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Introduction and History[edit]

Humanity is a resilient breed, having survived an invasion by the savage Orcs during the First War. During the Second War, the armies of former nation of Azeroth (now called Stormwind) rallied with the Alliance of the Northern Lands, as well as the Night Elves, Gnomes and Dwarves, to reclaim their homeland of World of Warcraft/Azeroth. After the success of the Second War, Azeroth was rebuilt and Human civilization began to flourish once again throughout the southlands (which was later renamed Stormwind after third war).

With the recent invasion of the Burning Legion, (which left the northern kingdom of Lordaeron in ruins,) Stormwind now stands as the last bastion of human civilization. Following the heroic examples of the legendary Sir Lothar and King Llane, the defenders of Stormwind are considered to be among the fiercest warriors in the land. They stand resolute in their charge to maintain the honor and might of humanity in an ever-darkening world.

Humans have perhaps suffered the most out of all the races of Azeroth, having endured a bloody, genocidal invasion by the Demon-corrupted Orcs and losing almost all their northern population to the Plague. Out of the millions that once populated the Eastern Kingdoms in many splendid and wonderful fort cities, merely two hundred thousand are still alive. Despite all this humans continue to be vigilant, and - perhaps as a result of their struggles - they have banded closer together and with the Alliance as a whole.

Today, the Child King Anduin Wrynn oversees Stormwind, under the watch of the council of Nobles and the Regent Lady Katrana Prestor. While the Empire of Cities/Stormwind has lost much of its glory, it still retains some ties with the towns of Towns/Darkshire, Towns/Lakeshire, Towns/Goldshire, Southshore and to a lesser extent, Towns/Menethil Harbor. Those cities fall under the protection and leadership of Cities/Stormwind, but they also have their own local military forces and independent democratic election.

Theramore Isle is an independent nation that keeps close ties with Cities/Stormwind and is under the watchful leadership of the young mage Jaina Proudmoore, formerly of Kul Tiras. Kul Tiras itself, while still a member of the Factions/Alliance, is an independent nation under the rule of Daelin Proudmoore. The city-state of Dalaran, with its combat mages, still retains some control over Zones/Hillsbrad Foothills and Zones/Silverpine Forest. In addition, there is an independent Human enclave in the [[Arathi Highlands, the remnants of the Empire of Strom. It is rumoured the once-allied empire of Gilneas is still flourishing and populated with Humans - but no word has been heard of them for years.

Humans at the Dawn of History[edit]

According to Lands of Conflict, Humans were around before the Great Sundering, then known as the Azotha. At that time Humans were nearly as savage as their foes among the Races/Trolls, and both groups wandered the land battling each other while trying to plant the seeds of their cultures. The Humans were nomadic hunter-gatherers and divided into many tribes. The Sundering nearly wiped out the Humans, who eked out sustenance from the ashes of the aftermath of the destruction.

With the help of the High Elves, Humans would learn magic and waged a bitter war against the Races/Trolls that once spanned the entire length of the Eastern Kingdoms and were a dire threat. Eventually Humanity proved superior to the Trolls, and they built the nation of Strom, and later the empire of Arathor. Humans were divided into seven separate, sometimes warring empires, for over 1200 years until the creation of the Alliance.

Starting Attributes[edit]

Base Classes/Mage Classes/Priest Classes/Rogue Classes/Warlock Classes/Warrior Classes/Paladin
Strength 20 20 20 21 20 23 22
Agility 20 20 20 23 20 20 20
Stamina 20 20 20 21 21 22 22
Intellect 20 23 22 20 22 20 20
Spirit 21 23 24 21 23 21 22

Racial Traits[edit]

Classes[edit]

Human characters may play as a Classes/Mage, Classes/Paladin, Classes/Priest, Classes/Rogue, Classes/Warlock or Classes/Warrior.

Starting Area[edit]

The Seven Human Nations Prior to the Second War[edit]

By the end of the Second War, Alterac had deserted the Alliance and been destroyed. Lordaeron was ravaged by the Scourge in the Third War, along with Dalaran and Stromgarde. Gilneas has severed all ties with the outside world. The Kingdom of Zones/Theramore Isle was created as the only human state in Kalimdor.

