Playable races in the Warcraft series

Warcraft, a fictional universe published by Blizzard Entertainment as books and games, contains a number of playable races.

The main races of the Warcraft universe include a standard variety of fantasy species. In the original Warcraft computer game, there were campaigns for both humans and orcs, and Warcraft II added high elves, dwarves, trolls, ogres, goblins and dragons. Warcraft III added the night elf and tauren races, as well as the undead, the fish-like naga, and many others.

The MMORPG World of Warcraft has ten playable races, divided into two camps, the Alliance and the Horde. The Alliance is comprised of Humans, Night Elves, Gnomes, Dwarves, and the new Draenei. For the Horde the races are Orcs, Trolls, Forsaken Undead, Tauren, and the new Blood Elves. The "new" races were made available with the Burning Crusade Expansion. In addition, there are neutral races like murlocs, naga, and goblins.

Blood Elves
The Blood Elves (or Sin'dorei, in their own tongue- translated to "Children of the Blood") are a faction of the former High Elf (Quel'dorei in Thalassian "Children of the High(borne)" or "High (as in superior) Children") race.

The Blood Elves are a faction of the remnants of the High Elves who survived the destruction of Quel'Thalas by The Scourge. They style themselves as Blood Elves in remembrance of their slaughtered brethren.

Magic Addiction
Due to the reckless channelling of the vast amount of magic the High elves wielded during the pinnacle of their empire, the High elves developed an insatiable thirst for magic; this addiction, if not fed, will eventually result in insanity, then death. Previously the source from which this thirst was fed was from their beloved Sunwell; a vast magical fountain constructed on an underlying node of power. The Sunwell was one of the most powerful magic artifacts in all of Azeroth. Radiant with magic power, this artifact fed the former High elves with unimaginable magic. One dreadful day, however, the High elves were severed from the source of their magic and as a result, they suffered indignities and fell into darkness. In the High elves' darkest moment, Kael'thas Sunstrider, the last of the Royal bloodline gathered the last of the remaining High elves, renaming them Blood elves in honor to their fallen brethren. He then proceeded to teach them how to tap into other ambient magical sources, feeding upon it to sustain themselves temporarily.

After the Blood elves joined Illidan and the Naga, they were granted powerful demonic magic that not only sustained them, but strengthened them as well. They now revel in the source of their dark powers and have regained much of their former strength. More reckless then ever before these Blood Elves will stop at nothing to gain power, regardless of the costs. While the dark magics they now wield are enough to sustain them, the Blood Elves always look for more ways to boost their own power and do not hesitate to ruthlessly exploit any magic wielding creature, feeding upon its essence until only a shell remains, devoid of all life.

In Azeroth
The Blood Elves are not necessarily evil, though they may seem hateful, reckless, and arrogant. Much like the Forsaken, they are a race that has endured many accumulated tragedies in recent times and are trying, if by desperate measures, to find their place in the order of things once more. Their unorthodox practices, however, have earned them several enemies and many more critics.

The Draenei, pronounced IPA: ) are a subset of the Eredar and hail originally from the world of Argus.

The Draenei are even taller than the Night Elves, and resemble them somewhat in appearance, with bluish skin, glowing eyes, and pointed ears. However, they have several non-hominid traits, such as unguligrade legs, hooves, horns, appendages resembling tentacles on their faces, and tails.

The draenei ride powerful elephant-like mounts known as Elekks.


Dwarves serve as a playable race in all but one of the Warcraft games. They are largely based on the mythical creatures of the same name, with elements of Scottish, Nordic and Russian cultures added to the mix.

They are indigenous to the world of Azeroth, the main setting for the Warcraft media. The majority of the Dwarves inhabit the region known as Khaz Modan, with the largest concentration in its capital city, Ironforge.


The Dwarves of the Warcraft universe are a stalwart and resilient race comprised of hearty men and merry women,hailing from a bustling civilization in lands that few others would care to occupy. Their home city of Ironforge is one of the only dwarven keeps remaining in the Eastern Kingdoms. They are depicted as stout and fearless in battle and friendship, and usually up to some good ale in a cozy tavern after a hard day's work.

The dwarves are renowned for their unmatched skill in the workings of metal and stone. They are masters of masonry and of the forge, and their architecture, sculptures, jewelry, armor, and weapons are beautifully and skillfully made. Many of Azeroth's greatest treasures are the products of dwarven craft.


