Zones instead of road timers: journeys, flights, meeting stone

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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rope 2026-10-24 08:24:50 +01:00
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@ -27,15 +27,18 @@ Prototype. The first slice: levels 1–20, two zones, one dungeon.
- **Questing:** 24 quests with Classic's names and chains, from Kobold Camp
Cleanup to The Defias Brotherhood. Kill, loot (quest items only drop while
you're on the quest) and travel objectives; rewards are a choice of gear.
- **Travel:** places are joined by roads that take real minutes. Hunts are
where the mobs are, quest givers stand where they stood in Classic, and the
dungeon door is in Moonbrook.
- **Zones, not maps:** a zone is one page. Every hunt, quest giver and vendor
in Elwynn is a tap away, grouped by subzone (Northshire, Fargodeep Mine,
Forest's Edge…). Getting to Westfall is a journey: a fight at each stop on the
Westbrook road (the garrison, the bridge, the Jansen Stead), with a chance of
meeting Mother Fang. Die on the road and you wake where it began. Once you've
made it on foot, the flight master takes you back and forth for 50c.
- **Idle:** start a hunt and leave. You fight, rest and fight again for up to
12 hours, finishing quest objectives as you go. Three deaths in a row and you
stop.
- **Dungeons:** the Deadmines, nine pulls and five bosses, for a group of
2–5 (packs shrink for smaller groups). Everyone meets at the door; the leader
leads you in and can pull early. Bosses give every player their own loot roll
2–5 (packs shrink for smaller groups). The leader summons everyone from the
meeting stone in Westfall and can pull early. Bosses give every player their own loot roll
at gear they can use.
- **Gear:** seven slots, cloth/leather/mail by class, Classic-style generated
greens (`Rough Leather Boots of the Monkey`) and named blues from the