A summary of race ideas part 1
Jinyu
Lore and background:
The jinyu originated from murlocs who were fortunate enough to live near the enchanted pools of the Vale of Eternal Blossoms. The magic of the pools expanded their minds and grew their bodies until they became one of the great ancient cultures of Pandaria They worshipped the August Celestials, and in return, the spirits offered them knowledge and guidance. For a time, there was peace. The Temple of the Jade Serpent particularly later became sacred to the jinyu, who now use its scrying pool to serve as their eyes and ears throughout the continent.
In the days before the Sundering, legend has it that all rivers flowed to Pandaria. Few were more aware of this than the clever jinyu. Over time the wisest of their people learned to commune with the waters of the river and listen for the future and news it would bring. These elders were respected by most races and earned their title of Waterspeakers. The jinyu also had a written language before the rise of the first mogu dynasty, though today it is not possible to understand it anymore.
Racials:
Watery insight: Activate to cause each third ability to critical strike, but you can no longer randomly critcal strike during this period. Last until 5 crits. 3 min cooldown
Water bending: Partionally absorb the next spell cast at you, reducing the damage by 40% . 3 min cooldown.
Go with the waters: When leaving water move at 25% increased movementspeed and gain 10% increased dodge for 15 seconds
Fish geels: Swim 15% faster and can breath underwater.
Way of the sword Gain 1% increased parry
Classes:
Warrior, mage, priest, shaman, hunter, death knight, monk
Mount
Ground mount: Waterstrider
Hozen
Lore and background:
The hozen are uncannily dexterous foragers and hunters who dwell in tribes among treetops and mountains of Pandaria. They are a simple race driven by their passions.
In contrast to the very reserved and polite jinyu, the hozen are a passionate people that love to love, love to hate, and love to feel any emotion they can feel, as long as they feel it strongly. Initially, the August Celestial Yuālon considered the hozen to be innately violent, often selfish and shortsighted, unable to work together long enough to build a proper civilization of their own. However, as time passed, Yuālon questioned her assumptions and realized that, while it is easy to see the short-lived, short-tempered hozen as troublemakers, they live full, wild lives in the years they have.
Hozen love to hunt and fish, and often will assault anyone and anything in their hunting grounds. The other races of Pandaria are therefore careful to avoid these areas, but this is often not enough to avoid conflict. The hozenās notoriously short tempers grow even shorter when their hunger pushes entire clans, including elderly and young hozen, to ravage food sources outside of their territory, either gathering enough food or seeing enough hozen die in the process to ensure the survivorsā continued health
Some young and rambunctious hozen are trained from an early age to use boxing gloves so they donāt accidentally kill their tribe members, and more importantly, to keep them from picking their noses. The hozen rely on dirty guerrilla tactics. Ambushes and traps. They are able to swing and leap from tree to tree and use thick trees for cover. Hozen sometimes take prisoners, keeping them in bamboo cages.
Racials:
Fling muck: Deal x small damage, but high threat 30 yards. 3 charges 2.5min cooldown.
If thrown on a player the player screen gets mucky and difficult to see for a few seconds.
Monkey throw: leap upon a target ally or enemy 15 yards. 2 charges. 2 min cooldown.
Run on all four: If you have not attacked for 3 seconds and continuously run without stopping you will run on all four and you movementspeed is increased by 20% and lasts until you attack.
Slick moves: Gain 1% increased dodge.
Feral pounce: Your jump is 30% higher.
Classes:
Warrior, mage, priest, hunter, death knight, monk, shaman
Mount
Tiger
Botani
Lore:
Born from the Spirit of Life inhabiting the Sporemounds, the botani are plant-like humanoids that work in unison to restore the Evergrowth. They have formed theistic societies concentrated in the realms of Gorgrond, Shadowmoon, and Farahlon, in which they perform rituals to generate new genesaur, towering quadrupeds with an intuitive control over the animated flora of Draenor. Having been taught potent Nature magics by the treant Gnarlgar two millennia ago, the botani exert a druidic influence on the surrounding plants, water, and even wind: cleansing streams rejuvenate them with the power of Life, poisonous lashers and mandragora bloom when beckoned, and monsoons of thorns and razor-sharp leaves tear at their enemies. The botaniās most insidious weapons, however, are the spores released from their groves, spores that infect open wounds and penetrate into the brain to bend the preyās will to the power of the Primals. The enraged, twisted creatures that arise from these transformations are known as the Infested, quasi-undead beings that spew forth toxins and rake their foes with noxious claws.
Racials:
Sprout of life: Upon death plant a flower at your corpse that after 5 seconds allows you to ressurect at. 7 min cooldown.
