Alignment is not really a thing in WoW, and each culture has nuance and its share of heroes and villains. But I do think that the D&D book has gotten a broad idea right: that the two factions are basically Lawful Good versus Chaotic Good.
The Horde, setting aside ancient historical, temporary Hordes in deep Orcish history, began as a truly evil organization, its primary purpose a genocidal war against the Draenei. But you could argue that that Horde, that "Old Horde" ceased to be after the Second War. The modern Horde, starting with Warchief Thrall, has mostly served as a force for good in the world. That being said, this modern Horde has already racked up quite a few "red in its ledger," so to speak. It's a complicated organization - a coalition of disparate cultures, each of which have their own heroes and villains. Even if the Forsaken generally read as the Horde's "token evil teammates," there are figures like Liliana Vess, who is a pretty straightforwardly heroic individual. Then you have the seemingly saintly Tauren, but this will include figures like Magatha Grimtotem (who, to be fair, is in exile now).
The Horde is a coalition between people who have been great hardship, and have had to carve out a home for themselves in a harsh world, and there's thus something rather admirable about the way that they help one another thrive.
Elf:
So, this is one we'll have to touch on with the Alliance post as well. There are, broadly, five elven lineages. The Blood Elves of Quel'thalas and the Nightborne of Suramar are both affiliated with the Horde. The Blood Elves were once part of the Alliance, but after the kingdom was devastated during the Third War, and they were horribly mistreated in the aftermath of that war, the Blood Elves broke away, eventually invited into the Horde by the Forsaken.
The Nightborne spent ten thousand years locked underneath an arcane barrier over their city, and were transformed by the Nightwell, their font of arcane energy that kept them alive through that time. With similar struggles and shared history, the Nightborne were brought into the Horde by the Blood Elves.
Each of these (and the other elves) are represented via an Elven Lineage option within the PHB's Elf species.
Blood Elf: You know the prestidigitation cantrip, and can swap this for a different wizard cantrip on a long rest. You also get Detect Magic at level 3 and Arcane Vigor at level 5.
Given that Blood Elves are basically High Elves (though there are also High Elves in Azeroth who remained loyal to the Alliance, and use the standard PHB High Elf) it makes sense that they have similar traits. I don't love Arcane Vigor, but otherwise this is fine, and a great way to get something like True Strike you can use Wisdom with.
Nightborne: The range of your Darkvision increases to 120 feet. You also know the Arcane Pulse cantrip. At level 3, you get Faerie Fire, and at level 5, you get Darkness.
Funnily enough, the Nightborne actually look somewhat like Drow, though like Night Elves, they're way bigger than other elves. Arcane Pulse is an action cantrip that deals 1d8 force damage to creatures of your choice in a 10-foot emanation and slows them by 10 feet on a failed Con save. Notably, it doesn't scale in damage. The cantrip is also on the Wizard spell list.
Forsaken:
The Forsaken are mostly former humans who once lived in the Kingdom of Lordaeron. When the Plague of Undeath swept through this mighty kingdom, the vast majority of its people died, only to rise as undead thralls to the Lich King. But after the Lich King's will wavered, fully half of the Plaguelands regained their free will and their human minds, but in horribly decayed bodies.
Your creature type is undead, which is a first in D&D 5E.
Notably, this does complicate some issues regarding resurrection magic, so talk with your DMs about how to handle that. Thankfully, 5.5 changed a lot of healing spells like Cure Wounds to now work on Undead (and Constructs,) but again, be sure to figure out how these resurrection spells will work with your DM.
Darkvision: You have darkvision out to 60 feet.
Unlike the Pandaren, this feels right.
Deathly Endurance: You have resistance to Necrotic damage.
A bit campaign-dependent, but especially at high levels, this can be quite nice.
Everlasting: You don't gain exhaustion from dehydration, malnutrition, or suffocation. You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you remain conscious.