Characteristics[edit]

The average human adult stands around 6 feet tall. The physique of humans is more muscular and sturdy than of an elf's, but much more slender than that of a dwarf's. The colour and hue of human skin is varied, ranging from a fair pink to tanned to a very dark brown. Hair colours are red, brown, blonde, black, and hair becomes grey or white with sickness or age. Human eye colours include blue, green, hazel and brown, however a humans' eyes have been known to glow like those of the naturally magical elves if he or she is wielding powerful magic.

Lifestyle[edit]

Humans seem to be a naturally proud and ambitious race. The Humans of Azeroth have a very strong sense of [1], and can be highly arrogant and overly zealous. Interestingly, this attitude appears to often extend beyond the backstory and be displayed by players within the game. It is not unusual, when encountering Human characters, to also be given a sense that they believe very strongly in the concept of their supposedly inherent superiority. These qualities have led to human society producing some of the most heroic and villanous figures in recent history.

Most humans take comfort in having an orderly society, and humans prefer to live in villages, towns and cities. Few Humans understand the reverence of nature the Races/Night Elves and Races/Tauren possess, and the most rural or rugged lifestyle a human has is that of a farmer, bandit or soldier. Human cities are extremely large and are brimming with life, and every kind of activity happens during the day. Outside city walls, in the countryside, the human peasantry provides basic resources to the rest of the kingdom; the peasant farms, mines, and chops wood each day and then returns to his cottage after a long day of work. In the city, merchants trade goods while craftsmen practise and perform their trades while businessmen provide services. At the top of the social hierarchy are the nobility, who sit within their castles, making important political decisions on how the kingdom should be run.

Despite the desire for order that generally exists among humans, some groups do deviate from this cultural trait, and possess no loyalties towards their established political leaders. This is especially true in times of uncertainty for humans. Before the Third War the humans of the northern lands of Lordaeron were swayed into joining the Cult of the Damned. Banditry and sea piracy amongst humans has been on the rise recently.

Humans have a relatively short lifespan, on average a mere 75 years, less than most of the other races on Azeroth. Because of this, humanity strives to make the most out of what it has, and to build legacies. This has led to the formation of different nations and orders across many lands, and to the forging of alliances not only between each other, but with other races, and seeking to do whatever is necessary to protect and secure their nations so future generations can live peacefully and safely. The human kingdom of Stormwind is the leader of the Alliance. Formerly it was the human kingdom of Lordaeron.

Humans are filled with an unchecked passion and ambition. Their desire for power and knowledge has allowed for some of the greatest mages to be human. The deep inner fire and emotions that brew within them have allowed many humans to master The Holy Light in ways unimaginable, leading the humans to establish The Knights of the Silver Hand as well as perhaps the most pious orders ever seen on Azeroth. The loyalty humans are capable of produces well-trained soldiers and mercenaries that will easily stay and fight for their kingdoms and their leaders' causes, no matter how dire the situation may be.

Magic and Technology[edit]

Humans can practise arcane magic and divine magic, and their mastery of these arts are rivalled perhaps only by the Races/High Elves and Blood Elves. These magics are used to heal and create in times of peace, and to harm and destroy in times of war.

Humans have a relatively good understanding of science and technology. However, this understanding does not come close to that of their Dwarven and Gnomish allies. The efforts of Human engineers are laughable when compared to those of the Dwarves' and Gnomes'. These races have provided their advanced artillery, metalworking, and engineering skills to the Alliance during times of war. These are considerable benefits, including the creation and operation of powered siege engines and flying machines. Zones/Deeprun Tram is a Gnome-built mechanical wonder that serves as a speedy underground transportation device between Cities/Ironforge and Cities/Stormwind.

Humans have a great deal of respect for both the Races/Dwarves and Races/Gnomes for these accomplishments, and are eternally grateful for their contributions to the Alliance. Humans are not particularly aware of nor concerned about the harms the advancement of civilization and technology (as well as the use of arcane magic) may bring upon the nature and the world, but the Humans respect the Night Elves and their desire to preserve their sacred forests and lands in Kalimdor.