Dwarves are, by nature, a very sturdy people with tough skin and resistance to several poisons and sicknesses. They range in height from 1 to 1.5 metres (3 to 4.5 feet) tall, and their frames are best described as short and stout. Their skin color ranges from ivory to milky charcoal to a light tan, and their hair can be anywhere from black to bright red.

Dwarven Origins

World of Warcraft introduced a new element to the Dwarven culture: a passion for archaeology. It was explained that their involvement in the Third War led to startling discoveries about their origins and about the history of Azeroth as well. As players explore the game world, they can gradually learn the long-forgotten history of the genesis of the dwarves.

The dwarves, fascinated with shaping gems and stone, set out to mine the surrounding mountains for riches and precious minerals. Content with their labors under the world, the dwarves remained isolated from the affairs of their surface-dwelling neighbors. Though this account of the dwarves' origin is mostly unknown by the general public, this is what is known of their doings prior to their recorded history.

The Gnomes are a diminutive race based largely on the well-known mythical beings of the same name. They specialize in technology and magic, are depicted as inquisitive and whimsical, and often serve as comic relief.

In the Warcraft games the Gnomes are a technologically and magically inclined race, producing technology that rivals that of the Goblins, but are more inclined to manufacture ingenious gizmos and gadgets than they are the explosive devices typical of goblin technology. Explosions resulting from a gnomish invention are generally unintentional but not unusual; indeed it is not uncommon to find a gnome staring in amazement at an invention that actually works. Despite the setting's focus on high fantasy, they seem to have at least a basic understanding of Quantum Physics.

Gnomes are native to a land called Dun Morogh. The Gnomes have long been close allies of the Dwarves, their home city of Gnomeregan being only a few miles from Ironforge, and provide much of the technology used by the Dwarven Military in the Warcraft universe. In game, gnomes are refugees having fled Gnomeregan to Ironforge after a suspicious cataclysmic event. Gnomeregan is now populated by an evil, aggressive species of mutated gnomes and creatures known as Troggs. It is the hopes of all Gnomes of the Alliance to one day return to their beloved city.

Gnomes are among the more colorful of races in the Warcraft universe. Their hair color ranges from normal human shades like blond, red, brown and white to the more exotic greens, pinks and light blue/gray. Gnomish males tend to have elaborate, almost comical facial hair while gnomish females have stylized hair-dos which reflect a childish quality. Gnomes tend to be three to three-and-a-half feet tall, coming up to about waist level on the average human. Gnomish skin hue varies from a dark tan to pasty white, presumably based on varying degrees of sunlight they are exposed to. Due to their propensity for underground settlement and long hours spent in their laboratories, most have a pale, creamy complexion.

Goblins stand at approximately the same height as Gnomes, 3 feet, or .90 metre. Goblins have small eyes, huge feet, green skin and a long pointed nose and ears. They are relatively humanoid and wear clothing, as do many other denizens of Azeroth.

During the Second Great War, the Goblins allied with the Orcs and were rivals with the Gnomes and Dwarves for technology. Then in the Third War, the Goblins left the Horde and became neutral, selling their services to both Horde and Alliance. This continues in World of Warcraft.

In the MMORPG World of Warcraft, they are a neutral race specializing in engineering and transportation. Traveling Goblin merchants are often accompanied by Ogre bodyguards.

Goblins are fascinated with engineering, just like the Gnomes. However, Goblins are more interested in inventing explosives while the Gnomes prefer the development of devices and gadgets. There is a great rivalry between Goblin engineers and Gnomish engineers, and they are always trying to outdo each other.

The majority of World of Warcraft's goblins dwell mostly in the five main settlements comprising the Steamweedle Cartel:
* Booty Bay - A large city on the southwestern coast of Stranglethorn Vale with a pirate theme.
* Gadgetzan - A large town in northern Tanaris, with desert themed buildings to match the terrain. Notable for having the largest quest to size ratio of any settlement in the game. It was the first Goblin city to have a neutral Auction House, making it a good place to get items specific to the opposite faction.
* Everlook - A town in the center of Winterspring, with igloo/snowcovered buildings to match the terrain.
* Ratchet - A deceptively large town on the eastern coast of the Barrens. There is a neutral ship that travels to and from Booty Bay.
* Area 52 - A small outpost in the Netherstorm in Outland. Similar to Gadgetzan, but with a Star Trek theme.
* Mudsprocket - New as of patch 2.3 Mudsprocket is located in southwest Dustwallow Marsh.

