Table 1—1: The Epic Healer

Table 1-2: The Epic Runemaster

Table 1-3: The Epic Scout

Table 1-4: The upic Tinker

Table 1-5: The Epic Druid of the Wild

Table 1-6: The Epic Elven Ranger

Table 1-7: The Epic Marksman

Table 1-8: The Epic Necromancer

Table 1-9: The Epic Paladin Warrior

Table 1-10: The Epic Priest

Table 5-1: Elemental Hierarchy

Table 5-2: Elemental Conglomerate Types

Table 5-3: Spell-Like Abilities by Conglomerate Type

Table 5-4: Emerald Dream Random Encounters

Table 5-5: Corrupted Special Attacks

Table 5-6: Outland Random Encounters

Table 5-7: Twisting Nether Random Encounters

16 17 1S

20 21 22 23

141 142 142 145 14S 150 153

Trant rugged on his helmet and threw aside the sheath for his waraxe. Reaching up to the chain around his neck, he ran his fingers through the dozens of claws he had taken as trophies in battle — a custom since his first battle, more than ten years ago. Had it really been so long? "I don't know about you," he growled,"but I think they're more ready to die than I am!"

Haneth made no reply. Reaching into her quiver, the infiltrator selected a trio of magical arrows from the collection she had gathered over the years and nocked them ready on her bow. Haneth's brown hair was cut by streaks of gray bleached by necromancy, reminders of their journey across the Plaguelands. She had lost her husband in the ruins of the Violet Citadel — to a simple gargoyle that any one of the arrows she now carried could destroy in a heartbeat.

Trant thought back to when they had first met in New Stromgarde, Haneth's smile and dancing eyes, and wondered if he had seen anything but pursed lips and a steely gaze since Stovros's death.

Vlac hunched behind them, his fur-trimmed robes gathered around him as he poured red sand to inscribe intricate patterns on the floor. Trant couldn't say if he would ever have called the orc shaman young, but he could remember a time when he didn't call Vlac friend. Now he trusted a one-time enemy more than anyone else in his life. The orc had always possessed a talent for tongues, and this time he chanted in what sounded like Eredun, each syllable of the ancient ritual thrumming like a plucked bowstring.

Trant heard the screeching outside and feared they might not have long enough for Vlac to complete his spell."Now or never, Nuji," he said, thumping the dwarf with his boot.

"Okay," said Nuji. "Okay. I'm ready. It's ready." Throwing his tools to the floor, the tinker hefted a cannon almost as big as he was. "I probably shouldn't even touch the trigger until you drop the shield. Don't want to risk total alchemical discharge—"

"Enough, Kodosbreath. Are we going to fight or not?" complained Dolmont. One of the few humans ever trained by Horde assassins, he made at best a dangerous ally.

He may have honed his body into a lethal killing machine, but he snll had the same unruly mop of black hair Trant remembered from when they were boys — and the same fire in his eyes. Now his short swords glowed with their own blue flame, as hungry for blood as their wielder.

Trant took one last look around the small hut at his companions, once a group of friends from the far end of nowhere, now the most wanted fugitives on another world. "We can't buy you much time, Vlac," he warned, getting only the slight nod he expected in return.

Trant snuffed the candle at his fee t and the walls of the summoned building dissolved to reveal the dusky sky of Outland and the eight nether dragons circling around them. From beyond the dragons, a full-grown netherwyrm let loose a blast of green fire that splashed against the last of the hut's dissipating protective aura.

N uji fired a blast of his own that knocked back the wyrm and staggered the tinker almost into Vlac's now-glowing runic circle. In the space of seconds, Haneth's arrows sprouted from the drakes, coating them in waves of shimmering ice. As Trant hacked into the immobilized creatures with his battle axe, Dolmont used one of the frozen drakes as a stepping stone to leap astride another still in the air and ram his blades home.

Skill and experience eliminated half their foes in the first seconds of the battle, but the others still remained and the mother was roaring to call more of her children.^

"Stand back!" yelled Vlac, stepping aside as the circle he had crafted leapt into the air and reflected itself six-fold. The air was rent with an echoing pop as the reflections connected themselves into another, larger circle. Beyond a shimmering veil, Trant could see a stagnant pool of water ringed by marsh grass. Dustwallow, perhaps... yet certainly somewhere on Azeroth. Vlac had already picked up Nuji and stepped into the portal, the pair stretching and pulling away as they crossed the barrier between the planes. Dolmont was close behind. Trant grabbed Haneth's elbow after she took one last shot at the netherwyrm and ran toward the portal.

"I'd give Azotha gold for a dull moment," he grumbled as he tumbled across the void


With Shadows & Light, the Warcraft RPG

presents a setting especially suited to epic-level and planar adventuring.

This book brings you the most powerful forces of the Warcraft setting: epic-level heroes and villains; immortal, divine-like beings; strange, wonderful and deadly places beyond Azeroth. The "shadows" are the dark, malevolent forces seeking the world's (or even the universe's) dissolution; the "light" includes the virtuous, heroic forces preserving order and goodness. Their deeds and the powers they wield make up the stuff of legends... if not myths.

The setting's most famous personalities and its immortals defined the course of history and possess the abilities that allow them to destroy and save worlds. This requires the use of the epic rules found in the Epic Level Handbook. These epic levels also reinforce the epic fantasy spirit of Warcraft — battling vast evils that threaten to annihilate the world, heroes leading their peoples to salvation against apparently indomitable, implacable odds.

In addition, adventuring in the planes requires great skill and power, typically available at high levels of play. The three planes in Warcraft — the Elemental Plane, the Emerald Dream and the Twisting Nether (including Outland) — each play a significant role in the setting's history, such as the three wars of recent times involving invaders from other planes and worlds.

Thus, Shadows & Light is a campaign setting sourcebook for high-level play in the Warcraft RPG. A Game Master (GM) can use this book to bring player characters (PCs) into contact with the setting's most noteworthy powers. Moreover, GMs and PCs alike can use it to take play past 20th level and give the PCs legendary, mythical adventures to accomplish.

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