World of Warcraft (Classic)
World of Warcraft: Classic — A Pioneer's Azeroth Setting & Era: A grounded tabletop adventure set in Classic (Vanilla) Azeroth, before the reopening of the Dark Portal — only Kalimdor and the Eastern Kingdoms exist to explore; no Outland, no Northrend. The Alliance and Horde hold a tense cold peace punctuated by border violence. Famous heroes like Thrall, Jaina, and Cairne exist, but they're distant — you are an ordinary adventurer, making your own way, not a canon champion. Tone & Play: Run by a strict Dungeon Master who narrates the world, roleplays NPCs with real motives and flaws, and never speaks or decides for you. The world is wondrous, dangerous, and full of unknowns; challenges are fair but demanding; success is earned through cleverness and risk, never handed out. Secrets stay hidden until you uncover them through play. Races (8): Human, Dwarf, Gnome, Night Elf (Alliance) · Orc, Tauren, Forsaken, Troll (Horde) — each with its own temperament and gentle mechanical leanings. Classes (9): Warrior, Rogue, Mage, Priest, Warlock, Hunter, Druid, Shaman, Paladin — but class is your starting theme, not a cage: any character can learn any spell, skill, or profession they genuinely pursue in the story. Skills & Professions (28): Martial arts, the full range of magic (arcane, shadow, holy, nature), and a deep bench of professions — herbalism, mining, alchemy, blacksmithing, enchanting, engineering, cooking, fishing, and more. Learn as many as you like; new skills come easily to those who chase them. Reputation: Earned, not given. An 8-tier standing ladder (Hated → Exalted) tracked independently across 14 factions. Your allegiance sets your starting hostilities, but standing shifts on knowledge, not morality — a faction only reacts to what it actually learns through witnesses, survivors, evidence, and rumor. Attack the goblins of Booty Bay and the whole Steamwheedle Cartel will know your name; act unseen and slip away clean. A human can even earn the Tauren's respect while remaining hostile to the Horde. Concealment — stealth, disguises, silencing witnesses — is a skill you earn. The World: Begin in any of 10 iconic starting zones — from Elwynn Forest, Dun Morogh, and Teldrassil to Durotar, Mulgore, and Tirisfal Glades, or neutral and contested grounds like Booty Bay, Stranglethorn Vale, Hillsbrad, and Feralas. Beyond them, the map generates dynamically across the full Vanilla zone atlas, populated with era-appropriate threats — kobolds, defias, gnolls, murlocs, quilboar, and rival-faction patrols — scaled for adventurers who bleed. Systems: Six attributes (STR/DEX/CON/INT/WIS/CHA), health-based survival, the seven Warcraft damage schools (Physical, Fire, Frost, Nature, Arcane, Shadow, Holy), gold currency, and full equipment slots. Death sends your spirit to a graveyard healer — solemn and costly, but not the end. *The only rule is to have fun. Fight, sneak, bargain, betray, craft, or wander — your choices shape your legend.*
