ARAzekai Reincarnated

Isekai: Project Azeroth Roleplay Rulebook

Version: 1.0.0 Status: Initial consolidated draft Setting: A strict, text-based fantasy chronicle inspired by classic MTA:SA and SAMP roleplay standards, operating in a high-risk, open-world, full-loot PvP environment.

Living Document Notice

This rulebook is actively being developed. Rules, systems, wording, and procedures may be added, clarified, or revised as the server grows; a complete roleplay server has many situations to cover.

When a situation is not explicitly listed, players must apply the main rules in good faith: remain IC, avoid metagaming and powergaming, act fairly toward other players, and choose the most believable and immersive outcome. "It is not written here" is not permission to break the roleplay standard. Staff may clarify an unlisted situation and add a formal rule later.

1. Core Roleplay Principles

1.1 In Character (IC) and Out of Character (OOC)

Players must maintain an absolute distinction between themselves and their characters.

1.2 Metagaming (MG)

Metagaming is using information gained outside natural IC experience to influence IC knowledge, decisions, movement, or actions. It is prohibited.

1.3 Powergaming (PG)

Powergaming is forcing an outcome on another player or portraying impossible actions, resilience, or advantages that ignore physical limits, setting rules, or the other player's opportunity to respond. It is prohibited.

1.4 Text Roleplay Commands

Use /me and /do to narrate physical actions, scene context, and verifiable facts. These commands are implemented and working in game. Each command accepts either a slash or a dot prefix, so /do and .do behave identically, as do /ooc and .ooc.

2. Character Identity, Backstory, and TRP3

2.1 Names and Profiles

  1. The Reincarnated (Isekai): The character lived elsewhere, died or was mystically transferred, and awoke in Azeroth in an adult Level 1 body. Their profile should describe their awakening and adaptation to Azeroth's laws and culture.
  2. The Native Born: The character was born in a lore-friendly Azeroth location or family. Their profile should provide a concise, coherent life history from childhood through their current adult status.

2.2 Titles and Company Details

3. Roleplay Trade and Pets

3.1 Immersive Trading

3.2 Inventory, Equipment, and Carrying Capacity

The game's inventory is larger than what a character can reasonably carry. Players must distinguish between their mechanical inventory and their current IC possessions.

3.3 Pet Acquisition and Use

4. Open-World PvP and Aggression

This server uses full-loot PvP: equipped items may drop on defeat. PvP serves story progression, not griefing. Kill-on-Sight (KoS), random attacks, and combat started solely for gear are prohibited.

4.1 Open-World PvE Combat

Open-world combat against NPC creatures does not require a text roleplay scene, /roll, or a pause before fighting. It is visually apparent to nearby players when a creature is attacking or being attacked, and players may respond to the immediate danger through normal PvE gameplay.

4.2 The Three-Step PvP Protocol

Mechanical combat may begin only after every step below is completed in order.

#### Step 1: Valid IC Motive

The aggressor needs a concrete, serious, documentable, lore-appropriate reason. Valid motives include a long-running documented blood feud, a registered bounty contract, a faction conflict, protecting legally claimed Company territory, identifying a known enemy by an IC description or uniform, a robbery, or an immediate confrontation that logically escalates to violence.

Invalid motives include faction alone, wanting equipment, a glance, minor insults, or "they looked at me funny."

#### Step 2: Text-Based Confrontation

Before spells are cast or weapons are used, clearly establish the hostile scene through /me and /do. The target must receive a meaningful opportunity to respond, negotiate, surrender, bribe, flee where appropriate, or prepare. Normally, this means at least two to three text exchanges from each side. Stealth, surprise, or mechanical positioning does not remove this requirement.

#### Step 3: Initiative Roll and Combat Declaration

  1. The aggressor announces the initiative roll in local OOC, for example: (( /roll for PvP initiation. Highest roll determines the opening advantage. )).
  2. Both sides use /roll.
  3. An aggressor roll of 1-49 fails to establish surprise; the defender may take the opening action or attempt to flee. An aggressor roll of 50-100 establishes a successful opening advantage, subject to the defender's roll and the agreed scene context. The higher roll determines who acts first when both sides remain engaged.
  4. The party with the opening advantage declares (( PvP Go )) in local OOC. Both parties must acknowledge the transition before mechanical in-game combat begins. If a structural dispute arises, pause the encounter and seek staff assistance rather than initiating combat.

