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World of Warcraft: The Roleplaying Game
Author(s) Rob Baxter, Bob Fitch, Luke Johnson, Seth Johnson, Mur Lafferty, Andrew Rowe
Artist(s) Various
Pages 394
Publisher(s) Sword & Sorcery Studios
Publication date June 27, 2005
Format(s) Hardcover
Retail price US: $39.99
ISBN 10 1588467813
ISBN 13 978-1588467812
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This article contains information from the Warcraft RPG which is considered non-canon.

World of Warcraft: The Roleplaying Game is the second edition core rulebook for the Warcraft RPG, the successor to Warcraft: The Roleplaying Game. The new game was updated with second edition rules and moved the series closer to the time frame of the World of Warcraft MMORPG.[1]

In addition, the new game includes rules for adapting material from the previous game. However, some of the previous mechanics were deemed incompatible with the new system, or had been replaced with new versions which eliminated their use in the new series. A conversion document was released separately to assist players in the conversion process. World of Warcraft: The Roleplaying Game doesn't entirely replace the original core rule book, Warcraft: The Roleplaying Game, as it covers a separate time period in the Warcraft timeline and also contains new material related to a more recent point in history.

The earlier books in the series were known for having short stories, but there are few or no short stories printed in the new series, with only the core rulebook containing a simple introduction to the book. This has since changed, as Alliance Player's Guide and Horde Player's Guide include several short stories.

Canon status[]


Azeroth world map.

Ask Creative Development -- Round II Answers | 2011-06-23 00:00 | Blizzard Entertainment Bashiok

Q: Are the Warcraft and World of Warcraft RPG books considered canon?

A: No. The RPG books were created to provide an engaging table-top role-playing experience, which sometimes required diverging from the established video game canon. Blizzard helped generate a great deal of the content within the RPG books, so there will be times when ideas from the RPG will make their way into the game and official lore, but you are much better off considering the RPG books non-canonical unless otherwise stated.

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Rob Baxter (races, classes, prestige classes, skills, Hero Points, spells, Chapter 15), Bob Fitch (scout), Luke Johnson (gazetteer, cosmology, races, classes, feats, spells, Chapter 9), Seth Johnson (classes, prestige classes, skills, Chapter 11, Chapter 18, Chapter 20), Mur Lafferty (history, Chapter 1, Chapter 7, Chapter 8, Chapter 10, Chapter 14, Chapter 19), Andrew Rowe (hunter)
Creative and Rules Design Assistance and Additional Material
Chris Metzen and Bob Fitch
Mike Johnstone, with Andrew Bates and Luke Johnson
Ellen P. Kiley
Managing Editors
Andrew Bates, Mike Tinney and Stewart Wieck
Book Design & Art Direction
matt milberger
Cover Artists
Brom and Justin Thavirat
Interior Artists
Jose Aello, Carlo Arellano, Samwise Didier, Trevor Jacobs, Tom Jung, Roman Kenney, Semi Kim, René & Michel Koiter, Bill Petras, Glenn Rane, Justin Thavirat[2]


  1. ^ A New Edition

    "The WoW RPG core book updates the rules from the previous Warcraft RPG game. Why, you might ask, did we make a change?
    Quite simply, we could not miss the opportunity to update, improve, and evolve the game in conjunction with the release of Blizzard's World of Warcraft MMORPG. More importantly, we took the significant step this time of going the OGL route so that we could freely explore and express all the facets of the Warcraft computer games in the pen-and-paper version. The end result is a game that faithfully honors the core concepts presented in the original Warcraft RPG and comes closer to the vision of the Warcraft universe as developed by Blizzard."

  2. ^ World of Warcraft: The Roleplaying Game, pg. 1

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