This past Saturday, my gaming group got together for another session. As we were playing, the DM looked up at me and said, "Wait... You're playing a Dragonborn, right?"
"Umm... Yeah?"
"You're the only one that can read Draconic out of the group, right?"
After a short moment of everyone looking over their sheets, we did discover that this was true.
"...We'll have to get something figured out for you."
Later that day, I found out that my DM was looking for a way for me to read a note that was left on one of the enemies that we had killed without any of the other players knowing what it said. The wheels in my head started turning and I suddenly remembered a site from my high school days. I was lucky enough to find the site and am now passing it on.
It's called ClaWrite, and it's a "Draconic alphabet based on a 3x3 grid of straight strokes, which are very easlily made with the claws".
It's fairly easy to learn and write, and there are also TruType fonts available if you wanted to make player handouts for any PCs that speak Draconic, but you'd rather them relay the information rather than have them read it from the page.
It does add a fair bit of flavor to the game (as well as lets players stay in character). Try it out with your players and see what you think.
Showing posts with label Dungeons and Dragons. Show all posts
Showing posts with label Dungeons and Dragons. Show all posts
Monday, July 25, 2011
Monday, May 16, 2011
Andreas Darkstone, Darkstone Clan Founder
However, shortly after his son Arjhan had reached adulthood, the clan was ambushed as it left the town of Crosswinds. Lia escaped with Arjhan while Andreas and several other clan members tried to fight back. Most of those who fought were killed, and Andreas was left for dead. He was found by refugees of Crosswinds, soon discovering that the group that had attacked them was laying waste to towns they had just visited, finally making a decisive strike against the clan.
After healing his wounds, he started searching for the remnants of the clan, hearing the occasional rumor of a small group here and there. Not wanting to endanger the other members when he found them, he had a special ring crafted, making sure that he would remain disguised so long as he didn't attack anyone, as the magic from his spells would interfere with the illusion, showing him for what he truly is.
Andreas is known to keep a calm demeanor under all circumstances. He is somewhat nervous about staying in any one place for too long a period of time, rarely staying in a city for more than three days, as he is somewhat fearful of another disaster falling upon where he is at the time.
In combat, Andreas wields his falchion with deadly accuracy, having attuned the blade to be used as an implement to cast his spells through. He'll often lure his foes close with his disguise, then surprise them when the illusion drops and his Dragon Breath comes to bear on them. If opponents do close in on him, he uses the various powers of his magic items to teleport to safety, keeping them at range for his spells to do their work. Failing that, he wades into battle with his falchion, trying to cleave his foes.
Monday, April 18, 2011
Mayu and Mio Amakura
There are many legends about Minakami Villiage, also known as "All God's Village". The most common say that in a single night, it and all of its inhabitants vanished without a trace. The spot where the village is known to have stood is covered by a thick fog, and people who get lost in the forests surrounding the village are said to be spirited away, never to be seen again.
Before the Minikami Dam was built, twin sisters wandering the forests discovered the village. They are known as the only ones to have discovered All God's Village and to return. That's not to say that the discovery didn't leave them changed, the most obvious result of their visit being the bandage Mio wears over her eyes, as an encounter in the village left her permanently blinded. Neither wishes to speak of their experiences in the village, and if pressed about what happened, they quickly become aggressive.
The twins travel together, keeping to themselves for the most part. When encountered, Mio and Mayu can be found holding each other's hand to make sure that Mio doesn't trip over anything. Mayu does walk with a noticeable limp, oftentimes wearing a knee brace or bandaging on her right knee to help support the injury. They dress in a conservative fashion, usually wearing items that match what the other is wearing. A Crimson Butterfly is part of Mayu's dress in some way, while the color of Mio's clothing tends to be a bit muted. If the pair know they are going into combat, they both wear white kimonos with a red sash around the waist. As combat progresses, Mayu's kimono starts to slowly spot red with blood, whether she's been in melee combat or not.
In combat, the two are fierce opponents, spending their opening actions placing their Warlock's Curse on their opponents, then peppering them with spells from afar before moving to gain concealment from their Shadow Walk ability. The pair try to focus on one opponent at a time, either immobilizing them to lessen the threat from that particular foe or subduing him with The twins try to stay within ten squares of each other to make sure Mio gains the benefit from Mayu's Shrine Charm. If Mayu is somehow immobilized or drops to 0 HP, Mio loses the benefit, slowing her own speed by half and giving all of her opponents total concealment. Should the battle start to turn against them, Mio will get as close to her sister as she can while Mayu uses Mire the Mind, granting them invisibility to their target while they make their escape.