I think this is just like the Reborn from Ravenloft, which makes sense, as that's kind of the closest equivalent.
Touch of the Grave: When you deal damage to a creature, you can roll a number of d4s equal to your PB. You deal extra damage to the creature equal to the total rolled, and regain a number of HP equal to the extra damage dealt. You can use this once per long rest.
So, it's not a bunch of damage, of course. We're talking 5 average to start and then 15 by level 17. These little bits of healing are also not that amazing on ourselves, given that we can't, say, pop ourselves up if we're unconscious.
Though here's a crazy idea: if we have a non-concentration damage-over-time effect, can we use this?
Will of the Forsaken: You have advantage on saving throws to avoid or end the Charmed or Frightened conditions.
Both good conditions to avoid.
I really think the most exciting and interesting aspect of this is just that you are undead, which has a lot of implications for various spells and other features. I will say, as a lifelong spooky boy, I do really like the Forsaken in WoW - my Horde main is an Undead Rogue (though as I wrote earlier, I'd build him as a mix of Rogue and Echo Knight Fighter in D&D).
Goblin:
The Goblins of Azeroth are widespread, and while they have historically favored the Horde, only one of the major goblin cartels is officially part of the Horde. Goblins are one of the most technological peoples of Azeroth, and have a sort of odd and unhinged aesthetic that leans heavily, heavily into a kind of mid-century kitsch. Hawaiian shirts, lawn flamingos, and lots and lots of explosives.
On a mechanical level, I believe that the Goblins are identical to the way they were presented in Monsters of the Multiverse, so while they're technically new to 5.5, they're not really a "new" species option.
Orc:
The Orcs are the founders of the Horde, and are always in a cultural struggle to reckon with their past sins and restore their pride as a people, without letting the former plunge them into stagnant despair and not letting the latter drive them into repeating the worst mistakes of the past.
Orcs are already in the PHB, and both the larger population of fel-green orcs and the uncorrupted Mag'har orcs use those stats.
Tauren:
The Tauren are hulking bovine humanoids - they're minotaurs. The Tauren have wandered the plains and savannas of Kalimdor for countless generations. Deeply tied on a spiritual level to the natural world, the Tauren have historically striven for peace. Their great physical prowess, though, has made them mighty warriors, and joined the Horde in the fight against the Burning Legion in the Third War.
Historically, the Tauren were on friendly terms with the Night Elves, but as they joined the Horde and the Night Elves aligned with the Alliance, the two peoples found themselves on opposite sides of the faction conflict, tragically turning historical friends into enemies.
While the larger part of the Tauren people live in Kalimdor, the Highmountain Tribe, founded by the great hero of the War of the Ancients, Huln Highmountain, live on the Broken Isles, and are distinguished by their moose-like antlers.
While the Tauren were transformed by the energies of the Well of Eternity (much like the Night Elves,) the Taunka are an off-shoot from Northrend that are descended directly from their ancient Yaungol ancestors (there are also still living Yaungol in Pandaria, but they are very hostile to basically everyone).
Horns: Your horns are natural weapons, which you can use to make an Unarmed Strike. These deal 1d6+Strength piercing damage instead of the standard damage.
Goring Horns: Immediately after you take the Dash action on your turn and move at least 20 feet, you can make one Unarmed Strike as a bonus action.
Hammering Horns: After you hit a creature with a melee attack as part of the attack action on your turn, you can use a bonus action to shove the target with an unarmed strike as long as the target is within 5 feet of you. When you shove them in this way, you can push them 10 feet instead of 5 feet.
Notably, these three features are what the Minotaur from Monsters of the Multiverse gets. The Minotaur is a bit underwhelming of a species. But we get more here:
Tauren Lineage: You have a lineage that grants you supernatural abilities. If this calls for a saving throw, the DC is based on your choice of Strength, Constitution, or Wisdom modifier.
