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Core races
Allied races
AllianceThe Alliance
AllianceCrest
Main leader King Varian Wrynn (King of Stormwind)
King Magni Bronzebeard (Lord of Ironforge)
Jaina Proudmoore (Ruler of Theramore, co-leader of the western Alliance)[1]
Tyrande Whisperwind (High Priestess of Elune, co-leader of the western Alliance)
Prophet Velen (Leader of the draenei)
Genn Greymane (Lord of Gilneas)
Gelbin Mekkatorque (King of gnomes, High Tinker of Gnomeregan)
Secondary leaders Archbishop Benedictus (Leader of the Church of the Light)
Fandral Staghelm (leader of the Cenarion Circle)
Tandred Proudmoore (Lord Admiral of Kul Tiras)
Falstad Wildhammer (High Thane of Aerie Peak)
Galen Trollbane (Lord of Stromgarde)
Vereesa Windrunner (Ranger General of the Silver Covenant)
Race(s) Template:Broken Draenei Race
Template:Draenei Race
Template:Frost dwarf Race
Template:Gnome Race
Template:Half-Elf Race
Template:High Elf Race
Template:Human Race
Template:Ironforge Dwarf Race
Template:Night Elf Race
IconSmall FurbolgStillpine furbolgs
Template:Wildhammer Dwarf Race
Template:Worgen Race
Capital Stormwind City, Ironforge
Other major settlements Darnassus, Exodar, Theramore, Boralus, Aerie Peak
Theater of operations Eastern Kingdoms, Lordaeron, Northern Kalimdor, Theramore Isle, Azuremyst Isles, Outland, Northrend
Language(s) Common

The Alliance (aka Grand Alliance[2] or Alliance Forces[citation needed] ) is one of two major political factions of the mortal races in Azeroth, its counterpart being the Horde. The Alliance consists of powerful cultures and groups bound not by desperation or necessity, but by their deep commitments to abstract concepts like nobility and honor[3]. The Alliance was once also known as the Alliance of Lordaeron when its leadership was centered in Lordaeron. However, the Alliance was forced to move the bulk of its forces to Kalimdor and to the southern Azerothian continents of Azeroth and Khaz Modan after a plague of undeath ravaged the Kingdom of Lordaeron several years ago. It has since lost many members, as well as gained new allies.

Major members

The major partners in the Alliance are:

  • The GnomeGnome Gnomes.
    • Led by High Tinker Gelbin Mekkatorque, King of Gnomes.
      • Long-time capital was Gnomeregan, located in western Dun Morogh. Temporary settlement is Tinker Town in Ironforge.
      • Cousins of the dwarves, joining with their long-time allies to provide technological wonders to aid the Alliance in its fight against its enemies.
      • Gnomish outposts can be found in Blade's Edge Mountains in Outland and the Borean Tundra in Northrend.
  • The WorgenWorgen Worgen of Gilneas.
    • Led by King Genn Greymane.
      • Capital is Greymane City in central Gilneas.
      • Formerly one of the strongest of the human nations, Gilneas was one of the founding members of the Alliance of Lordaeron, sealing itself off from the world after the Second War to avoid being brought into "other people's conflicts". People and lands transformed by the worgen plague that resulted in civil war engulfing Gilneas. They will officially rejoin the Alliance in World of Warcraft: Cataclysm.
      • Only other known settlement is Duskhaven.

Alliance Forces

Other influential powers are also part of the Grand Alliance:

Alliance-aligned

Alliance of Lordaeron

Main article: Alliance of Lordaeron

The modern Alliance is the successor to the Alliance of Lordaeron, which was created at the behest of King Terenas Menethil II of Lordaeron and Lord Anduin Lothar of the kingdom of Stormwind following the First War, five years after the reckoning. The human, dwarf, gnome, and high elf races allied together to fight off the orcish Horde.

Aftermath of the Second Invasion

File:Alliance Heros.jpg

Notable figures from the Third War, from left to right: Muradin Bronzebeard, Antonidas, Uther Lightbringer, and Prince Kael'thas.

Events of the Second Invasion led to an alliance with both the night elves and the Horde. The former became permanent, while the latter did not.

Following the Second Invasion, several of the surviving high elves rebranded themselves as blood elves, and left the Alliance shortly after the invasion, following an attempted purge by Grand Marshall Garithos. The true high elves remain loyal to the new Alliance, most notably the ones dwelling in Theramore under Lady Jaina Proudmoore and in the Hinterlands at Quel'Danil Lodge.

Few years later, the draenei joined the Alliance. Stranded a world away from home, they are trying to establish a new base on Azeroth from the ruins of the Exodar as well as gain the trust and cooperation of the Alliance.

During the events of the Cataclysm, another race joined the ranks of the Alliance; the worgen of Gilneas.

Organization

Allianceraces

Alliance Races by Chris Metzen[1]. From left to right: High elf, half-elf, night elf, dwarf, and human.