Mayu Amakura
Mio Amakura
Before the Minikami Dam was built, twin sisters wandering the forests discovered the village. They are known as the only ones to have discovered All God's Village and to return. That's not to say that the discovery didn't leave them changed, the most obvious result of their visit being the bandage Mio wears over her eyes, as an encounter in the village left her permanently blinded. Neither wishes to speak of their experiences in the village, and if pressed about what happened, they quickly become aggressive.
The twins travel together, keeping to themselves for the most part. When encountered, Mio and Mayu can be found holding each other's hand to make sure that Mio doesn't trip over anything. Mayu does walk with a noticeable limp, oftentimes wearing a knee brace or bandaging on her right knee to help support the injury. They dress in a conservative fashion, usually wearing items that match what the other is wearing. A Crimson Butterfly is part of Mayu's dress in some way, while the color of Mio's clothing tends to be a bit muted. If the pair know they are going into combat, they both wear white kimonos with a red sash around the waist. As combat progresses, Mayu's kimono starts to slowly spot red with blood, whether she's been in melee combat or not.
In combat, the two are fierce opponents, spending their opening actions placing their Warlock's Curse on their opponents, then peppering them with spells from afar before moving to gain concealment from their Shadow Walk ability. The pair try to focus on one opponent at a time, either immobilizing them to lessen the threat from that particular foe or subduing him with The twins try to stay within ten squares of each other to make sure Mio gains the benefit from Mayu's Shrine Charm. If Mayu is somehow immobilized or drops to 0 HP, Mio loses the benefit, slowing her own speed by half and giving all of her opponents total concealment. Should the battle start to turn against them, Mio will get as close to her sister as she can while Mayu uses Mire the Mind, granting them invisibility to their target while they make their escape.
Mayu Amakura
Mio Amakura
Monday, April 4, 2011
Crossover: Blood Elves Invade Dungeons and Dragons
BLOOD ELF HISTORY
Long ago the exiled high elves landed on the shores of Lordaeron. They struck out to find a new home, and after many battles with the trolls, established the kingdom of Quel'Thalas. Using a vial of sacred water stolen from the first Well of Eternity, the high elves created a fount of mystical power at a convergence of ley energies in Quel'Thalas. They named this fountain the Sunwell. Its potent arcane magic fed and strengthened the high elves, and soon the wondrous city of Silvermoon was established.
Protected by a magical barrier, the high elves enjoyed peace for roughly four thousand years, but that peace was not meant to last. The Amani trolls gathered an immense army and assaulted the elven kingdom. Vastly outnumbered, the high elves hastily struck an alliance with the human nation of Arathor. The elves taught a small number of humans how to wield magic. In exchange the humans aided the elves in destroying the trolls' power base forever. Over the following years the high elves returned to their reclusive ways, but during the Third War, the diabolical Prince Arthas Menethil brought battle once again to their doorstep. Arthas required the power of the Sunwell to revive the necromancer Kel'Thuzad and raise him as a lich. He invaded Quel'Thalas and wiped out most of its population. In the end, even King Anasterian Sunstrider lay dead.
Additionally it became clear that the high elves had become addicted to the Sunwell's arcane energies. Now that the source of their magic was gone, the few remaining high elves quickly grew ill and apathetic. Prince Kael'thas, last of the royal line, returned from his studies in Dalaran to find Quel'Thalas in ruins. Thirsting for vengeance, he gathered the survivors, renamed them blood elves, and took a group of the strongest fighters to join Lordaeron's campaign against the Scourge.
Due to human prejudice, Kael'thas was forced to accept the assistance of Lady Vashj and her reptilian naga. When the humans discovered that the blood elves had been working with the naga, Kael'thas and the others were imprisoned and condemned to death. Lady Vashj soon arrived to set them free, leading them through a portal and into the broken wastes of Outland. There, the elves met the one being capable of putting an end to their hunger: the renegade night elf/demon, Illidan Stormrage. Certain that the blood elves would die without Illidan's assistance, Kael'thas agreed to serve the Betrayer.