4.3 Worked Example: Tavern Conversation Escalating to a Fistfight

This example shows a Human Warrior named Garrick Hale as the drunk patron and a Blood Elf Rogue named Lethariel Dawnstep seeking information. The scene takes place in the Pig and Whistle Tavern in Stormwind's Old Town, a PvP-restricted area. This is a roleplay-only brawl: no mechanical in-game PvP begins, so ((OOC: PvP Go)) is not used. /me, /do, and /ooc are all live in game and used exactly as shown below. /ooc automatically wraps its text in double parentheses, and /do is displayed in its own colour so scene description stays visually separate from /me actions.

  1. Establish the location and condition.
  Garrick Hale: /me slumps over a scarred corner table near the hearth, with two empty tankards and a half-full third tankard before him.
  Garrick Hale: /do The Human smells strongly of ale, his speech is slightly slurred, and his sword remains sheathed at his belt.
  Lethariel Dawnstep: /me enters from the rain-darkened street and pauses beside the bar, allowing her eyes to adjust to the tavern's firelight.
  Lethariel Dawnstep: /do The tavern is busy but not packed; the nearest patrons are several paces from Garrick's table.
  1. Start a normal IC conversation and seek information without assuming knowledge. Lethariel does not know Garrick's name or history before he identifies himself.
  Lethariel Dawnstep: /me approaches the Human's table with empty hands in view, stopping a respectful pace away.
  Lethariel Dawnstep: /say IC: "Evening. I am looking for a caravan that left for Redridge at dawn. Did you happen to see it?"
  Garrick Hale: /me squints up at the Blood Elf, one hand closing around his tankard while the other remains on the table.
  Garrick Hale: /say IC: "M-maybe I did. Maybe I din't. What's a knife-ear's caravan t' me?"
  Lethariel Dawnstep: /me rests two fingers on the table's edge without touching the tankard or the Warrior.
  Lethariel Dawnstep: /say IC: "No insult intended. The caravan carried medicine, and I only need to know whether it passed safely."
  Garrick Hale: /me pushes himself upright too quickly, swaying as ale spills across the tabletop.
  Garrick Hale: /do Garrick is drunk and angry, but he is still able to stand and recognize the Rogue as a person in front of him.
  1. Escalate through attempted actions, not forced outcomes. The Human has become hostile, which gives a valid immediate motive for a non-lethal brawl; he still cannot claim to hit or knock down Lethariel.
  Garrick Hale: /say IC: "Y-you come inta my tavern askin' questions, then accuse me o' losin' medicine? Say it 'gain an' I'll teach ya manners."
  Lethariel Dawnstep: /me takes one measured step back from the table, keeping her hands clear of her daggers.
  Lethariel Dawnstep: /say IC: "I accused no one. Sit down, finish your drink, and this ends here."
  Garrick Hale: /me shoves the chair behind him aside and swings a bare fist wide toward Lethariel's jaw, attempting to strike her.
  Garrick Hale: /say IC: "No blades. Jus' fists."
  Lethariel Dawnstep: /me shifts her weight onto the balls of her feet, watching Garrick's shoulders and keeping her daggers sheathed.
  Lethariel Dawnstep: /say IC: "Your choice, then."
  1. Resolve each attempted action with an OOC action check. For this non-PvP tavern brawl, the lower roll succeeds. Garrick rolls from 1-100; because he is drunk, he can receive the worst 81-100 results. Lethariel rolls from 1-80; because she is sober, balanced, and trained, she cannot receive those worst results. The roll decides only the current attempted action; it does not decide the whole fight or force an injury.
  Garrick Hale: /ooc Garrick is drunk, unsteady, and attempting a wide bare-knuckle swing. Lower roll succeeds. Garrick rolls 1-100; Lethariel rolls 1-80 because she is sober.
  Garrick Hale: /roll 1-100
  Server: Garrick Hale rolls 78 (1-100)
  Lethariel Dawnstep: /roll 1-80
  Server: Lethariel Dawnstep rolls 24 (1-80)
  Lethariel Dawnstep: /ooc Lethariel's lower roll succeeds. She avoids Garrick's swing; Garrick's attempt fails.
  1. Continue with the next attempted action. Lethariel may use her successful defense to disengage or make a non-lethal counterattempt. The next action receives its own /roll, using the same 1-100 range for Garrick and 1-80 range for Lethariel while those conditions remain true.
  Lethariel Dawnstep: /me pivots away from Garrick's unsteady swing, attempting to guide his forearm past her and create space between them.
  Lethariel Dawnstep: /ooc Lethariel is sober, balanced, and reacting to Garrick's failed swing. Lower roll succeeds; she rolls 1-80 while Garrick rolls 1-100.
  Lethariel Dawnstep: /roll 1-80
  Server: Lethariel Dawnstep rolls 18 (1-80)
  Garrick Hale: /roll 1-100
  Server: Garrick Hale rolls 83 (1-100)
  Garrick Hale: /ooc Lethariel's lower roll succeeds. Garrick stumbles past her attempted redirection, but is not injured or knocked out.
  Garrick Hale: /me catches himself against the edge of the table, breathing hard as he turns back toward the Rogue with his fists still raised.
  1. Resolve the final restraint attempt and close the scene. Lethariel attempts to subdue Garrick without claiming an automatic takedown. After the result, Garrick chooses to surrender, ending the brawl without a forced injury or mechanical PvP.
   Lethariel Dawnstep: /me steps inside Garrick's next unsteady reach, attempting to control his raised arm and guide him down against the table without drawing a weapon.
   Lethariel Dawnstep: /ooc Lethariel is attempting a non-lethal restraint. Lower roll succeeds; she rolls 1-80 while Garrick rolls 1-100.
   Lethariel Dawnstep: /roll 1-80
   Server: Lethariel Dawnstep rolls 16 (1-80)
   Garrick Hale: /roll 1-100
   Server: Garrick Hale rolls 91 (1-100)
   Garrick Hale: /ooc Lethariel's lower roll succeeds. Garrick is restrained against the table, but not injured or unconscious.
   Garrick Hale: /me sags against the tabletop for a moment, then lowers his fists as the fight drains out of him.
   Garrick Hale: /say IC: "F-fine. I give up."
   Garrick Hale: /me pulls himself free only after Lethariel releases him, then storms back to his corner table and reaches for the half-full tankard.
   Lethariel Dawnstep: /me steps away once Garrick has yielded, smoothing the rain from one sleeve and leaving her daggers sheathed.
   Lethariel Dawnstep: /say IC: "A wiser choice."
   Lethariel Dawnstep: /me turns from the table and wanders toward the bar, quietly resuming her search for news of the Redridge caravan.