Humans are one of two races which appear as playable in every game of the fictional Warcraft franchise, the other being the Orcs. They are roughly identical to the humans of the real world, particularly northern Europeans, but at a technological and cultural equivalent of the medieval period, with some Renaissance influences.

The humans are a strong, industrious race with a dedication to order and unity. They prize hard work and discipline, value intelligence and perseverance, and are loathe to concede defeat no matter how overwhelming the odds. They are fairly technologically advanced when compared with many of the other races on Azeroth, but less so than the Gnomes and the Dwarves. Likewise, magic has become a vital part of their society with many mages and wizards coming from human families.

They are a sensitive religious race, devoted to the Holy Light, with priests, monks, and paladins forming a large part of their society and charitable organizations that have footholds in many of the Alliance's largest settlements. They were apparently the first race on Azeroth to champion the cause of the Light, and were the only race with paladins for most of the Warcraft saga, until the Dwarves were inducted into their ranks in World of Warcraft.

Their cities are well-planned and spacious, their homes are comfortable and tidy, and their buildings are precisely and expertly constructed. They are also a social and a happy people, seeking to enjoy life's simplest pleasures whenever possible. This natural sociality, combined with their penchant for order, has prompted them to establish societies, guilds, governments and militias wherever they have settled. Their most important and elaborate buildings are invariably meant to house social institutions, with monasteries, castles, cathedrals and townhalls serving as the central features of their various settlements. The Humans were also the founders of the Warcraft universe's Alliance, which would eventually include such disparate races as the Night Elves and the Draenei.

Human nations
Throughout the history of the Humans many nations have risen and fallen, however during the Second Great War the human kingdoms consisted of seven nations, and in the game, each had a different color. In Warcraft III, the nations are more loosely defined, but are mostly the same.

* Azeroth - (blue) One of the key members of the Alliance, and the original combatants of the First War. Their capital city, Stormwind City is nestled in the verdant Elwynn Forest. At the end of the Third War, it was one of the last real bastions of human strength in the world. Retroactively, the kingdom of Azeroth has been identified by its capital city (Thus "Kingdom of Stormwind), to differentiate it from the planet and continent, both also named Azeroth.

* Lordaeron - (white) The head of the Alliance during the Second War, and the largest nation. Human existence in Lordaeron was almost completely wiped out during the Third War (Warcraft III). Much of the land known as Lordaeron is now property of The Forsaken (undead). The Forsaken's holdings consist of the once-verdant Tirisfal Glades, Silverpine Forest, and certain regions in the Hillsbrad Foothills.

* Stromgarde - (red) A small but strong military nation, once the heart of the ancient Human Empire of Arathor. Most of its citizens left with Jaina Proudmoore. Now members of the Syndicate and Ogres have seized parts of the capital city, situated in the Arathi Highlands foothills.

* Kul Tiras (green) - A seafaring nation that contributed to the naval forces of the Alliance during the Second War. During the aftermath of the Third War, Kul Tiras led an unsuccessful attack against the new Horde in Durotar, which saw the death of Admiral Proudmoore. Kul Tiras still maintains a weak presence in Tiragarde Keep in eastern Durotar. Other members of the Kul Tiras Navy went to live with Jaina Proudmoore on Theramore Isle.

* Gilneas (black) - A distant nation which has never fully supported the Alliance. It is on a peninsula located to the south of Silverpine Forest of Lordaeron. The reclusive people are separated from the forest by the Greymane Wall for reasons that are still being debated.

* Dalaran (purple) - A city-state of mages, led from the Violet Citadel in the center of the city. Dalaran was the first nation to be attacked and completely destroyed when the Burning Legion arrived during the Third War, due to the mageocracy being the only group that could initially pose a threat to the Burning Legion. In World of Warcraft, the ruins of the city are encased in an impenetrable magical shell as its people work to rebuild. Dalaran magi have been active in Silverpine Forest. It has been announced that with the release of Wrath of the Lich King, Dalaran will become available again, as a neutral floating city accessible to both factions.

