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Draenei

A race of exiles and refugees, most of the modern draenei can be found on Azeroth. However, a remnant of their race can be found on Telarith, the survivors of a failed attempt to settle upon the world. They have endured within the land of Sel'tar.   For more information on the draenei of the canon World of Warcraft universe, go to this link.

Basic Information

Anatomy

Draenei are bipedal ungulates, tall and strong. Most unique of all is that they posses hooves instead of regular feet. Due to their larger size, they have thicker and stronger bones.

Biological Traits

Draenei possess hooves and a tail, which tends to be thinner on females and which can be reinforced with plates on males. Tail lengths vary in both males and females though they are often on the longer side. They can also have horns or forehead plates on their heads. While males have tendrils growing out from their chin and neck, female tendrils are thinner and grow from behind their ears. Their blood is also blue.

Additional Information

Facial characteristics

Their eyes glow many shades of blue or purple. When draenei die, the glow fades away. Draenei can also bear the Gift of the Naaru, a blessing bestowed by the naaru upon all draenei which manifests in the form of a glowing blue or yellow rune on their forehead. All draenei can tap into this gift to heal themselves or injured allies.  
Figure 1. An example of the Gift of the Naaru, known to modern draenei as the Blessed Mark.

Geographic Origin and Distribution

The draenei are found exclusively within the deep jungles of Sel'tar, their home within the island of

Civilization and Culture

Major Organizations

Draenei society is based around tribes, each with their own chieftain and elder druid. However, there does exist the Vindicators, an order of powerful priests and paladins, some of the oldest of the draenei. They possess the greatest knowledge of the past, and are capable of wielding the powers of the Holy Light like their ancestors. In addition, they preserve peace and are widely revered by all draenei.  
Figure 3. A young draenei druid

Beauty Ideals

Draenei females are obsessed with the way their horns look and find ways to reduce "horn shedding."

Average Technological Level

Ancient draenei used to be able to use crystals as power sources or data storage. However, the draenei on Telarith have lost this knowledge over time, and possess only a few remnants from their past. Their currant technology is primitive, but resourceful. They use natural elements, and are skilled in metalwork. They are able to craft excellent weapons and simple armor, and are quite tactful with the materials at hand.

Major Language Groups and Dialects

Draenei is the name of the official language used by all types of draenei. It is likely most of the language is derived from the original dialect of Eredun, spoken originally by the original eredar.

Culture and Cultural Heritage

The draenei culture is centered around three things: the Light, the Great Shield, and preserving harmony and balance in nature and on Telarith. The first is the result of their unique relationship with the naaru, while the second is due to the charge Tysh'Al gave them, to protect the Great Shield, and in turn protect Telarith. Thus, it has become the sacred duty of all draenei to prepare and protect the artifact, basically a holy item to them. The last part is related to the ties the draenei have made with the land, practicing the arts of druidism.  
Figure 2. An elemental draenei, one who has mastered the natural elements of the land.    As a people, the draenei have devoted themselves to preparing for the day when they will join the Holy Army, as believed in their religion, to take the fight back to the "Burning Ones." In spite of this overarching goal, the draenei still lead personal lives and pursue their own interests, just as other races do.

History

Origin of the Draenei

Long ago, on the planet of Argus, the eredar race arose. They were extremely intelligent and had a natural affinity for magic in all of its forms. Using their gifts, they developed a vast and wondrous society, in which art, science, magic and technology were all as one. They were aided in this development by an ancient artifact known as the Ata'mal crystal, a triangular crystal whose origin was a mystery to the eredar, though their legends suggested it had been a gift bestowed upon them in ancient times.   At the height of their society, 13,000 years ago, the eredar's three most prominent leaders, Kil'jaeden, Archimonde, and Velen, were approached by Sargeras, the Fallen Titan. Sargeras claimed he was impressed by the work of the eredar and wanted to supply them with even more power and knowledge in exchange for their loyalty. But while Kil'jaeden and Archimonde readily accepted the deal, Velen had doubts. After touching the Ata'mal crystal in its temple, he had a vision of the future that filled him with dread. He saw the dark future his people were heading towards: siding with the dark titan Sargeras and transformed into demons. Velen saw the Legion in all its terrible might and witnessed the destruction it would wreak upon all of creation. He hastened to warn Kil'jaeden and Archimonde, but they dismissed his concerns and proceeded to profess loyalty to Sargeras. Together, the latter transformed a majority of their people into an insidious race of warlocks and later allied themselves with the Burning Legion.   Velen knew he and those who shared his concerns would have to flee Argus, but the impossibility of such a feat brought him to despair. At that time, the Ata'mal crystal started to glow and arose from its pedestal. A voice came to Velen and explained that it was one of the naaru, a race of sapient energy beings bent on stopping the Burning Legion. The naaru, K'ure, offered to take Velen and any other like-minded eredar to safety and instructed Velen to bring the Ata'mal crystal, revealing that it had been a gift from the naaru in ancient times and a beacon by which the naaru would find Velen and his followers. Deeply relieved, Velen gathered the other eredar loyal to him on the appointed day; they numbered only in the hundreds. He entrusted an old friend, Talgath, in this task, but Talgath was himself seduced by Sargeras' tantalizing offer and betrayed Velen and his cohorts to Kil'jaeden. With Kil'jaeden and Archimonde hot on their heels, they barely escaped from Argus in the naaru ship Genedar. In their escape, the Ata'mal crystal was shattered into seven shards. The naaru L'ura sacrificed her well being by staying behind to delay their pursuers and buy them more time.   Kil'jaeden was furious with Talgath's failure and what he felt was Velen's betrayal, and the demon vowed to hunt Velen and the rest of his followers to the ends of the cosmos if need be.   Naming themselves the "draenei", or "exiled ones" in the Eredun language, they hid among many worlds and explored much of the cosmos in their quest to find safe harbor. Still, a hell-bent Kil'jaeden would not give up his pursuit; deciding on mercy for Talgath, he sent his new agent to hunt them down. Meanwhile, the enigmatic naaru race blessed the draenei with Light-given knowledge and power. The naaru explained that there were other forces in the cosmos that would stand against the Burning Legion. One day the naaru would forge them into a single unstoppable Army of the Light. Deeply affected by the naaru's words, the draenei vowed to honor the Light and uphold the naaru's altruistic ideals.

