Dwarf

Alliance

Resilient Explorers

The bold and courageous dwarves are an ancient race descended from the earthen—beings of living stone created by the titans when the world was young. Due to a strange malady known as the Curse of Flesh, the dwarves’ earthen progenitors underwent a transformation that turned their rocky hides into soft skin. Ultimately, these creatures of flesh and blood dubbed themselves dwarves and carved out the mighty city of Ironforge in the snowy peaks of Khaz Modan.

Dwarven History

For many years, three dwarven clans—the Bronzebeards, the Wildhammers, and the Dark Irons—lived united in Ironforge under the wise rule of High King Modimus Anvilmar. When Modimus passed away, tensions boiled over among the clans, and war erupted for control of the city. Thus began the War of the Three Hammers, a savage conflict that raged for many years, during which time the Bronzebeard clan won sole ownership of Ironforge, severing relations among the other clans and expelling its rivals.

Recently, however, a twist of fate has drawn the rival clans back to Ironforge after they’ve spent centuries apart….

When freak natural disasters rocked Azeroth just prior to the Cataclysm, dwarven lands were not spared from calamity. A series of quakes tore through areas surrounding Ironforge, reducing settlements to rubble and taking the lives of many innocent dwarves. To glean answers as to the troubling state of the world, King Magni underwent a mystic ritual to commune with the earth. The ceremony, however, had an unexpected effect: Magni was transformed into diamond and became fused to the depths of Ironforge itself.

In the power vacuum that followed, his estranged daughter, Moira, who had married into the Dark Iron clan, briefly claimed Ironforge’s throne and effectively locked down the city. If not for the intervention of King Varian Wrynn of Stormwind and his son, Prince Anduin, her actions might have sparked another civil war. With Varian’s guidance, control of Ironforge has since been divided equally among the Bronzebeard, Wildhammer, and Dark Iron clans through the Council of Three Hammers. As the clans put aside their old quarrels and began working together, the council’s ability to govern as one shows promise.

Transformed by the ritual, Magni returned, but not to claim his throne—he was given a new purpose, and so he left Ironforge to the care of the Council. Now acting as the Speaker, Magni guided Azeroth's greatest heroes when the Burning Legion invaded Azeroth, and again when the very planet cried for help after Sargeras plunged his sword in Silithus. While the fate of the world is uncertain, Magni—and all Dwarves—have vowed to protect Azeroth with their lives.

Home Zone

Dun Morogh

Encircled by jagged mountain peaks, the snowy region of Dun Morogh has been the cultural heart of Ironforge’s dwarves for ages. Not long ago, quakes roused numerous troggs from their subterranean dwellings and drove the bestial creatures toward the dwarven settlement of Anvilmar in Coldridge Valley. The sudden influx of troggs also caused the savage Frostmane trolls to abandon their usual holdings on Shimmer Ridge and encroach upon dwarf-occupied areas. Threatened on two fronts, Dun Morogh’s mountaineers are spread thin. Without additional assistance, the prized lands of Dun Morogh might soon fall to the dwarves’ barbarous foes.

Dwarven Racial Traits

Explorer
Dwarves receive a skill bonus to archaeology and are able to survey faster than other races.
Frost Resistance
Ironforge dwarves have a natural resistance to Frost magic.
Might of the Mountain
Dwarves battle with powerful intent and gain a bonus to critical strikes.
Stoneform
Dwarves can temporarily turn to living stone, neutralizing ailments and reducing damage taken.

Available Classes

Warrior
Warrior
For as long as war has raged, heroes from every race have aimed to master the art of battle. Warriors combine strength, leadership, and a vast knowledge of arms and armor to wreak havoc in glorious combat.
Paladin
Paladin
This is the call of the paladin: to protect the weak, to bring justice to the unjust, and to vanquish evil from the darkest corners of the world.
Hunter
Hunter
From an early age, the call of the wild draws some adventurers from the comfort of their homes into the unforgiving primal world outside. Those who endure become hunters.
Rogue
Rogue
For rogues, the only code is the contract, and their honor is purchased in gold. Free from the constraints of a conscience, these mercenaries rely on brutal and efficient tactics.
Priest
Priest
Priests are devoted to the spiritual, and express their unwavering faith by serving the people. For millennia they have left behind the confines of their temples and the comfort of their shrines so they can support their allies in war-torn lands.
Shaman
Shaman
Shaman are the spiritual leaders of their tribes and clans. They are masters of the elements, using spells and totems that heal or enhance their allies in battle while unleashing the fury of the elements upon their foes.
Mage
Mage
Students gifted with a keen intellect and unwavering discipline may walk the path of the mage. The arcane magic available to magi is both great and dangerous, and thus is revealed only to the most devoted practitioners.
Warlock
Warlock
In the face of demonic power, most heroes see death. Warlocks see only opportunity. Dominance is their aim, and they have found a path to it in the dark arts. These voracious spellcasters summon demonic minions to fight beside them.
Monk
Monk
Bare-knuckle brawlers whose no-weapon styles were born in ancient Pandaria, monks are as diverse as the energy that surrounds them. They can shoulder deadly attacks through the haze of their brews, heal broken chi flows, and beat their enemies with wind-quick fists and feet.
Death Knight
Death Knight
When the Lich King’s control of his death knights was broken, his former champions sought revenge for the horrors committed under his command.