* Alterac (orange) - The weakest of the human nations, Alterac made a pact with the orcs during the Second War, and betrayed the Alliance. As a result of this, it was wiped out by Lordaeron forces. Today, the Ruins of Alterac are all that remain of this ancient kingdom.

* Theramore (white) - This island city and its surrounding territory are the center of the only major human presence in Kalimdor and the new home of the Alliance. Theramore is home to the humans, elves, and dwarves who fled the invasions of Lordaeron by the Undead Scourge and the Burning Legion. It was founded soon after the end of the Third War and is the youngest of the human kingdoms.

The Naga (the name is both singular and plural) were introduced in the game Warcraft III: The Frozen Throne.

During the War of the Ancients, some of the Highborne were transformed into sea creatures known as the Naga. The inspiration for the Naga was likely the South-east Asian mythical serpent of the same name.

The Naga generally have a humanoid torso with a snake tail in place of their legs.
The males appear more serpentine. The females still look elven, but can have four or more arms, and possibly fins for hair. They are closer to the idea of earlier Naga which were a form of water deity. The only misleading attributes are their "fins" which are actually webbing, common among many reptile water dwelling species. This rightly justifies them as Naga.

Notable Naga characters
* Queen Azshara
* Lady Vashj

Night Elves
Night Elves (or kaldorei, meaning "children of the stars" in Darnassian, the Night Elves' native tongue) have a skin color that ranges from deep lavender to marble white, and they have extremely long (almost lagomorphic) ears, and hair in various cool-toned shades including blue, purple, green, white and black. The eyes of most Night Elves glow with a bright silver light, but in some rare cases a Gold eyed Night Elf is born, the Gold color signify they are destined for great things. The race is tall, with the men standing approximately at 7.5 feet. The men are always of a slim-waisted yet rock-like, extremely muscular build including gigantic bear-like arms and hands. Malfurion Stormrage has antlers like a deer, although this seems to be atypical and is likely the result of his druidic learning. The women are very different, having a slim, athletic, and voluptuous build, but still standing nearly as tall as the men. Unlike most other Elves, Night Elf men often have thick beards and bushy eyebrows. In Warcraft III, the Night Elves lived on the continent known as Kalimdor and were never seen by, and only known of by a few Orcs or Humans until they were introduced to the Warcraft Universe in Warcraft III: Reign of Chaos. In World of Warcraft, they live on the tree-island of Teldrassil, which is north and slightly west of Kalimdor. The greatest population of Night Elves reside in their capital city, Darnassus.

Many male elves are druids while many females become warriors in a group known as the "Sentinels." In World of Warcraft, however, both males and females can take on the role of druid, warrior, hunter, rogue or priest indiscriminately. In Warcraft III, the Night Elves were neutral but in World of Warcraft they have become a part of the Alliance. The night elf racial mounts are the Frostsaber (white tiger with either spots or stripes) and the Nightsaber (dark tiger available with stripes only). There are also other breeds of ridable saber cats called stormsabers and wintersabers; however, these epic mounts are only available at level 60. In Warcraft III they also use a Hippogryph instead of the usual eagle and lion combination, a Gryphon . This creature is used as an air transport in World of Warcraft.

In World of Warcraft, they are the most popular race on American and European servers (realms). The Night Elf Hunter is supposedly the most popular race/class combination in World of Warcraft.

Night Elves were immortal until the destruction of the World Tree at the end of WarCraft III: Reign of Chaos. The forces of the Burning Legion had fought their way to the World Tree, which their commander, Archimonde, had set his sights upon. When Archimonde reached the tree, however, he discovered that he had walked into a trap set by Malfurion Stormrage. Thousands of wisps surrounded the Eredar and exploded all at once destroying him and damaging the World Tree. While this prevented Archimonde from destroying the world, it also deprived the Night Elves of the immortality that the tree had granted them. Not all of them adjusted to mortality well and many were terrified by the prospects of illness, aging, and eventual death.