The example does not authorize automatic wins, injury claims, weapon use, mechanical PvP, looting, a PK, or a Character Kill. Continue to emote attempted actions and agreed results fairly until the brawl ends or staff intervention is needed.

4.4 Post-Combat Looting

5. Player Kills and Character Kills

5.1 Player Kill (PK)

A normal gameplay death, duel defeat, or authorized PvP defeat is a Player Kill (PK). The character survives narratively, is knocked unconscious or otherwise incapacitated, respawns, and does not remember the immediate events leading to the defeat. This prevents revenge metagaming.

5.2 Character Kill (CK)

A Character Kill (CK) is the permanent, irreversible conclusion of a character's story. The character cannot be played again; their sheet is deleted or retired, their TRP3 profile is wiped or archived as deceased, and their items and gold are permanently lost or distributed according to an IC will where applicable.

5.3 CK Authorization and Process

6. Faction Framework and Properties

6.1 Guilds and Companies

The server uses a dual-tier organizational model to separate game mechanics from roleplay authority.

6.2 Private Instance Maps and Furniture

6.3 Official Map Territory Ownership

Registered guilds may own defined portions of the real, open-world map as IC territory, including a guild base, neighborhood, road, storefront district, camp, or other suitable area. Territory ownership is an administrative and roleplay record; the game client will not display an automatic ownership marker.

6.4 Player-Operated Buildings and Individual Property

Real-map cities and buildings may also be recognized as approved territory or property. Eligible owners may operate taverns, city districts, banks, empty buildings used as gang hideouts, law offices, guard posts, and comparable roleplay locations.

6.5 Guild Instance Access and Guest Entry

Guild instances currently require membership in the owning guild to enter through the custom guild teleport. This mechanical limitation does not replace roleplay travel.

7. Accountability and Punishment

Staff may apply the following baseline matrix while considering evidence, severity, repeated misconduct, and impact on other players.

8. Administration and Compliance

Compliance is mandatory. Ignorance of the rulebook is not an excuse for violations. Staff may require evidence, pause disputed scenes, restore improperly lost items, or impose proportionate enforcement necessary to protect fair, immersive roleplay.


Author: ~Overkill