Dwarven History

For many years, three dwarven clans—the Bronzebeards, the Wildhammers, and the Dark Irons—lived united in Ironforge under the wise rule of High King Modimus Anvilmar. When Modimus passed away, tensions boiled over among the clans, and war erupted for control of the city. Thus began the War of the Three Hammers, a savage conflict that raged for many years, during which time the Bronzebeard clan won sole ownership of Ironforge, severing relations among the other clans and expelling its rivals.

Recently, however, a twist of fate has drawn the rival clans back to Ironforge after they’ve spent centuries apart….

When freak natural disasters rocked Azeroth just prior to the Cataclysm, dwarven lands were not spared from calamity. A series of quakes tore through areas surrounding Ironforge, reducing settlements to rubble and taking the lives of many innocent dwarves. To glean answers as to the troubling state of the world, King Magni underwent a mystic ritual to commune with the earth. The ceremony, however, had an unexpected effect: Magni was transformed into diamond and became fused to the depths of Ironforge itself.

In the power vacuum that followed, his estranged daughter, Moira, who had married into the Dark Iron clan, briefly claimed Ironforge’s throne and effectively locked down the city. If not for the intervention of King Varian Wrynn of Stormwind and his son, Prince Anduin, her actions might have sparked another civil war. With Varian’s guidance, control of Ironforge has since been divided equally among the Bronzebeard, Wildhammer, and Dark Iron clans through the Council of Three Hammers. As the clans put aside their old quarrels and began working together, the council’s ability to govern as one shows promise.

Transformed by the ritual, Magni returned, but not to claim his throne—he was given a new purpose, and so he left Ironforge to the care of the Council. Now acting as the Speaker, Magni guided Azeroth's greatest heroes when the Burning Legion invaded Azeroth, and again when the very planet cried for help after Sargeras plunged his sword in Silithus. While the fate of the world is uncertain, Magni—and all Dwarves—have vowed to protect Azeroth with their lives.

Home Zone

Dun Morogh

Encircled by jagged mountain peaks, the snowy region of Dun Morogh has been the cultural heart of Ironforge’s dwarves for ages. Not long ago, quakes roused numerous troggs from their subterranean dwellings and drove the bestial creatures toward the dwarven settlement of Anvilmar in Coldridge Valley. The sudden influx of troggs also caused the savage Frostmane trolls to abandon their usual holdings on Shimmer Ridge and encroach upon dwarf-occupied areas. Threatened on two fronts, Dun Morogh’s mountaineers are spread thin. Without additional assistance, the prized lands of Dun Morogh might soon fall to the dwarves’ barbarous foes.

Home City

Ironforge

Carved into the stone heart of Khaz Modan, the mighty city of Ironforge is a testament to the dwarves’ strength and resilience. During the Second War between orcs and humans, many dwarven strongholds fell to the onslaught of the Horde, yet Ironforge was never breached. Now ruled over by the Council of Three Hammers, the city has entered into a tense and potentially violent era. Yet should the council rule with equality and justice, this new period in Ironforge’s history might very well be its greatest.

Racial Mount

Ram

Distinguished by their shaggy coats and massive horns, Barak Tor’ol mountain rams are simple yet proud animals whose fearlessness is matched only by that of their dwarven masters. What these good-natured animals lack in ferocity, they compensate with uncommon durability and strength. Recently, other types of rams have been discovered in the frigid continent of Northrend, yet the amicable species native to Dun Morogh and its surrounding regions is still preferred by Ironforge’s dwarves.

Learn about other races