It wasn't long before some of the druids decided to make a new World Tree and thus regain their immortality; an idea that achieved popularity with many of the Kal'dorei. Malfurion warned them that such a selfish act would never be blessed by nature and forbade the creation of a new tree. After making this proclamation, Malfurion became trapped within the Emerald Dream and not even the green dragons who lived within the Emerald Dream could find him. With Malfurion incapacitated, leadership of the druids fell to Fandral Staghelm who was one of the Night Elves in favor of creating a new World Tree. Under Staghelm, a second tree was brought into existence and named Teldrassil. Unfortunately, Malfurion's prediction was correct; the new tree was not blessed by nature and the Night Elves did not gain new immortality from its creation as intended. The new World Tree radiated corruption that drove creatures and people inhabiting the area mad and filled them with mindless aggression. This is just one example of the negative effects Teldrassil has had on the world around it. Teldrassil's one positive effect is the wondrous city of Darnassus that was built upon it.

After the wars played in Warcraft III and Frozen Throne, which caused the destruction of most of the High Elves, the Night Elves are the most numerous Elven race in the world of Azeroth.

Ogres are large, brutish humanoids, originally from Draenor. Several clans came through the Dark Portal after the First War, these ogres had a Blood Hatred toward the Orcs second only to their hatred of humans. They favored lands not frequented by Orcs, and were seldom seen near their encampments.

Other ogre clans much like the goblins, were once allies of the Horde. These included monstrous two-headed versions that were brought through the portal by the Warlock Gul'dan after the First War to act as enforcers to quell needless infighting between the Orc Clans, but eventually these clans chose to go their own way.

There is great variety in the Ogre species. They range in height from 6 feet to around 15 feet. At first glance, they may look lazy and fat, but they're actually incredibly strong. Their skintones range in color from shades of peach to red, to deep blues and ashen black. They frequently have at least one horn on their head. As of , all Ogres in World of Warcraft have a more muscular physique, unlike their previous extremely fat appearance. They also now wear loincloths which cover the backside as well as the front.

Most ogres are best suited to clobbering anything that moves, including other ogres such as their own family members. With the help of warlock magic however, there are some that have excelled in the arts of magic.

Ogre society is based on violence and domination. The Ogre with the brute strength to subdue every other Ogre in the tribe becomes the chieftain. This Ogre often takes to decorating himself garishly with whatever stolen armor he can get his hands on. Besides their own tribes, Ogres are often found employed as mercenaries, especially by the Goblin cartels, who see their extreme strength and slow wits as an asset.

Ogres prefer to live in mounds, which are little more than caves or piles of stone built around steam vents, and seem to prefer hot areas. Ogres are extremely destructive to their environment, and any area that they have lived in for some time can be distinguished by the piles of waste and excrement that they leave in plain view as well as the dismembered body parts of former foes.

The Orcs are designed after the well-known fictional race of Orcs, and have been a playable race in all the Warcraft computer games.

Orcs in Warcraft usually have more hair on their heads than Warhammer Orcs, and are generally possessed of a far greater intellect compared to most fantasy, with general intelligence ratios only slightly lower than those of humans. Warcraft is one of the few settings in which Orcs are not inherently evil, most led by Thrall are quite the opposite, and some can even be heroic. Orcs are often ready for battle though for there are those who seek their destruction.

Physical Description
Orcs are apparently humanoids, but much more savage in appearance than humans. The average orc male stands approximately six and a half feet tall and weighs 250 to 300 pounds. Orcs have broad shoulders and muscular builds that indicate great physical strength. Skin color is usually various shades of green, gray, or olive, although the skin pigment fades with age (fel-orcs usually have red skin, and true orcs are usually shades of brown), while hair and beard color is usually black, red, or brown, turning to gray with age. Notable orc facial features are their pointed ears, broad noses, and prognathous ape-like jaws with jutting lower canines that resemble boars' tusks. Orcs generally have brown eyes (red eyes indicate demonic corruption brought about by the Burning Legion), and a small minority have blue eyes, which is a symbol of high intelligence and a great destiny, such as Thrall, who freed the orcs from human internment camps.

Orc females are nearly as big as males, being only six inches or so shorter and 50 to 100 pounds lighter. Many orcs also place rings in their ears or nose.

Orcs have a lifespan similar to humans.

Societal Information
Although they are dismissed by many humans as mere savages, orcs have a proud and noble society that revolves around the concept of honor. Personal and clan honor are valued above material wealth and even an orc's own life, and the quickest way to provoke an orc's wrath is to insult his or her honor. Skill in battle is one way for orcs to bring honor to themselves and their clan.