Sharp brambles: Pertrude sharp brables from your body and causes enemies to take small damage upon attacking you for 20 seconds. 2 min cooldown.
Toxic sap: increase nature resistance by 2%
Poisoned thorn: Your critical strikes have a chance of poisoning the enemy dealing x damage over 12 seconds.
Mount:
Groundmount: Ravagers
Flying mount Ravager wasp
Classes:
Warrior, druid, mage, priest, death knight, hunter
(thier druid form mainly consists of various plants)
Tortollan
ā¦
Lore and background:
āA turtle made it to the waterā
A tortollan begins his or her life in great danger, compared to baby turtles on a beach moving to the sea. Tortollans can live for at least seven hundred years.
The ancient tortollans are constantly in pursuit of knowledge and the acquisition of rare artifacts, and theyāre always in need of brave souls to help them acquire what they seek. Aiding them can be risky, but ultimately it will be worth oneās while to have these erudite people on oneās side. Tortollans make extensive use of magic scrolls in their spellcasting.
Tortollans seem to be very integrated with the Zandalari culture, living in Zuldazar right alongside Zandalari trolls. One tortollan, Jol the Ancient, is even the one of King Rastakhanās most trusted healers. However, tortollans tend to stay neutral in most matters.
Tortollans revere Torga, a turtle loa. They love to listen to his stories. The tortollans have spent hundreds of years gathering stories.
They love eel juice, The Centennial Blossom, a rare flower that blooms only once every hundred years, is highly prized by the long-lived races of Zuldazar like tortollans.
Tortollans love the stories of Loh, a young tortollan who traveled the world. When telling the stories, tortollans have their children navigate a turtle representing Loh through a maze.
Racials:
Hard back: Take 3% less damage from the back.
Home sweet home: Enter your shell and take 90% reduced damage for 5 seconds, unable to move and attack. 3 min cooldown
Aquatic legs: Swim speed is increased by 15% and allows you to breath underwater.
Ancient relics: Sell items from past expansion at higher value. The older the more increases the value.
Classes:
Monk, Warrior, Rogue, Death Knight, Shaman, mage, priest, hunter
Mount:
A stegodon with various scrolls and potions hanging on the side.
Faction:
Neutral
Centaur
Lore:
The centaur were born from the love of Princess Theradras, daughter of Therazane the Stonemother, first among earth elementals, and Zaetar, son of Cenarius. How these two met is a mystery. Theradras seems to have sincerely loved Zaetar to the point that she tells Choāgall himself that she will not leave Terramok, even though it long since lost the power to hold her confined simply because it contains Zaetarās remains. However, apparently in death, Zaetarās spirit has had time to think over his liaison with Theradras and has come to the conclusion that it was a mistake. If youāve been leveling an alt recently through Maraudon, it is now the spirit of Zaetar who gives the quest to strike down his former love.
Racials:
Wild spirit: When running for 3 seconds without stopping when outside combat your movementspeed is gradualy increased 60%/100% and lasts for 4 seconds whilst entering combat.
Turning point: When breaking out of immobilized effects increase movement speed by 40% for 3 seconds
Sun bathers: 1% fire resistant
Rear kick: kick enemies behind you knocking them down for 1.5 seconds. 3 min cooldown.
Strong back: Partymembers can ride on your back
Faction:
Horde
Classes
Warrior, hunter, shaman, priest, mage
Dryad
Culture:
The enchanted Dryads are the daughters of the Night Elf demigod, Cenarius. The playful, frolicking creatures vaguely resemble centaurs (their cursed cousins), but have bodies more akin to woodland fauns. They are swift and sure and are at peace with all of the children of the forest. Though they abhor unnecessary violence, the Dryads will defend the wildlands of Kalimdor with their lives if need be.
Racials:
Leap: Leap 9 yards in the direction at the target direction, recharge cooldown 60 sec (2 charges)
Poison ivy: Your auto attacks has a chance to slow the enemy by 15% for 5 seconds.
Wild spirit: When running for 3 seconds without stopping when outside combat your movementspeed is gradualy by increased 60%/100% and lasts for 4 seconds upon entering combat.
One with nature: 1% nature resistant
Mount:
Groundmount: Themself
Other mounts, transform their legs into plant legs temporarily.
Faction:
Alliance
Classes
warrior, druid, hunter, priest, mage
Tuskarr
Description:
Long asked for race amongst the wow community, I see a potentional that they may be added, as they have existed for a long time and are well built in general and i imagine that they will be neutral.
Lore and backround:
The tuskarr are peerless fishermen and whalers. Their self-contained economy is based on the oceanās bounty. These stout-hearted creatures have a budding society along the frozen coasts of Northrend.