Coming to Telarith

In the following years, the draenei temporarily visited dozens of worlds aboard the Genedar, one of them being the world of Telarith. Here, they hoped to settle and live out their lives. However, the Burning Legion was still hot on their tails, and soon was attracted to the world of Telarith.   Talgath discovered the location of the draenei, and managed to seduce a local tribe of aj'va, corrupting them and convincing them to open portals for the demons to invade. The Prophet Velen foresaw their attack, and preemptively led his people to flee. However, many draenei were left behind in the hurry, from a further settlement, forced to deal with the demons themselves. Though small, they were bold, even though they stood little chance of success.   Thankfully, the Guardian Ishra, who was wandering the great continent, discovered their trouble. Offering aid, she also called upon Tysh'Al. The Shyn'A realized the threat the Legion posed. If they were to discover the location of Telarith, the world might be doomed. To prevent the Legion from finding the world, the two Guardians created the Great Shield, a massive device capable of protecting and shielding Telarith's magical energy, essentially hiding it from the Burning Legion. It also weakened, but did not completely prevent, the interference of outside magical influences.   The draenei survivors managed to push back the demons, but during the last conflict, known as the Battle of Lament, the demons opened a massive portal for a huge demon army to invade. Ishra bravely sacrificed herself, fighting off the demons while the portal closed behind her, finally ensuring the protection of the world.

The Age of Tribes

Almost all of the draenei survivors had died, leaving mostly children and youth, and the initial years were rough for them. They were charged by Tysh'Al to guard the Great Shield, and so continued to do so, but also were on a foreign world with little guidance.  
Figure 4. Modern draenei, wielding rare crystalline weapons.   In time the draenei would form into several peaceful tribes, skilled in battle but rather isolationist. They became a thing of myth and legend to the other races. The draenei would continue to protect the Great Shield, as well as develop their own unique culture and society.   For the most part, the draenei were not concerned with the matters of the rest of the world. During the Great Darkness however, the tribes did offer aid to the First Allliance, leading some to speculate if they were related to the mythical angels. Many draenei died during this conflict as well, and thus they returned to isolation, fending off invaders, and recuperating.   In the modern age, most are away of some strange blue-skinned race, but with all the conflicts going on in the world, few care. Their lands are usually avoided, and the draenei are content to leave it that way.

Common Myths and Legends

Draenei religion has a rich mythology, relating to stories told and retold for thousands of years. It combines the long existence of their race and the events that have occurred on their stay in Telarith.    Original tales tell of the Age of Bliss, when the first race of draenei live on their world of Argus. Then came a Deceiver, who tricked the people and corrupted the race. Thankfully, the Holy Triarchy, the very essence of the Light itself came before the Prophet, the only one willing to listen to them and gave him a starship to travel the cosmos. Thus, the Prophet, with his wife Gened, took his children and few followers into the stars. They landed upon the world of Telarith, but the Burning Ones attacked, and ultimately killed the Prophet and Gened fled with most of her children, leaving a few behind, orphaned and abandoned.   The few followers of the Prophet that remained had to face off against the demons, and were aided by Ishra, or the Green-Mother. She helped the draenei, as well as taught them the art of druidism, and with her brother Tysh'Al saved Telarith from the Burning Ones, though at the cost of her own life. Many had died in the endeavor, but at last the remaining children of the Prophet were able to settle the land, promising to protect the Great Shield.   Further myths focus on the early history of the draenei, and events such as the Great Darkness. There exist several folk tales and stories and legends that feature bold heroes and champions of valor and courage, true heroes for the draenei.

Draenei Society

Draenei society could be considered primitive, but is also rather peaceful. There exist a plethora of small villages and communities, each apart of a central tribe. There are about 20 or so major tribes (and many smaller ones) that have spread across Sel'tar, each with its own chief, as well as advising council and a master druid. All draenei, however, are united under the Eldest One, the oldest member of their race. From their city of Anchanran, built around the Great Shield, he has ultimate say over the matters of the race. The tribal chiefs do have lots of autonomy, but deeply revere and respect him, and the Elder Council, who ensure peace and harmony.   Anchanran itself is governed by the Eldest One, and protected by the Shieldwatch, the ancient order charged to protect the Great Shield. As the home of the draenei, it is here the the druids, paladins, and warriors of the race gather and practice their arts.
Average Height
7'1"-7'5" ft.
Body Tint, Colouring and Marking
Their skin tone is generally blue but can range from white to dark violet.

Draenei Relgion

Draenei religion is centered around the Holy Light, much like the lithryns. However, the draenei have a unique belief system. In their faith, the Light is centered around the Holy Triarchy, and the Prophet, whom they worship as the instructor of their race. They worship with hymns and songs, as taught by religious leaders of their race, and focus on protection and preservation of balance. They also revere nature and regard Ishra as a demigoddess, an important figure in their mythology, the being who taught them the art of druidism.   Draenei prophecies also speak of the day when Gened, wife to the Prophet, will return to reclaim her lost children. Then at last the draenei will join together and fight back against the Burning Ones, crushing the Deceiver and their fallen brethren, and finally ending evil in the universe, ushering in a new age of peace and light.

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