Social standing in orc society is based upon deeds rather than heritage or gender. Physical strength, martial skill, tenacity, wisdom, character, and strength of spirit are all considered admirable traits and those who display them are capable of attaining positions of great prestige and honor. Weakness is considered a liability to the Horde, and those who are inept and unmotivated are called "peons" and saddled with menial labor.

The orcs do not worship a pantheon of gods, but rather practice a shamanistic religion which venerates the spirits of the elements as well as the spirits of deceased ancestors. Orc shamans serve as the spiritual leaders of their clans and draw their power from the elemental spirits, which also helps the shamans to develop an intimate connection with the natural world.

The Tauren are a race of bipeds. They are religious, but are better known for their strength, courage, and endurance as warriors. A nomadic race as old as the Night Elves, the Tauren are attuned to the earth and its spirits, and have a largely shamanistic culture that stresses ancestor worship and the honored path of the hunter. Their capital of Thunder Bluff sits in the central Kalimdor territory of Mulgore, and they are aligned with the Horde in the present conflict (as depicted in World of Warcraft). Notably, the Tauren are the only race besides the Night elves that can become Druids.

The Tauren are huge bipeds with a general bovine appearance resembling the Minotaur of Greek mythology. The Tauren have an average weight of 500 to 750 kilograms (1100-1650 lb) and can grow up to 4 metres (13 ft) tall. Sexual dimorphism is present in the species, with the males being an average of ten feet tall with an enormous, muscular build. Females are shorter and more delicately built, with smaller horns, but are still massive and muscular when compared to other races. Like humans (and quite disimilar from a typical bovine), female Tauren have breasts on their chest rather than an udder on their abdomen. Tauren shamans are often seen carrying their ancestral totems, which are essentially large carved out logs. These logs are often used as weapons, along with the polearm weapon of the Tauren chieftains. Other Shamans carry staves or maces, and although they have the ability to learn how to use daggers and firearms, the Taurens' ecologically focused beliefs do not allow them to wield large swords.

Before the Horde
As noted, the Tauren are one of the ancient races of Azeroth. Prior to meeting the Orcs, the Tauren were a nomadic race, though it seems that they played little role in the grand dynamic of Azeroth for millennia. In fact, when encountered by the Orcs and their Warchief, Thrall, they were under significant pressure from the Centaurs and their tribes were separated. The Tauren do have a rich history which they have kept over the centuries, handed down over the ages through oral tradition.

Allegiance with the Horde
The Orcs, led by Warchief Thrall, had come to Kalimdor seeking a land of their own, and in the course of establishing an early presence there, came upon the leader of the Bloodhoof tribe, Cairne Bloodhoof. Cairne sensed a great ally and leader in Thrall, and sought his alliance in fighting off their ancestral enemy, the Centaurs. In return, Cairne pledged his alliance to the Orc Warchief. For their part, the Orcs and the Jungle Trolls that composed the Horde found much in common with the Tauren. Each of these races wanted to achieve a more shamanistic culture, and the Tauren, long versed in the lore of spirit and nature, were well-prepared to provide counsel and support to the budding Horde. From then on, the Tauren became an inseparable part of the Horde, fighting with the Horde alongside the Alliance and Night Elves at the Battle of Mt. Hyjal, and later helped combat the forces of Lordaeron, led by Grand Admiral Daelin Proudmoore, when he attempted to invade Durotar.

After the invasion of the Orc homeland of Durotar was repelled (as depicted in Warcraft III: The Frozen Throne), Cairne, with the help of the Horde, united the tribes of Tauren and settled his weary people in a new homeland, the lush plains of Mulgore. The capital city Thunder Bluff is built on a series of mesas which are connected to one another via rope and wooden bridges. At present, the Tauren are still ruled by Cairne Bloodhoof. However, even Cairne admits that he is unusually old for a Tauren (ninety-nine years old when he first joined the Horde), and the leadership of the Tauren may thus change very soon. Common wisdom hold that his successor will likely be Cairne's own son, Baine Bloodhoof, but at this time such talk is simply speculation, particularly with the emergence of Elder Crone Magatha and her tribe, the Grimtotems, a tribe usually a distinctive midnight black in coloring, as a member of the Council of Thunder Bluff. The Tauren continue to supply fierce warriors and wise shamans to the Horde and are currently involved in the renewed conflict on Azeroth.