Tuskarr laws are simple. No tuskarr may avoid helping tend to the needs of the settlement ā gathering food, making clothing and housing, patrolling in defense, etc. The sea is communal property for fishing and whaling. Catches are divided among the community as much as is feasible, with those who miss out on one catch getting first choice the next time. Tuskarr individuals have personal property, but possession is conditioned by actual use.
The tuskarr are disciplined and well organized, and each of them takes the defense of his family and village seriously. For many tuskarr, it is a matter of survival, but also of pride, to be prepared against any threat. Because of their reliance on fishing and whaling, tuskarr receive training in the use of nets and spears at a young age. All tuskarr also receive at least rudimentary training in ways to put these implements to use against an intelligent foe. Warriors patrol the areas surrounding their villages and act as lookouts in strategic locations. These warriors warn their people of impending attack.
Racials:
Impale: Throw a spear at the enemy dealing x damage and pull them towards you. 25 yards. 2,5 min cooldown. Shares cooldown with Fishing net.
Fishing net: Throw a fishing net over a small area trapping everyone in place for 4 seconds, damage will break the effect. 2,5 min cooldown. Shares cooldown with Impale.
Create Canoe: Summon a small canoe that you can fish from and store fish in.
Fishy culture: The time to catch a fish is lowered by 20%
Thick skinned: 2% cold resistance.
Classes:
Hunter, warrior, deathknight monk, shaman, mage, priest.
Mount:
Otter with fishing equipment, net, spear and fish on the side.
This mount is used by the Tuskarr for deepdiving for fish deep underwater.
Faction:
Neutral
ā¦
Murloc
Background:
Murlocs may indeed be one of the oldest native races on Azeroth. Itās clear that they are not one of the āseed racesā created by the Titans or descended from said Titanic creations. No curse of flesh seems to be inherent in their origins. Like trolls and tauren, there is no known explanation for the existence of these aquatic folk. They simply are. Interestingly, murlocs are susceptible to the plague of undeath, but at least in one location, said murlocs retained their free will much as the Forsaken do.
The murlocs seem to have a semi-animistic society, worshiping whatever entities in their nearby environment are powerful enough to compel said worship. While this often leads them into the servitude of powerful entities such as the makura, the naga, even elemental forces), it also seems to allow them to adapt themselves to a region fairly quickly. Local murlocs might worship a powerful naga witch until said witch is defeated, wherein they immediately switch their veneration to whatever defeated it or remains in the area.
Racials:
Bubble shield: Summon a watery shield around you that absorb damage equal to 15% of your health. 2.5 min cooldown. Recharges 35% faster in water.
Slippery feets Increase swimming speed by 30% and allows you to breath underwater.
Rejuvenating water: When in water you regernate health slightly faster.
Fish slap: Slap at fish on the opponents face and distorient them for 0.5 second.
2.5 min cooldown.
Faction:
Neutral
Classes:
Paladin, warrior, warlock, mage, priest, death knight, shaman
(Murloc paladin doesint use the light to heal and shield as such but rather water and bubbles.)
Mount:
Grountmount: Crabs, with spears and fishing nets.
Nerubian
Description:
As shown with Dracthyr and mechagnome, armor is no longer an issue and doesint restrict race possibilities. Furthermore depending on what Nerubian they are, they may have wings that helps them travel at quicker phase at ground level as thier ground mount, similiar to worgen. But can not be used for flying.
Culture
KelāThuzad claims that they were fiercely intelligent, and their will dedicated to wiping out any who were not like themselves. Much like the aqir
Legends tell of the nerubiansā using the jormungar as creatures of labor, forcing them to carve massive tunnels through Northrendās subterranean ice and lay the groundwork for the nerubiansā ancient civilization.
Society
Nerubians tend toward evil; they have always been ruthless and aggressive, and since the fall of the Spider Kingdom these traits are more pronounced. Still, nerubians are intelligent, and not all fall into dark ways. They may join a group of adventurers in the hopes of striking against any larger threat, or of gaining the power to do so. Other nerubians, often young ones, leave their homes because they want no part of their peopleās hopeless conflict and desire to become more than embittered survivors ā perhaps they want to attain, at an individual level at least, the heights their people once possessed. The remote possibility exists that a handful of nerubians are not evil and could get along with other races better than their brethren.
Customization:
Color of Carapace
Face
Mandiables (Facial hair)
Head Growths (Spikes, Tentacles, hair, etc)
Eye color
Jewelry
Racials:
Tuneller: After 1 second Burrow beneath the ground whilst being able to move but at a slower rate, after 5 seconds you uncover. 3 min cooldown.
