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.
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.)

Monday, March 14, 2011

Arjhan Darkstone, Darkstone Clan Leader

Few people had been thrust into the position a young Arjhan Darkstone was forced into. At the age of 17, the dragonborn suddenly found himself saddled with the responsibility of restoring a clan that was almost completely wiped out by the attack that took the life of his father, Andreas Darkstone, along with nearly 80% of the clan members.

Now 22, with the aid of the remaining loyal clan members (Lia Darkstone and Mika Low), he is starting to rebuild the clan, albeit slowly. He has taken to having his clan perform mercenary work while searching for a place to house the clan.

Arjhan prefers to speak in Draconic, allowing one of the other members of the clan to interpret for them if the person he's talking with doesn't speak the language. The only time he speaks in Common is when he needs to make sure that a point is made perfectly clear for the person he's talking with, and even then the language is heavily accented.

In combat, Arjhan tends to move in with the other melee members of the clan (or party he may be with at the time), keeping everyone in range for his Combat Leader ability to give them the initiative boost. If multiple enemies start to approach him, he'll try and get them in range for his Dragon Breath racial. His first priority is always to the safety of the clan and will aid them first before lending a hand to a non-clan member.

Arjhan Darkstone, Darkstone Clan Leader

Saturday, March 5, 2011

Current Status on Updates

Right now, I'd love to do some updates as far as DnD, WoW, and other such games that I play or am interested in.

I'd even like to throw out some game ideas of my own and see what everyone thinks about them.

Unfortunately, due to not having any readily available internet access, I'm not able to post any of that right away.

As soon as I can get a reliable internet connection, I'll be more than happy to throw out my ideas, characters, and other things that run through my mind.

Also, if anyone knows how I can make my own PDF files without having to buy/pirate a copy of Acrobat, I'd appreciate knowing. I think it'd be easier for everyone involved in certain projects if I can put it out in a format everyone can look at.

Sunday, February 6, 2011

SASUKE in the USA: How it Could Work

As many of us found out a few weeks ago, TBS in Japan has seemingly decided to cancel the SASUKE series in Japan  [EDIT: G4TV is running ads for American Ninja Warrior 3, so it looks as if there will be a SASUKE 27]. Many of you in the US know the series as "Ninja Warrior" on G4, and it's been one of the fan favorite shows for the network.

With the acquisition of NBC Universal, Comcast actually has a couple of options they could use to make sure Ninja Warrior (and the SASUKE tournament itself) continues on.

One option is to continue to show the reruns of the show on G4. This has worked with them in the past, but with the loss of the tournament in Japan, this option would only last for so long.

The other option is to purchase the assets and broadcasting rights for SASUKE itself, then hold their own tournaments to broadcast on NBC to a larger television audience. This does seem like the best option, as the latest American Ninja Warrior trials have had large crowds there to watch the participants, and it would be a natural evolution from a series of trials to becoming the actual tournament.

I've given it some thought as to how they could get people to participate in the tournament, as well as who would be invited and how to generate additional interest. The following is what I've come up with. Bear in mind that this is only a rough draft, and I would appreciate any feedback I receive on this idea.

SASUKE (USA EDITION)
  • Hour-long episodes (to fill standard network time slots)
  • Run anywhere from 20-25 players per episode (full runs, meaning no "fast forwards"
  • 100 players per season (to keep with SASUKE tradition)
  • Minimum of six episodes (would like to find a way to push this number to 13)
AUTOMATIC INVITES
These are players who have proven in the past to be successful in the tournament and should be given an automatic entry into the new format. They are more than welcome to accept or not accept, opening up another spot for qualifiers (more on this later).