Heroraces

Hero Races by Chris Metzen[2]. Wildhammer dwarf and gnome (Alliance).[4]

Uncorrupted draenei

Draenei Male by Glenn Rane

Half-orc

Half-orc

Worgen artwork1

Worgen

The Alliance is not a uniform governmental body, but is a coalition of mutual military and economic aid. Housing the Alliance Assembly, Theramore can be considered the official home of the new Alliance, but both the people and the leadership of Stormwind find it hard to accept. The inability of Stormwind to act forced both Theramore and the night elves to step in, resulting in a growing gap of cooperation between the two continents. Effectively, today's Alliance is in fact two Alliances not only working largely separately but also holding some kind of dislike against each other.[citation needed] 

In the past, certain rules, customs, and regulations were a constant hindrance to mutual actions across the entire Alliance. This made cooperation sluggish, and considerably slowed the rate at which the Alliance was able to reclaim its former lands and glory. Despite the problems and intrigues within their leadership, all parts of the Alliance are steadfast in their desire to reclaim and rebuild, and all members share a distrust of the Horde. Approximately 800,000 souls belong to the allied races spanning two continents (based on membership numbers of the Church of Light)[5]. The Alliance is a great and peaceful body overall, their might being legendary, but their desire for peace, even stronger. Above all, where Jaina Proudmoore and Tyrande Whisperwind are good at coordinating their efforts on Kalimdor, Lady Katrana Prestor of Stormwind was doing a fine job of undoing the Alliance in the Eastern Kingdoms,[6] however she has been slain in lore and King Varian Wrynn has now taken his rightful place as king.[7]

Even now, as always, humans are the glue that hold the Alliance together, being the most numerous and diplomatic of the member races. However, the driving force of the Alliance is slowly but steadily shifting to the night elves, who today are a major aspect of the Alliance military forces — whereas the armies of Stormwind keep being held inactive within the city walls.[8] Things may have changed with the return of King Varian Wrynn, if the Stormwind army's presence in Northrend is anything to go by.

The two Alliances

Although no official statements have been drafted, there are essentially two Alliances now, one on Kalimdor and one that operates out of Stormwind Keep on the continent of Azeroth. The alliance citizens in the east consider those who left to have abandoned them. They understand the war with the Burning Legion is over, and that there was a victory; but life is so treacherous with demons, necromancers, undead, warlocks, and rogue Horde bands attacking, it certainly does not feel like there was a victory. If those heroes who won the war were so powerful, why didn't they come home to help drive out the undead and take back their lands?

The newer Alliance, incidentally, is also upset with the older one, as it attacked Durotar without Theramore's approval, and the city was nearly razed because of Admiral Proudmoore's foolhardy actions. Although most in the city agree with the forces who attacked Durotar, they do not appreciate the newcomers goading the orcs into attacking their new home.[9]

Strengths

Technology

Main article: Alliance technology

Technologically speaking, the Alliance is strong, with gnomish and dwarven inventions.

Heavily armored vehicles with massive guns often help take well-defended structures, or even serve to simply destroy an enemy’s morale. The appearance of three or four armored vehicles can often break an enemy’s morale without ever firing a shot. However, they are well armed in case they do need to fire.

All too frequently, war is the primary driver of technological advancements. The Ironforge dwarves spearheaded this trend, developing gunpowder and firearms as a way to achieve an edge against their foes in combat. Flying machines, originally just curiosities or at best scouting tools, are now being outfitted with flak cannons and bombs. Who knows where these advancements will lead? Technology is the system by which an entire society provides for the wants and needs of its population.

Thus, the dwarves of Ironforge are said to be more technologically advanced than the tauren of Mulgore, who are themselves far more advanced than, say, kobolds or troggs.[10] The Alliance views technology as an extension of a new way of thinking. Humans view technology as a powerful tool, as gnomes and dwarves invent new weapons, devices, and vehicles of war that the humans can benefit from.

Dwarves and gnomes are the true masters of steam and brass; for them, forge and artifice has always been a way of life. The ability to craft magnificent weapons of destruction appeals to the dwarven sense of war, and firearms have become a respected aspect of their culture. Dwarven riflemen are feared, and their steam tank crews are also given tremendous respect for their skill in guiding their magnificent weapons of war.

It is clear to all of the Alliance races that the battlefields are changing thanks to technology. Firearms are a tremendous equalizer, and a trained sniper can be as deadly to a knight as a dragon’s breath. The machines of war provide protection and weapons that level the field even against the mightiest of monsters. That the Alliance is aware of this bodes well for their future.[11] Also, with the inclusion of the draenei into the Alliance, the advanced technology of the draenei is now available.

