I tracked down a draft of a post I made many years ago for what I theory-crafted for playable Arakkoa, last updated for BFA when allied races seemed to be making new playable race options a frequent thing. Re-posting it for those who never saw it or forgot about it.
===========================================================================
The Terrokai Vanguard
-Base Concept-
The Arakkoa would bring something very different to the table in regards of aesthetics and experience. A playable bird race in an MMO is still a fresh concept, only implemented one other time, and teased for another. Itâs a niche that is begging to be filled. The Arakkoa themselves have some incredible lore established, which is just languishing on the shelf. WoD really expanded on it, it was one of the few story-lines that left you with a sense of accomplishment afterwards. There are quite a few people who have indicated interest in the Arakkoa as well. Would it be as explosively popular as BElves? Letâs face it, nothing will be.
-Prelude-
The Arakkoa have not been idle, back on Draenor. Without the zealotry of the Adherents, and the Order of the Awakened entering a truce with the Magâhar and Draenei following the defeat of the Legion on Draenor; the Arakkoa set themselves on the path of reuniting their people and rebuilding their nation. Without the infighting and sabotage between sects, they begin to make reformations in their society, and approach a more forwards-looking collective goal. Not to say they completely forsake the past, the lure of the Apexis is something they still pursue, spurred by the Gorian Empireâs attempt to reclaim some of itâs territory and make strikes of vengeance following the conflicts prior. The knowledge of the Apexis would be better in the Awakened Arakkoan talons, than the Ogresâ hands.
Ultimately this would be their saving grace.
-The Crisis of Light-
As is revealed with the Hordeâs return to Draenor in search of the Magâhar, the peace has gone terribly awry. The Draenei have formed a Lightbound Legion, and are crusading across the continent. Only the potency of shards of recovered Apexis technology and the ingenuity of the Arakkoa has kept the Awakened Nation independent. But the solar arrays, golems, and illusionary feats are only holding back the relentless tide. However the Arakkoaâs sages discover the tenuous, lingering tether between Draenor and Azeroth, the remnant from the Honorbound Magâharâs escape. They employ as many magi and artificers as they can spare to access this bridge, and open the door.
Reshad is nominated for his ties with the prior champion, and he and an escort are sent through to seek out the Alliance. Having been the Draeneiâs allies in the crisis of the Iron Horde and Legion, it is hoped they will be able to provide diplomacy and bring the Lightbound to reason. Their arrival is less than ideal, the relatively unstable connection reconnecting to Azeroth with the delta of the Wetlands; and then their discovery of the near-derelict Menethil harbor is dismaying. But contact is made, and a ship quickly takes them to Stormwind.
The discovery of Lightforged among the Alliance would be a brief moment of alarm and distrust for the Arakkoa, but swayed with further exposure as they are escorted through Stormwind to other citizens and soldiers. Once at the keep, they detail the situation on Draenor and their need for assistance to the audience with the Alliance leaders, and the champion who was summoned. The extreme zealotry of the Lightbound would be cause for concern, echoing events between Illidan and Xeâra amplified many times over, and agree to send the champion with a team to Draenor alongside the returning Reshad.
With Alliance mages stabilizing the portal on the Azerothian side, the ambassadorial escort crosses to Draenor. After receiving a dire update that the Lightbound had seize all of the Veils and only the Spires themselves were still unconquered, the Alliance champion is sent to seek out Yrel. She is found within the dusty, abandoned garrison in Shadowmoon Valley, having traveled there on sensing a familiar light. While the encounter is initially welcoming and in a friendly warmth, Yrelâs conquering zeal is soon apparent, demanding the champion aid her in converting the Arakkoa, or be subjugated as well. Timely intervention of an Arakkoa strike extracts the champion, and it is clear there is no path for discourse.
The Order of the Awakenedâs council debates with duress, until Terokkâs shade manifests once more, and drives home a grim conclusion, the Spires will fall, and only exodus can save at least an acceptable number of their people The solar arrays are pushed to their limits to keep the Lightbound at bay as all other assets are dedicated to maintaining the gateway and evacuation as citizens are sent through, the champion, bolstered by Terokk once more, assisting in defense. As the last of the arrays are shattered, the champion humors one last demand from Yrel before being whisked through the gateway with the last evacuees, which is promptly destroyed by the Arrakoan soldiers who remain behind.
-Azerothian Arakkoa-
Stormwindâs many spires and ramparts prove suitable to the Arakkoan refugees, who slowly, awkwardly begin to make themselves at home. While their ancient homeland is lost, they are determined to follow in the guidance given again by the Talon King; not to dwell in the past, to find new champions and forge a new destiny. Now, on Azeroth, that rings more true then ever before. They organize a new military element to contribute to the Allianceâs war efforts, named the Terokkai Vanguard, primary serving in the Airfleet or as scouts and coriers.
-Classes-
Warrior- The mainline class that every race has a role for. Foot soldiers are always a necessity and examples of Arakkoa using pure martial prowess are plentiful.
Paladin- Like with Tauren Sunwalkers, Arakkoan Paladins are not quite in the same skein as what the Alliance see their orders as. They would canonically be Ret-focused in lore as Solar battlemages.
Rogue- With the reunification with the Outcasts, there are no doubt a number of High Arakkoa would seek use of shadows and subterfuge to strike down foes.
Hunter- While there are no real examples of ranged Hunters among the Arakkoa, melee Hunters are a definite fit and the birdfolk have a love for their Kaliri companions. (I personally can envision them creating apexis âbeam casterâ rifles after seeing guns used by their new allies.)
Priest- Simple and strait forwards once again. The Arakkoa have priests, and with the Order of the Awakened a full breadth of specializations seems very within Lore.
Mage- Again, plenty of examples of this. The birdfolk quite loved their fiery solar destruction.
Druid- Examples of Arakkoa using druid spells do exist, and while they are all non-boomkin Balance users, this has a great deal of potential. As with Hunters they can learn the full potential of this class from their new allies, and bird-infused animal forms, although flight-form might be a bit redundant, though certainly would be a Kaliri.
-Racial Abilities-
Wing Buffet (Combat Active) - Knocks enemies in front of you back 12 feet and disorients for 1 sec. Something just about any class could appreciate.
Avian Alacrity (Offensive Passive) - Increases the chance to hit by 1%.
Basked in Radiance (Defensive Passive) - Reduces holy and fire damage taken by 1%.
Call of the Sky (Utility) - Arakkoa can immediately take wing and fly without a mount using their own wings where flying is permitted. Their flight speed is reflective of their riding skill, a level 20 can fly at 160%. When unable to mount, the ability instead will give them a slowfall glide.
===========================================================================
Admittedly, the Dracthyr has swiped some of the proposed racials and other elements, but still, Arakkoa are just so fascinating and enticing.