Follow TV Tropes

Following

Characters / Warcraft

Go To

Character page for the Warcraft franchise.

Since this universe is filled with loads of characters, please handle this topic with care and avoid flooding it with minor characters.

For an index of the voice actors/actresses and actors/actresses who have their own page on this wiki, see here.

HERE THERE BE SPOILERS!


Main storyline

Mortals

The 'normal' people of Azeroth - these include everything from the Long-Lived Night Elves to the Hozen who barely get a few decades.

  • Adventurers
  • The Alliance
    • Stormwind (Humans)note 
    • Lordaeron (Humans)note 
    • Gilneas (Humans/Worgen)note 
    • Kul Tiras (Humans)note 
    • Other Human Kingdomsnote 
    • Ironforge (Dwarven Clans)note 
    • Gnomeregan (Gnomes)note 
    • Quel'Thalas/Telogrus Rift (High Elves and Void Elves)note 
    • Darnassus (Night Elves)note 
    • The Exodar (Draenei)note 
    • The Vindicaar (Lightforged Draenei)note 
    • Mechagon (Mechagnomes)note 
  • The Horde
  • The Old Horde/Iron Hordenote 
  • The Scourgenote 
  • Sylvanas and Followersnote 
  • Knights of the Ebon Bladenote 
  • Illidan & his followersnote 
  • Garrosh's Hordenote 
  • Pandaria note 
  • Other factions note 

Immortals

"Mortis. Lumen. Ordus. Rhythm and structure.
Vitae. Umbra. Tumult. Improvisation and possibility.

Immortal beings in Warcraft (sometimes called Eternals) tend to be associated with one of the cosmic forces of the universe, of which there are eight.

The most basic form of magic, tethered in the physical world, is elemental magic, which itself is split into six kinds: Fire, Water, Earth, Air, Spirit and Decay. Above it are the six cosmic forces, which are divided into three pairs of opposites: Light and Void, Order and Chaos, and Life and Death. Finally, above the cosmic forces is the enigmatic fractal magic of the First Ones, which rarely features in the game directly.

Each of these magical forces promote certain aspects of reality whereever their influence are strongest, and their greatest manifestations are what can be termed 'deities', beings so infused with the corresponding magical field that they might as well be made of the stuff. Note that despite the name, faith seldom has anything to do with their power - Gods Need Prayer Badly is not in effect here: a Naaru is equally powerful whether or not it is being prayed to.

But what really gives the immortals the right to their name is that it is difficult for them to die permanently: any being sufficiently suffused with the influence of one of the magical forces has their aging halted and, if killed, their souls travel to the home plane of the corresponding magical force; only by destroying them within that plane can they be truly gone for good.

What follows is the character page for these cosmic forces, their corresponding eternals, as well as those mortals and mortal organisations closely related to them:

  • Light: The cosmic force of creation and protection, it is the source of all life, but can also lead one to fanaticism and stagnation. It is the source of holy magic, used by priests, paladins, and, to a lesser extent, druids, and its patron deities are the (usually) benevolent Naaru.note 
  • Void: The cosmic force of oblivion and madness that seeks to devour all of existence, and also responsible for turning many titanforged races from stone to flesh. Visions from the Void often allows one to see many different paths and possibilities. It is the source of shadow magic, used by priests, warlocks and rogues, and its patron deities are the enigmatic Void Lords, and their incarnate manifestations, the Old Gods.note 
  • Death: The cosmic force of the infinite plane known as the Shadowlands, where the souls of dead mortals reside. It is the source of necromantic magic, used by death knights, and its patron deities are the Eternal Ones, who judge the dead and give them new purpose in the afterlives.note 
  • Life: The cosmic force of renewal and growth, associated with the verdant realm known as the Emerald Dream. It is the source of nature magic, used by druids, monks, and, to a lesser extent, hunters, and its patron deities are the Wild Gods, gargantuan divine animals.note 
  • Order: The cold, intellectual cosmic force that is the source of arcane magic, used by mages, evokers, and, to a lesser extent, druids. Its patron deities are the Titans, astral beings who once seeded Azeroth with life and created, directly or indirectly, most of its mortal races.note 
  • Disorder: The chaotic, destructive cosmic force of the Twisting Nether, the domain of demons, and the source of Fel magic, used by warlocks and demon hunters. Its sole patron deity is the fallen titan Sargeras, master of the Burning Legion - a demonic army that seeks to destroy all creation.note 

There are also:

  • The Dragonflights: Incarnate elementals which were then blessed by the Titans to guard Azeroth, thus being creatures of both Order and the Elements, as well as their brethren who refused this blessing and remained purely elemental beings.note 
  • Other Eternals: The Elemental Lords, deities of elemental magic, as well as other immortals whose origins are either unknown or mixed.note 

Miscellaneous

Other Continuities

  • Warcraft (2016) (film)
  • Hearthstone: Heroes of Warcraft
  • Heroes of the Storm
    • Assassinsnote 
    • Warriorsnote 
    • Supportnote 

Alternative Title(s): World Of Warcraft, Warcraft Expanded Universe

Top