Tactical mastery

Strategy in combat is the first step toward winning, and the Alliance uses to its fullest. They take advantage of their typical numerical advantage, to overwhelm opposition with shield and sword. They posses great Arcane spell casters which can be seen taking out many troops single-handedly from behind the front line. They have some great shock infantry with the dwarves and draenei, who prove very resilient on the battlefield. The Alliance is also known for its heavy cavalry where mounted human knights and paladins have more than once broken through ranks of Orcs, demons and undead. These mounted warriors have long symbolized the strength of the Alliance armies.

Typically they will utilize flanking tactics, night elven and high elven archery, combined with superior technology and maneuvers to turn battles in their favor allowing heavier troops like human knights and dwarven riflemen to finish their enemies off with the blade and shot. Their commanders are very smart, studying the art of war from a young age, and are able and adept commanders who will utilize their armies to the fullest, on the battlefield.

Holy Magic

Most Alliance races are well-versed in the ways of the holy light, making their paladins and priests formidable opponents. The power of the holy light is also advantageous against the Forsaken as well as other forms of undead due to their extreme weakness against the power with spells such as Exorcism.[12]

Unified

The Alliance has strong unity between its races since its core members have been allied together since the beginning, excluding the night elves and the draenei. The humans, dwarves, high elves, and gnomes have been allies since the Second War and are often tied together. The Alliance has also never truly fallen apart, although there is often disagreements between the Alliance on Kalimdor, led by Jaina Proudmoore and Tyrande Whisperwind, and those traditionally based out of the Eastern Kingdoms, now led by King Varian Wrynn.

Tradition

The Alliance represents older bonds of brotherhood than the Horde, especially between the Humans, Dwarves, High Elves, and Gnomes. And while the Draenei are new to Azeroth, the other races retain ancient holdings. This stands in stark contrast to the Horde, all of whom, with the exception of the Blood Elves, have undergone significant migrations in the past decade. This gives the Alliance more established infrastructure and generally more territorial control, if not a higher level of dedication - Orgrimmar and Thunder Bluff, and the Forsaken squatting in Lordaeron's sewers and ruins, stand in stark contrast to the strong walls of Stormwind and Ironforge.

Weaknesses

Although the Alliance has built an impressive army in the past years, finding strength in its diversity and numbers, weak points still exist that the Alliance’s enemies can take advantage of when fighting. For example, some lackluster commanders exist within the ranks. Though through this they still maintain a very impressive army.[13]

Pride

The Alliance is proud of itself. Their people are sophisticated and learned, and they excel in the intellectual pursuits such as arcane magic and engineering. Even after three bloody wars, they still view themselves as overall smarter than the Horde, and believe that greater brain power wins out over primal force. This is even after they fought alongside the Horde in the Third War and saw how they had changed. They underestimate the Horde, especially the new Horde under Thrall, and could easily be guilty of underestimating their enemies’ abilities.[13]

Arcane Magic

Main article: Alliance magic

Though their powerful command of the arcane is a point of strength in the Alliance’s arsenal, it also shows a weakness. The magi are weak and easy to kill, if an enemy can break through their protections.[13] The benefits of these spellslingers in combat are very rich, causing destruction from a distance unchecked by the enemy.

Physical strength

The front lines of the Alliance’s armies are always in danger against the physically stronger Horde, especially the orcs and tauren.[13] Draenei are stronger then most of Alliance races, but not as strong as orcs or tauren. Only the arrival of Worgen in Cataclysm will probably add a brute force to Alliance.

Territory

Though the Alliance has a vast amount of territory, its distribution is almost one sided, most of the Alliance territory is in the Eastern Kingdoms. The Alliance presence in Kalimdor is weak, confined mainly to Teldrassil, the islands of Azuremyst and Bloodmyst, and Darkshore (the only mainland Alliance territory in Kalimdor). Though they have also made a strong establishment in Dustmallow Marsh on Theramore Isle. It should be noted that there is a rapidly growing revanchist movement among the Alliance ranks, fueled increasingly now that Varian Wrynn has returned to Stormwind; should the Horde attempt to overwhelm any of the vulnerable Alliance holdings, then it would likely spark all out war, and thus this weakness would prove to be a strengh.

References

 
  1. ^ Alliance Player's Guide, 167
  2. ^ World of Warcraft manual, p.171
  3. ^ "Beginnings and Ends"
  4. ^ The gnomes and Wildhammer dwarves are members of the Alliance. The furbolgs and pandarens are Independent though friendly to the Alliance.
  5. ^ Alliance Player's Guide, ???
  6. ^ Alliance Player's Guide, 163
  7. ^ World of Warcraft: Issue 14
  8. ^ Alliance Player's Guide, 163-166
  9. ^ World of Warcraft: The Roleplaying Game, 12
  10. ^ Alliance Player's Guide, 100, 181
  11. ^ More Magic and Mayhem, 164
  12. ^ World Of Warcraft: Paladin Spells
  13. ^ a b c d Alliance Player's Guide, 182



da:Alliance

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