Before we even start here - this is totally unique. Normally, if it's some kind of spellcasting feature, you can pick between "mental" traits, and otherwise you might expect a feature like this to only allow the use of, say, Constitution. But here, if you're playing a Strength or Wisdom-based character, you can push this DC to great levels.
Mulgore Tauren: When you take the attack action on your turn, you can replace an attack with a magiclaly empowered stomp. You cannot use this feature if you are Prone or if you are flying, climbing, or swimming. Each creature of your choice within a 5-foot emanation makes a Con save. On a failure, the creature is stunned until the end of your current turn.
This. Is. Insane. There is no limit on uses here. It's just one turn, but it's... it's an AoE stun that even avoids friendly fire. This is really, really good.
Highmountain Tauren: As an action, you can move up to your speed without provoking opportunity attacks and can move through the spaces of other creatures. Each medium or smaller creature whose space you enter makes a Strength saving throw. On a failure, the target takes damage equal to your PB plus your Strength modifier and falls prone. A creature can only take this damage once per turn.
Again, no limit on use. This will slightly favor Strength, thanks to the damage, but consider this: you won't ever need to take the Dash action, as this is just better. Not quite the Mulgore one, but still damned good.
Taunka: You gain a +1 bonus to AC and resistance to Cold damage.
This isn't bad, but it's not as exciting as the other two. Also, fun fact: Taunka aren't actually a playable option in WoW, though they were established long before the Highmountain Tauren (actually, there was a Tauren Death Knight NPC who was a Highmountain, but they hadn't established the moose-antler thing yet).
Troll:
Trolls on Azeroth are very different from the standard D&D Troll, though there are "Dire Trolls," who have undergone dangerous and powerful magic to bulk them up to enormous size and strength, often at the cost of their mental faculties, which I think you could use the classic CR 5 Troll to represent.
Trolls are among the most ancient peoples of Azeroth, and their civilizations probably pre-date even the Night Elves'. However, the ancient empires are mostly in ruins, and even those old empires are divided into disparate tribes that sometimes war with one another.
Still, the profound expanse of Troll history gives them a pride and power that should not be underestimated.
The Darkspear Tribe, once the pariahs and outcasts of the Gurubashi Empire, were recruited into the Horde by Thrall, and have played a crucial role in the development of the modern Horde. Their beloved chieftain, Vol'jin, was the first non-Orc Warchief, though his tenure in that role was sadly brief.
The Zandalari Empire is the oldest of the Troll Empires, and the only one that still retains the pride and glory of its ancient history, even though it was diminished by the Sundering 10,000 years ago. Famed for its riches and its magnificent navy, the Zandalari were friendly to both the Alliance and Horde, before the evil prophet Zul turned the Empire against both factions. However, the Horde reestablished ties with them during the Fourth War, and after a devastating assault by the Alliance upon the Zandalari capital, the ancient empire is now firmly aligned with the Horde.
Finally, the Amani Empire has struggled to retain their pride after much of their territory was taken by the ancient Highborne (who would become the High Elves, and thus the Blood Elves and Void Elves as well). The foes who actually got humanity to first ally with the elves, the Amani also fought alongside the Old Horde during the Second War, only to withdraw into isolation after the Horde's defeat. Only in very recent times has there been an armistice between the Quel'thalas and Zul'Aman (during a crisis in which the Blood Elves have even allowed the Alliance to enter their capital of Silvermoon,) and while the bad blood here goes back thousands of years, there's some sense that the Amani might have a chance to establish some sort of longterm peace with their elven neighbors.
Notably, at least as of this writing, the Amani are not a playable option in WoW, though there are "customization options" for the standard Darkspear Trolls that include forest-troll colors on a purely cosmetic level.
Bloodied Frenzy: While Bloodied, you have advantage on attack rolls.
This is pretty cool - while you don't generally want to stay bloodied for long, getting a little damage boost when you really need those bad guys dead can be helpful. Advantage is cheap these days, of course, but I'd be curious to see how often this comes up. I probably wouldn't intentionally remain bloodied, but it can be a nice litle bonus.