Human architecture is less pleasing to the eye than Elven architecture, utilizing straight angles and simple materials such as wood, stone and mortar. However, Human structures are much more resistant to damage than Elven or Hordish structures. Human structures are not nearly as strong as Dwarven structures or as advanced as Gnomish architecture, but they are much easier to build, and human forts and towns can be built quickly.

Warfare[edit]

The armies of the Human Alliance are a force to be reckoned with. Well-trained footmen march to battle in plate armor with kite shields and broadswords, while courageous knights covered in heavy platemail ride headlong into battle atop of their powerful equine steeds, flourishing mighty lances. Behind the humans come their allies; cunning Elven Archers and Dwarven Riflemen provide ranged support, Human and Gnomish (and in the past, High Elven) mages blast their enemies with magic and priests use their divine magic to heal and aid wounded allies. Perhaps the most fearsome foe to evil and the enemies of humankind on the battlefield are the mighty Paladins, considered by many to be the champions of the Human Alliance. These fearsome knights bring justice to their enemies and aid to their allies with a combination of healing and aura magics and mastery with giant warhammers.

Human bases are very difficult to penetrate. The walls of their strongholds are tall and tough, and from their watchtowers they can see enemies approach from far away, and cannon and archers will bring damage upon advancing enemy forces.

Trivial Information[edit]

In J.R.R. Tolkien's books (from which Warcraft draws a great deal of inspiration), men were the lesser children of Eru Ilúvatar. Unlike the firstborn, the elves, who were bound to the world of Arda even in death, men were gifted with short life, and in dying pass beyond Valinor into darkness, ere they return for the great battle when the world is unmade.

In Tolkien's world, Humans awoke with the first rising of the sun in Middle Earth, in the land of Hildórien. Having no guidance from the Valar, the various tribes of men migrated in many directions, some eventually traveling to Beleriand. The elves would come to refer to these men as the Edain, and they consisted of the houses of Bëor, Haleth, and Hador. The Edain would fight proudly alongside elves and dwarves in the coming wars, demonstrating a remarkable reserve of courage despite their mortal nature. Of particular note was the Last Stand of the Men of Dor-lómin, during the Nirnaeth Arnoediad (The Battle of Unnumbered Tears), where perhaps several hundred men from the house of Hador, steadfastly refusing to be driven from their homeland, held the last corner of their kingdom for 10 days against an army of tens of thousands, allowing many elves to escape the approaching force. (The last stand itself is similar to the Battle of Thermopylae.)

The men who stood with the elves over the years were rewarded in time with Númenor, an island between Middle Earth and Valinor, and the furthest west men would be allowed to travel by the Valar. Eventually, that contract was breached and Númenor was sundered, the survivors making their way back to Middle Earth and founding Gondor and Arnor.

Humans[edit]

Introductions/Story[edit]

Homeland[edit]

The warm lands of Northshire and the whole Elwynn Forest area. It hosts the Alliance stronghold, Storm Wind or SW in slang.

Characteristics[edit]

Starting Area[edit]

Home City[edit]

Classes[edit]

Racial Traits[edit]

  • Perception - active

Activate to dramatically increase stealth detection - Lasts 20 sec - 3 min cooldown

  • The Human Spirit - passive

Increase Spirit by 5%

  • Diplomacy - passive

10% bonus to faction point gain

  • Sword Specialization - passive

Humans get +5 to Sword skill

  • Mace Specialization - passive

Humans get +5 to Mace skill

Racial Mount[edit]

Racial Traits[edit]

  • Perception - active
Activate to increase stealth detection radius by 10 yards - lasts 20 sec - 3 min cooldown
  • The Human Spirit - passive
Increase Spirit by 5%
  • Diplomacy - passive
10% bonus to faction point gain
  • Sword Specialization - passive
Humans get +5 to Sword skill
  • Mace Specialization - passive
Humans get +5 to Mace skill