accepting of others. In general, I think our common sense attitude towards ERP has helped us. We don’t deny it exists, it is part of our community. But it is up to the player to decide whether they want to partake in it. We don’t chastise others for ERP and giggle in some corner while secretly fantastising about it. Most of us act like adults and seek consent.

And yeah, accepting who we are and not being ashamed of it, is a big part of being a Moon Guardian. Other people make fun of us, but so what? We know that we have an awesome community of interesting people, and we aren’t just pixels on a screen - we care about each other.

The Horde is an extension of that, and we can offer everything that Alliance can - or at least as much as we can with smaller population numbers.

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