Darkvision: You have darkvision out to a range of 60 feet.
This sort of feels right even if I can't justify why they get this. Frankly, at this point, not getting darkvision on a species feels like a detriment more than getting it feels like a bonus.
Troll Healing: When you expend hit point dice after a short rest, you regain HP equal to the maximum roll of the dice plus your Consittuion modifier.
This blows the Earthen and Pandaren features out of the water (on average, at least). Assuming this doesn't mean you can only add your Con modifier once (which would be silly,) this is nearly doubling your short-rest healing. Now, is short rest healing that big a deal? Maybe not. How often do you run out of these dice? But still, you will be far more efficient with them.
Troll Lineage: Choose one of the following lineages:
Amani Troll: When you spend Heroic Inspiration, you regain 1 expended hit point die.
The problem with this is, given how efficient our short rest healing is, do we really need to regain them before a long rest? Maybe we need to grab something like Evocation Adept from Arcana Unleashed to find other ways to spend them.
Darkspear Troll: When you take the dash action, difficult terrain composed of ice, rubble, snow, or undergrowth doesn't cost you extra movement until the end of your turn.
I kind of hate that this doesn't just do this for all difficult terrain. Would that be so overpowered? I think that 95% of the time, this is going to be a nothing feature.
Zandalari Troll: When you roll a 1 on the d20 for a d20 test, you gain Heroic Inspiration at the end of the current turn.
First off, his would be great if you could combine it with the Amani trait. But more seriously, this is good! It's not quite Halfling Luck, but while you can't undo the nat 1 with the inspiration you get, it's still a nice consolation prize that could help you out the next time.
Vulpera:
The fox-like Vulpera are native to the deserts of Vol'dun, on the island of Zandalar. Primarily desert nomads, the Vulpera joined up with the Horde after the Horde helped them fend off hostile Sethrak (snake-people.)
Just as a note: the Vulpera were popular enough, but maybe out of all playable races in WoW, they were the most briefly established before they were promoted to playable, with the exception of the Void Elves (though in that case, the Void Elves at least were former Blood Elves, so we had the gist already). Another note: the Vulpera were added in an expansion that gave us a ton of "Allied Races," which used existing player race "skeletons " (as in, the 3D model skeletons) to give essentially variants on them, like Dark Iron Dwarves, which used the same basic model as Dwarves but with charred grey skin and fiery hair. The Vulpera, though, actually use the Goblin model skeleton, even though they are not remotely related to the goblins in lore (both are short and have big ears, though!)
You are Small.
Darkvision: You have darkvision out to 60 feet.
Oh come on! Why do these people who live in a notably bright desert have darkvision? At a certain point, why not just give everyone darkvision?
Fire Resistance: You have resistance to fire damage.
While you'd think that these furry fox-folk would be susceptible to flames, I think this is meant more to reflect their ability to survive in extreme heat (fire resistance does prevent you from getting exhaustion in such environments).
Nose for Trouble: The first time you take damage after you roll initiative, you reduce the damage you take by your level (to a minimum of 0).
This is really cool. And given that a lot of big scary monsters start a fight off with their most powerful offensive ability, there's a good chance that's when you want the most damage reduction. Granted, it's a flat amount, but ironically you really want to take their hardest strike first to get the best use of this.
Vulpera Nimblenss: You can move through the space of any creature a size larger than you, but can't stop in the same place.
This is like the Halfling trait. Also, I realized that I'd been getting something wrong about 5.5 movement - that moving through an ally's space is still considered difficult terrain. Good to know, but not relevant here.
And there we go: the Horde.
I suspect that the Alliance will be a bit quicker, as you have some more familiar D&D species among is number, like Humans, Dwarves, and Gnomes. But we'll also see some rather unique ones like the Worgen and Draenei.
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