Draenei Dimensional exiles and servants of the Light that seek to avenge a dark past and bring peace to Azeroth. Racial Traits Average Height: 6' - 6'9" Average Weight: ??? Ability Scores: +2 Strength, +2 Wisdom or Charisma Size: Medium Speed: 6 squares Vision: Normal Languages: Common Skill Bonuses: +2 Religion, +2 Endurance or Arcana Shadow Resistance: You gain resist 5 necrotic. This resistance increases to 10 at 11th level and 15 at 21st level. Gemcutting: You can use the Make Whole ritual once per day without components, even if you cannot normally use rituals. Also, you can master the Transfer Enchantment ritual even if you do not meet the prerequisites. Heroic Presence: The first time any adjacent ally makes an attack roll in an encounter, s/he gains a +1 power bonus to the attack. Also, you receive a +5 bonus to saving throws against fear effects. Gift of the Naaru: You have the gift of the naaru power. Gift of the Naaru Draenei Racial Power You tap into your connection to the Light, bolstering either your own or an ally's resilience and helping wounds to heal. Encounter * Divine, Healing Minor Action Close burst 2 Target: You or one ally in burst Effect: The target regains hit points equal to your Wisdom modifier. At the start of his or her next turn, the target regains hit points equal to your Charisma modifier. Long ago, the Burning Legion corrupted the peoples know as the Eredar, bringing them into the fold and turning them into harbingers of fiery destruction. One group of eredar, however, rejected the Legion and went into hiding for countless millennia. Naming themselves the Draenei -- an eredar word meaning "Exiles" -- they fled across the galaxy for eons before finally finding a home on Azeroth, uniting with the people of the Alliance of Lordaeron against the Legion, the Scourge, and other foes. Play a draenei if you want... * to play a dedicated, fearless character who crusades against evil. * to be part of a culture struggling to find its way in an unfamiliar world. * to be a member of a race that favors the fighter, paladin, cleric, and warden classes. Physical Qualities Draenei are quite tall and broad; they are the largest of the Alliance races, with only night elves being of similar height. Their skin ranges in shade and saturation, but is uniformly a shade of blue that can be a bright sky blue color or a deep, nearly purple cobalt shade. Their hair tends to black or brown, though a rare few have silvery or white hair; short tentacles also grow from just behind their ears (and on the chins of males), which draenei often decorate with beadwork or rings. All draenei have slightly ridged foreheads, but females also have horns much like tieflings. They can come in a variety of shapes, either swept back or curling down toward the face, with differing styles in between. All draenei have tails and cloven hooves, with appropriate leg structure to match. Draenei dress in a somewhat ostentatious and alien style compared to the other races of Azeroth, favoring either scholarly-robes with rich colors and carefully-embroidered patterns, or heavy plate armor decorated with crystalline structures of pale gold or purple. The naaru are a heavy influence on draenei culture and stylized likenesses of them are frequently found in draenei clothing, art, and craft. Strangely, draenei can live extremely long lives. Many of those who walk Azeroth today still remember their race's lives on either their homeworld, or on Draenor. Prophet Velen is well over 20,000 years old. However, it is likely that the average draenei would have a much shorter lifespan, as Velen's connection to the naaru may be what has supported him for so long. Playing a Draenei The eredar betrayal and their years of flight have made a deep impact on the draenei people. They are highly intolerant of evil motives and are dedicated servants of the Holy Light and the naaru; draenei who move toward evil are seen as malignant tumors to be excised, preferably by draenei hands. Their encounters with the people of Azeroth -- particularly the Night Elves -- have made them painfully aware of what their demonic brethren have done not just to them, but to the world at large. Demons, the undead, and any creatures that seek to destroy for the sake of destruction are enemies of the draenei. Yet at heart they are a people who are weary of conflict and yearn for peace. While they are steadfast bastions against the darkness in battle, they can also be the gentlest of healers if they are of the mind. The race's predisposition for divine magic is a natural extension of their closeness to the naaru, but without something innate it would not become quite so prevalent. However, the influence of Farseer Nobundo and their life on Draenor has made primal magic such as shamanism considerably more common. Draenei who embrace that path tend to be more moderate in personality than their more zealous brethren. Draenei are avengers of wrongs, doers of good, and fighters against evil. However, their zealousness can occasionally get them in hot water. That said, many draenei prefer a scholarly life of reflection, becoming priests or wizards and devoting themselves to arcane magic. Because their culture is slightly alien and has been isolated from others for so long, draenei tend to have a quirky sense of humor that other races may have a hard time understanding. Draenei characteristics: Dauntless, pious, zealous, studious, fearless, driven Male names: Velen, Maraad, Adyen, Guvan, Halruun, Kaylaan, Navrin, Zalduun Female names: Ishanah, Tamuura, Dornaa, Boulian, Feera, Ohura, Saalyn, Yazmina Draenei Backgrounds Crash-surviving Explorer: You feel lucky to be alive after the crash of the Exodar, and Azeroth presents you with a whole new world of things you've never seen before. Others might be content to stay on Azuremyst and repair, but not you; you need to see other races, other places, and find a place for your people in this new world that is your home. Compared to other draenei you are probably less studious and more outgoing, with the same quirky sense of good humor that a lifetime of being a fugitive from the Legion requires. How will you represent the draenei to Azeroth at large? Associated Skills: Athletics, Dungeoneering Anchorite: Born near the naaru and with a strong connection to the Light, you have reflected long and hard on the ways of healing, protection, and peace. The ethereal joy of being connected to the light of creation brings you to a higher state of being. What would bring you out of the Exodar and into the wider world? Did the naaru charge you with a task in defense of all that is good, or do you feel a need to share the blessings of the Light with all? Whatever the reason, you step into the world as a crusader against evil and a shining example of what faith in the Light can do. Associated Skills: Diplomacy, History Primalist Convert: You are a student of Nobundo, or the other shamans who have studied under him for some time. While you accept the Holy Light and its place in the world, you've heard the song of the elements and have accepted their call. Perhaps you took up sword and shield as a warden or seeker, using the power of the elements to defend others from harm. Alternately, perhaps you awoke to the spirits and have become a shaman, leading your people in this new spiritual connection to the land. In either case, you are less driven to pursue and destroy evil than others of your race, but in return you have a greater appreciation for the need for balance in one's life and in nature itself. Associated Skills: Nature, Insight