A lone representative, Rommath, was sent back to Azeroth with a message of hope for the blood elves remaining in Quel'Thalas: that one day Kael'thas would return to lead his people to paradise. Rommath had made great progress in teaching the blood elves advanced techniques to manipulate arcane energies. With renewed purpose, the blood elves have rebuilt the city of Silvermoon, though it is powered by volatile magics. Emboldened by the promise of Kael'thas' return, the weary citizens of Quel'Thalas now focus on regaining their strength, even as they forge a new path into an uncertain future. (Source)
PHYSICAL QUALITIES
Males of the race are tall and slender, standing above the average human, and characterized by a lean, athletic musculature, making them seem somewhat thin when compared to larger races such as orcs. Females stand somewhat shorter, just above a human male in height, and have slender, delicate builds. They have a wide range of hair colours spanning from charcoal black to nearly white and a spectrum of skin colours ranging from pale to tan to ruddy. Blood elves have very long and thin ears, however their ears differ greatly from a night elves. The ears of a blood elf point vertically, whereas a night elf's ears point behind them. Blood elves also have eyebrows that extend well off of their face like whiskers. Both males and females are what would typically be considered exceptionally beautiful, with chiseled, refined features; males can also sport some facial hair, in the form of goatees. Their eyes glow green due to the influence of the fel energies they turned to with the destruction of the Sunwell. (Source)
BLOOD ELVES IN DUNGEONS AND DRAGONS
Blood elves can slip into a Dungeons and Dragons campaign by adding them simply as another type of elf (a magic-addicted branch of elves, but elves all the same).
You can also say that the original blood elves were created by a coupling of an evil elf and a demon (explaining their glowing eyes).
Or they can be used as invaders from another plane (Outland, perhaps) searching for lands to conquer for Kael'thas (and Illidan, by proxy).
RACIAL TRAITS
- Average Height: 5' 3" - 5' 9"
- Average Weight: 125 -165 lbs.
- Ability Scores: +2 Dexterity, +2 Intelligence
- Size: Medium
- Speed: 6 squares
- Vision: Low-light
Tuesday, March 22, 2011
Crossover: World of Warcraft's Draenei Come to Dungeons and Dragons
DRAENEI HISTORY
Long before the fallen titan, Sargeras, unleashed his demonic Legion on Azeroth, he turned his baleful gaze upon the world of Argus and its highly intelligent inhabitants, the eredar. Believing that this magically gifted race would be a crucial component in his dark quest to undo all of creation, Sargeras contacted the eredar’s three leaders – Kil’jaeden, Archimonde, and Velen – and offered them knowledge and power in exchange for their loyalty.
Long before the fallen titan, Sargeras, unleashed his demonic Legion on Azeroth, he turned his baleful gaze upon the world of Argus and its highly intelligent inhabitants, the eredar. Believing that this magically gifted race would be a crucial component in his dark quest to undo all of creation, Sargeras contacted the eredar’s three leaders – Kil’jaeden, Archimonde, and Velen – and offered them knowledge and power in exchange for their loyalty.
Only Velen abstained, for he had seen a vision. In it, his people were transformed into hideous demons, and they joined the ranks of Sargeras’ Burning Legion: an army of unspeakable evil that would grow vast and decimate life on countless worlds. With the aid of the naaru, benevolent energy beings who had resolved to combat the fallen titan’s nihilistic crusade, Velen gathered other like-minded eredar and narrowly escaped Argus. Forever after, these renegades would call themselves the draenei, or “exiled ones.”
Kil’jaeden, who had loved Velen like a brother, was infuriated by the draenei’s flight from Argus and their ungrateful refusal of Sargeras’ offer. In retaliation, Kil’jaeden led the Legion’s armies on a relentless pursuit of the draenei throughout the cosmos. Eventually, Velen and his beleaguered people eluded their hunters and found sanctuary on a remote world that they would name Draenor, or “Exiles’ Refuge.” Having been instructed by the naaru in the ways of the Light, the draenei developed an extraordinary society on their new home and came to know the shamanistic orc clans native to Draenor.
