Name: Aeresham Alkar
Race: Botani
Gender: hermaphrodite
Age: 100
Class: Not applicable
Professions: herbalism
Religion: Genesaur worship
Alignment (per D&D): True Neutral
Traits (per CK2): quick, gardener, patient, cruel, diligent, temperate
Tag Archives: Primals
Character Profiles: Aeresham
Game Design Exercise: Farahlon Alliance Storyline
We’re back in our Farahlon Game Design Exercise! After taking a foray into designing dungeons, which is probably closer to actual hard design, we’re returning into a more lore-like environment. I have alluded previously to the larger Alliance and Horde storylines taking place in Farahlon, but other than small glimpses of it, we didn’t know exactly who and how acts in this new environment. Well, as we’re drawing closer to the end of this particular exercise, we’re going to finally finish those storylines – though we mostly know the very end (Uraga’s demise in the Bladewind Fort instance). But this will be like watching Revenge of the Sith – we know how it ends, but it’s the journey that matters!
Game Design Exercise: Farahlon’s associated dungeons
Greetings again. This time we really did return before whole patches managed to release and you might have noticed, our concept map of Farahlon changed a bit. Mostly, you can find new names for some of the previously unnamed areas, but two new locations have been added as well – Mok’nathal Village on Ara’s island and a raid icon for the Sky City of the Apexis. Today’s post will delve into the three dungeons that are added with my imaginary Farahlon patch, and mostly concentrates on the story featured in those dungeons, with a general idea of boss abilities. The raid will be the subject of a whole other post, as it’s meant to represent a whole large tier – with about 12 bosses total. So let’s delve into the three dungeons and what they have in store.
Game Design Exercise: Farahlon Side Stories
I know it’s been some time since I’ve done this, but most of that time, I had better stuff to write. As in, in-character pieces about events actually happening in the Tower of Krasha. We got some new people involved in my particular circle, and I concentrated on that for the time being. But now, I return with the piece I promised two weeks ago, side stories of Farahlon. Most of these you won’t even get a breadcrumb for and you’ll have to stumble upon the right NPC in the wild. Doing these stories is not essential to your story or game progression, but they reward with some cool bits, including lore, battle pets and followers.
Skyreach Manuals: Life Cycle of the Primals
The Primals are some of the most curious creatures of Draenor. In many ways they’re so very different from all the other forms of life on our world, and in many ways they’re also very similar. Some say the Primals are mimicking other life forms, as is often said to be the case with mandragoras and hydras, and some say they were deliberately designed in a similar way. One of the most common theories about the Primals is that they’re a Titanic creation gone haywire. The Breakers are commonly believed to be the Titanic creations, but some argue that so were the Primals. The best proof of that theory are ancient artifacts related to the Primals sometimes found in forgotten Titanic vaults. Whichever the case, the Primals are a faction of creatures with very distinct life cycle, clearly tying them all together.
Finding his place
Well, well, I haven’t written on this myself for a while now. Partially because there wasn’t much happening. Actually, now that I think of it, there were things happening. Not all of them I can recall at moment’s notice, such is my memory at my age, but most recently I decided I needed to exert some more direct control over this rift. I mean, I now have some interest in the Draenor I could find on the other side and the exit suddenly drifting away from it would be most unfortunate. So against my better judgment, I decided to use the services of an ethereal I knew, Shazaad, to find a way to control the rift better.
Game Design Exercise: Introduction to Farahlon
Last time, I presented to you all a general overview of what my design of Farahlon would look like, including a handy map presenting most major points of interest. I promised to go into details about the specific points later, and here I am. In this part, I’m going to present the storyline that introduces you to Farahlon. There isn’t much in terms of very unique gameplay in this specific part, so that will have to wait for the next parts.
Game Design Exercise: Farahlon
Recently, we were told in a developer interview that Farahlon may never come, or at least not in Warlords of Draenor (which lowers the possibility of it ever appearing by itself). Not only that, it was also suggested it might be retconned to have been Ashran all along, which is a total disaster from lore perspective. Although it has been since reported the retcon will not happen, the thought that it was even a possibility remains frightening. And you know I’d love to see Farahlon in-game, so the news was rather shocking to me. I thought, if they don’t see a place for it in game, I’ll show them how to do it – I’ll design Farahlon myself, basing it on the way rest of WoD is designed. (Also, usually when I get to making something, Blizzard then announces they’re doing it, so that helped too)
History of the Arakkoa
You might have found my history of Draenor posts I made some time ago, but I must tell you something about them – they’re almost entirely fan fiction (albeit based on some actual canon info from the Burning Crusade). With Warlords of Draenor coming up on the horizon, the beta revealed to us the actual course of events. This post is made to summarize everything we learned so far in beta, and that’s a lot, explaining many previously confusing parts. I wasn’t right on many accounts, but I will still sometimes pretend, for hilarity’s sake, that my old fanon version was canon in our original Draenor. From now on, I’ll write in-character as Dawn-Seeker Verroak, the alternate Draenor version of my character. It is only slightly fictionalized, in order to make a cohesive plot. The non-canon parts I made to fill out the gaps are written in italics.
Not quite a valley
So I was on a magically grown boat, swimming away from the only way back to my reality, in the companionship of a botanus who insisted he owes me his life and must repay this debt. I understand why we had to be so quick about escaping it, but the last thing I wanted was being stuck on Draenor of the past. Of a different past, no less. The more I heard about what’s happening out there, the more I was sure this wasn’t the Draenor of my childhood. Somehow, this universe’s Shattered Hand is not a real clan, but a group of masochists and former ogre slaves. Let’s not even mention the Ogre Empire – which was long gone when I hatched, and yet here seems to still exist (albeit in a collapsing state). The fall of the Ogre Empire only happened with the rise of the Talon Kings, and Terokk. Could this mean that in this universe Terokk was never the religious and political figure he was in our reality?
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