The Tauren use Kodos as their main transport. The kodo is native to the Mulgore. Kodos come in different colours; their colour depends on their rider's skill. There is also a Kodo which can be bought from the PvP mount vendor called the "Black War Kodo" which is black instead of the normal white/brown/grey. Taurens can also ride other Horde mounts.



Trolls are tall, lanky humanoids slightly resembling elves. They have long, pointed ears, crooked nose, and large tusks. They have three fingers on each hand and two toes on each foot, and they're always barefooted. Most trolls have blue, green or grey skin. Trolls warriors often wear their hair in a natural mohawk dyed to the colour of their tribe. They are famous of their extreme regeneration; they can even regrow their limbs.

Dark trolls are dark-skinned, nocturnal trolls living around Mount Hyjal.
Forest trolls live in the northern region of Lordaeron. Their skin is green due to a symbiosis with plants, their hair is green, blue or yellow. The forest trolls have a long-time conflict with the High Elves of Quel'thalas, now calling themselves Blood Elves. Their capital city is Zul'Aman, ruled by the infamous warlord, Zul'jin.
Ice trolls have light-blue skin, and white or blue hair. They live in the frozen continent of Northrend as well as the mountains of Dun Morogh.
Jungle trolls have grey or blue skin, and colourful hair. They live in the jungles of Stranglethorn Vale as well as the tropical islands. One tribe, the Darkspear Tribe joined the Horde after Thrall saved them from a band of ravaging murlocs. The former capital of jungle trolls, Zul'Gurub is ruled by the Atal'ai priests, followers of the Blood God Hakkar.
Sand trolls live in Tanaris. They have pink skin, and red or purple hair. Their capital city is Zul'Farrak.
Zandalari trolls are the most ancient subrace of trolls. They live on the island of Zandal, but they have an outpost on Yojamba Isle, near Stranglethorn Vale. They're mortal enemies of the Atal'ai priests.

Undead (Forsaken)
The Undead were originally used by the Necrolytes and Death Knights of the First and Second Wars, however that practice stopped after the death of Gul'dan and the abolishment of Necromancy by Thrall, the warchief of the New Horde.

The new generation of undead was created by the Lich King, Ner'zhul who had been transformed into a higher being by the demon lord Kil'jaeden. Once an Orcish shaman, Ner'zhul sought warlock powers and delved deeply into demonic magic, until he was confronted by Kil'jaeden, the dark lord of the Burning Legion. Ner'zhul bargained with the demons - in exchange for incredible power he would pledge the service of the enslaved Orcish horde to the demons, and open portals for the Horde to invade Azeroth. After his defeat by the Alliance his body was ripped to pieces and his spirit tortured, until Kil'jaeden decided to use him as the leader of a new invasion of Azeroth. As a check on his minion's tremendous new powers, Ner'zhul, now the "Lich King", was embedded in a great glacier in Northrend and watched over by vampiric dreadlords.

While embedded within the glacier, the Lich King felt his conscious expand tremendously. As a result to the sudden expanding of his power, he managed to bend the original inhabitants of Northrend, the Ice Trolls and Wendigos, to his will. The Lich King also created a plague that spread throughout Northrend, guided toward human settlements by the Lich King's will. These humans quickly died, only to be raised again to create an army of undead.

The Lich King had also gone to war with the Nerubians, a spider-like race resilient to the plague. After the Nerubian's defeat, the Undead adopted their unique form of architecture.

The Lich King was able to reanimate the body of any being that had fallen. After recruiting the Prince of Lordaeron, Arthas Menethil the second during the Reign of Chaos attacked Quel'Thalas, the High Elven kingdom. The Elves fought against the Scourge, but the Scourge were triumphant and assimilated Sylvanas Windrunner and most of the High Elves into the undead.

Assimilation into the Forsaken
After the third war, the Banshee Sylvanas Windrunner led a number of her Undead followers away from their mind-controlled slavery under the Lich King. She renamed her rebel group the Forsaken, and has joined the horde out of sheer desperation to bring the Lich King to his knees.

The city of the Forsaken in the Warcraft Universe is the Undercity, resides underneath the Ruins of Lordaeron, built by Arthas Menethil before being forced back to Northrend to come to the aid of the Lich King.
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