Yet the draenei’s peaceful existence did not last. Upon discovering the renegades’ home, Kil’jaeden corrupted the noble orcs into a single, bloodthirsty force of destruction: the Horde. Blinded by rage, the orcs wreaked havoc upon the draenei, slaughtering over eighty percent of the race and forcing Velen and other survivors into hiding. Many draenei also mutated into lesser forms known as the Krokul, or “Broken,” after being exposed to the fel energies wielded by orc warlocks. Decades after the Horde’s genocidal campaign, the shaman Ner’zhul opened magical portals throughout Draenor, and the resulting magical stress tore the dying world apart.
In the wake of the calamity, what remained of Draenor – known henceforth as Outland – devolved into a battleground among the Burning Legion and other factions vying for control of the ruined landscape. To escape the mounting chaos, Velen and a number of his followers commandeered the Exodar, a satellite structure of the stunning naaru dimensional fortress named Tempest Keep. Using this craft to search for new allies, the draenei left Outland and later crash-landed upon the world of Azeroth.
Inspired by heroic tales of the Alliance and its victories against the Legion, the draenei sought out and pledged their loyalty to this courageous faction. Not long afterward, Velen and his noble refugees played a key role in urging the Alliance to invade Outland and disrupt the Legion’s nefarious activities. Armed with their unshakable faith in the Light, the draenei ventured to their embattled former home as steadfast members of the Alliance and defeated their ancient demonic rivals.
The return to Outland offered many draenei a chance to reconnect with their brethren who had been left behind. While some of Velen’s race chose to rebuild their society in the shattered land, the majority of draenei remained on Azeroth, vowing to uphold their commitment to the Alliance. Recently, Velen was granted a dire vision concerning a war between the forces of light and darkness that would take place on Azeroth. Thus, the draenei and their sage leader are now bravely preparing to stand against the shadow that they believe is fast approaching. (Source)
PHYSICAL QUALITIES
Draenei are described as being all or overall blue (with the exception of Velen who is described as having white skin later in his life).[7] In World of Warcraft: The Burning Crusade, draenei skin appears in most shades of color between very pinkish-white to light blue up to dark violet. Their blood is also blue.[8]
Draenei who use the Gift of the Naaru racial ability have a glowing sigil float above their head for the duration of the effect.
Draenei males have tendrils coming out of their chin and a fan-like forehead plate which rises and overlaps other forehead plates behind it. Male draenei have large tails which are held erect by developed muscle structure. The female of the species exhibits marked differences: rather than the forehead plates featured on the male, they have vaguely horn-shaped cranial extensions that extend over the upper cranium and end on either side of the crown. Female cranial tendrils sprout behind the ear and are typically long enough to reach the shoulders. Their tendrils are thinner than the male's. Female draenei tails are shorter and have a lower muscle density. In both genders, the hooves are relatively large, in contrast to the more compacted hooves of their demonic counterparts.
Draenei can choose from a diverse selection of hair colors including gray, white, blue/black, brown, and purple. Similarly, the number of facial tentacles on male draenei can be customized. They can feature zero, one, two, or four tentacles of different shape and size. (Source)
DRAENEI IN DUNGEONS AND DRAGONS
There are several ways to include the draenei into a DnD campaign. You could have the race as a rare branch of the tiefling bloodline (although tieflings themselves will deny any relation to the "blue-skinned devils").
They can also be used as inhabitants of Celestia sent to the world to live among the "more mortal" races for a time (which could be helpful in explaining their healing abilities and tendency toward the more "spiritual" classes).
Or you can have the DnD setting as one of the worlds the draenei settled on to escape Sargeras and the Burning Legion (knowing that it would only be a matter of time before the Legion found them and started their attack upon not only the draenei, but every other race in the world).
RACIAL TRAITS
- Average Height: 5' 6" - 6' 4"
- Average Weight: 175 - 300 lbs.
- Ability Scores: +2 Constitution, +2 Wisdom
- Size: Medium
- Speed: 6 squares
- Vision: Normal
- Languages: Common, Draenei
- Skill Bonuses: +2 Diplomacy, +2 Heal
- Heroic Presence: You grant yourself and allies within 5 squares of you a +1 racial bonus to attack rolls.
- Shadow Resistance: Resist 5 Necrotic
- Gift of the Naaru: You can use gift of the naaru as an encounter power.
(As always, any input you may have regarding balancing issues are welcome.)
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