Can only be used in ground enviroment
When you use this ability whilst out of combat you can travel underground for 5 minutes.
Cocoon: After 2 second cast time, Wrap the target in a web for 7 seconds, damage to them will break the effect. 25 yards. 2.5 minute cooldown.
Shadow Resistance: Reduces Shadow damage by 1%
Masters of decay: Damage over time deals 1% increased damage.
Classes:
Priest, Warlock, Warrior, Rogue, Deathknight, Hunter and Mage
Language:
Nerubian
Mount:
Groundmount: Themself, using small wings on thier back.
Faction:
Horde
Could be a neutral race, but i dont like having neutral races, as i like a distiction amongst the factions.
ā¦
Gnoll
Lore
Though normally a disorganized and brutish race, 75 years prior to the First War the gnolls became a major threat to the kingdom of Stormwind. Under the leadership of the cunning packlord Garfang, the gnolls began attacking farmsteads, convoys and villages, until they even began launching full-scale attacks upon Stormwind City itself. The so-called Gnoll War came to a close when King Barathen Wrynn, thereafter known as āthe Adamantā, rode with a small party of knights into the Redridge Mountains and killed Garfang. Without a unified leader, the raiders fell to infighting, allowing King Barathen and his soldiers to decimate the gnolls and scatter them across the land.
My view:
I can see how it turns out if they decide to join the Horde, the Gnolls will have a tight band with the Goblins as they will supply them with fuel for thier bike and generally share a common goal namely riches.
The Goblins will still see lowly on the Gnolls and may solely use them for collecting loot.
Undeads will be quite accepting of gnolls aswell.
The ones that will dislike them the most are the Tauren and Pandaren, as they will countlessly disturb them during meditation or speaking to earthmother by driving full speed past them whilst barking at thier fellow bikers and leaving a thick smoke trail.
The Tauren and Pandarens will occasionaly mess up thier bikes by putting bananas up the exhaust pipe, or pouring rotten eggs in the fuel tank.
Racials
Chain swing: Swing a ball of chain around you in a wide arch around you dealing x damage
(Medium damage) and crush the enemies armor by 20% for 7 seconds. 2.5 min cooldown.
Wild spin: Spin rapidly 20 yards forward and knock down enemies in the way for 0.5 seconds. 3 min cooldown.
Bloodlust: Whilst your health is below 15% your damage is increased by 10%
Savage hunger: Can eat raw meat, uncooked. looted directly from a corpse.
(Gnolls are cannibals)
Loot hoarder: Has 1% increased chance to loot an epic quality gear or higher (does not include mounts)
Customisation
Necklace spiked dog collar, heavy chains
Face
Eyes
Fur color
Hair
Mane short, long, scruffy
Mount
Groundmount: Hulking boar, with loot and gold bags hanging on the side.
Swift version: Harley bike, heavily customized by the gnolls
Flying mount: Vulture or roc. as it fits into thier role as savages.
Language:
Bark (thier language is said to sound like barking).
Dance:
The gnoll dances on the chain of ball and with one hand on the chain and dancing in a seductive manner.
Faction:
Horde
Classes
Warrior, Shaman, priest, mage, rogue, hunter, Deathknight
ā¦
Furbolg
Lore
In northern Kalimdor, the furbolgs were old allies of the night elves. The night elves concerned by the once peaceful raceās condition have attempted to help the furbolgs settle their tensions, but the mighty bear-men retreat ever further into their territories and fall deeper into the rage that is overtaking their race, they turned into fearsome new enemies of the night elves.
Racials
Only You: 2% nature resistance
Ursocs spirit: your cooldowns refreshes 15% faster when below 35% health
Frightening roar: Roar loudly and causes enemies within 25 yards to have lower hit chance for 9 seconds. 2min cooldown
Animal friend: Can sniff nearby beasts and track them on minimap, beasts also have smaller aggro range towards you.
Customisation
Necklace: Ceremonial beads, feathers, shellnecklace.
Face
Eyes
Fur color
Hair
Tattoos
Mounts
Groundmount: shoveltusk with decorations.
Flyingmount: Eagle, decorated with feathers and beads.
Capital city:
The capital for the fubolg is also not entirely a clear cut concept. Depending on how they join it could shift wildly from one spot to another. Grizzlemaw city is the only currently known city of furbolg in the world, however with the open book that is the Barkskin tribe they could easily have another city beneath Mount Hyjal or hidden away in some small mountain valley.
Or the furbolg could join together to build their own hold or city elsewhere. Or they could join with their allies, the night elves or the draenei and find their home among them.
Language
Ursine
Faction:
Alliance
Classes
Warrior, druid, shaman, rogue, hunter, mage, Deathknight