  • Japan's All-Stars (Nagano, Takeda, Yamamoto, Akiyama, Shiratori, and Yamada)
  • US All-Stars (Levi, Brian Orosco, David Campbell)
  • "Big Name" Stars (Yuuji Urushihara, Okuyama, Hitoshi Kanno, Lee En Chi)
  • The Trio of Death (The Octopus, Hang-Glider Man, Creepy Sculptor Guy)
  • Additional International Spots (anywhere from 4-9 spots, meaning a full quarter of the field would be automatic invites)
That would leave 75-80 spots open for other contestants. This is where we would bring in the old standard SASUKE used to go by...

SASUKE TRIALS
The trials would consist of five different events, each of them testing a potential player's speed, agility, and endurance. A player must pass THREE of the events to secure a spot in the actual show.

  • 100m Dash (eight players race, top two get the victory)
  • Balance Run (cross a 25m balance beam in 15 seconds)
  • Hang Time (four players hang onto bars until they fall, last one hanging gets the victory)
  • Hill Climb (climb a 20 foot high, 45 degree incline in 30 seconds)
  • High Jump (use a trampoline to jump over a 7' 6" high bar)
Trials would continue until all of the open spots are filled.

THE ACTUAL TOURNAMENT
As far as running order goes, I think it'd only be fair that the people that were invited get the option to choose their spot if they want a particular number. The later numbers DO seem to have a better chance at finishing a stage due to their time watching the other players run and learning from their mistakes.

The qualifiers from the trials would fill the remaining spots via lottery, with each player reaching into a basket and making a blind draw at the numbers. If they choose to, they can trade numbers up to half an hour after the final number has been drawn. The running order after that half hour is locked and no further position changes can be made.

The standard course rules for SASUKE would apply (players eliminated if they touch the water, go off course, or time expires). The course designs should stay roughly the same as the previous tournament, with the occasional change to make sure players aren't too familiar with a given course.

PRIZES
It does seem to be a shame that I would have to set some sort of value on finishing parts of the course. No one in the previous tournaments were worried at all about receiving any sort of money. However, since it's an American version of the game, money would most certainly have to be involved every step of the way. I've thought of how to split the money between everyone evenly, and this is what I've come up with...

Keep in mind that all prizes ARE cumulative in regards to money won, with the exception of the final prize.

STAGE 1
  • For finishing the stage within the time limit: $500
  • For every full second above ten seconds that a player finishes the stage: $50 (ex., a player finishes with 15.6 seconds left on the clock, his reward would be $750)
STAGE 2
  • For finishing the stage within the time limit: $2,500
  • For every full second above ten seconds that a player finishes the stage: $250 (ex., the above player finishes with 11.2 seconds left on the clock, his reward would be $2,750 for a two stage total of $3,500)
STAGE 3
I felt that the prizes for Stage 3 needed a modification to them, due to the lack of a time limit during the stage.
  • For every obstacle completed (a successful transfer from one obstacle to the next): $500
  • For finishing the stage: $10,000
FINAL STAGE
  • Successfully finishing the Final Stage: $100,000*
*in the event that no one reaches or completes the Final Stage in a given season, the prize money would be held over until the next tournament, making a growing jackpot of sorts that would max out at $1,000,000 (one million dollars)

OTHER PRIZES
  • The player that finishes each stage in the fastest time will receive a $2,500 bonus
  • The player that gets the furthest in each tournament (without finishing the Final Stage) will receive a $25,000 prize in addition to the money they have already won
  • Players that finish the First Stage will have an automatic invite extended to them for the next season's tournament
If they were to follow this format, I would love to see them focus the first couple of episodes on showcasing some of the qualifier's top finishers, as well as introducing new viewers to the All-Stars. After that, I'd start the runs on the actual course (starting with 20 players an episode for the Stage 1 runs), followed by episodes that focus on the players that made it to Stage 2, along with their runs. The last episodes would be their Stage 3 and Final Stage runs.
Again, these are just my thoughts on what I think the tournament format should be if they decide to continue doing it. I'd like to hear your thoughts on this as well. Feel free to leave me a comment at the bottom of the page and I'll try to reply to them or make whatever changes you believe would please the audience more.