Thursday 20 December 2012

The Legend of Zelda - The Triforce Prophecy

Occasionally, I just get the urge to design a game based on someone else's franchise. This is one such case. I am just putting my designs here, as is, for your perusal.

Overall, I like this game design, although I would probably differentiate it more from Ocarina of Time, especially considering how experimental recent Zelda titles have been. I am very pleased with the characters Kaigan and Gaigan, and may even reuse them in another game (since this one is unlikely to ever be published)

Also, for reference, this was written before Twilight Princess came out, so any similarity to it is mostly coincidental.

Plot:


Within the kingdom of Hyrule, it is said that the Children of Triforce will be born, three chosen individuals will gain the power of Courage, Wisdom, and Power respectively.
The specifics of who will be chosen depend on who you ask, the only true (and highly inaccessible) prophecy is that the Gerudo King will wield the Triforce of power.
It is also said that the light of the Triforce will not shine until all of its champions are born and ready to fulfill their destiny.
The Gerudo King is born much before the Champions of Courage and Wisdom, though due to the remoteness of the Gerudo it is almost unknown to the general public.
The inciting incident is the shining of the Triforce Light. The three champions are revealed to be Link, Zelda, and Ganon.
The Princess Zelda’s championship is glorified and publicized by the Hyrulian royals. Link is, at the time, a farmhand. Ganon is with the Gerudo, as their King.
It should be noted that Link can be named by the player, and he has a identity conflict between the farmhand named by the player, and the Triforce Hero Link.
Link’s championship is revealed only to him, which he later reveals to his grandfather. His grandfather gives him some leather gloves to hide the Triforce symbol and advises him to seek the princess.
Link leaves his home to seek out Zelda, and enroute to Hyrule City discovers the Shadow Kingdom’s influence in the realm. The forest path that he must follow is twisted out of its normal shape, and it turns into a maze to get out of.
Upon reaching Hyrule City, you approach the castle and convey your desire to see the princess. You can only get by the guard by removing your gloves and showing him your Triforce.
You meet Zelda, and as you introduce yourself, guards burst into the room, and proceed to seize and arrest you. It is explained that the meeting of two champions will signal the beginning of a great conflict, and will initiate the rise of the Shadow King. Wishing to prevent such things from happening, as well as to ensure the safety of Zelda, they wish to imprison Link. Despite the protests of both Champions, Link is thrown in jail.
That night, Hyrule Castle is attacked by a force made up of Shadow-Creatures. Zelda takes it upon herself to get into the prisons to help you out of there. The two of you break out of there, to help the soldiers, but as you approach the battlefield, the siege is already over, as a Gerudo force led by Ganon had arrived and defeated the Shadow force.
Ganon introduces himself as the Gerudo King and the Triforce Champion of Power. Link and Zelda meet and greet Ganondorf, and so the three Triforce Champions unite.
With the knowledge that all three Triforce Fragments are required to defeat the Shadow King, the Triforce Champions set off.
In order to find the Shadow King, they must reach the Shadow Realm. To get there, they require the six Elemental Medallions, guarded by the six corresponding Elemental Demons. Each Demon is one of the Elemental Guardians, corrupted by the shadow. The location of the first Demon is determined by Link to be the twisted forest he travelled through before. After restoring the Guardian and receiving the Earth Medallion, the party is given Zelda’s lead about the Light Temple’s corruption.
Within the light temple is the Light of Truth and removes the shadow of untruth (much like the lens of truth), but also repels creeping shadows and death fog. It will also let you see where a Shadow Gate leads, by letting you view what is on the other side of it.
After restoring the Light Guardian and receiving his Medallion, Ganon reveals the third, the Wind Medallion, hidden in the deserts by his Gerudo Kingdom, and with the Light of Truth, they should be able to find it.
When they return to Hyrule City with the Wind Medallion, you are greeted by Zoran and Goron ambassadors, to report Shadow infestations in their respective homes.
The Zorans come first, as the Shadow Gates block the river and there is no way to get to the Goron’s lands.
After the Water Medallion is secured, your party proceeds to the Gorons, whose network of tunnels has been twisted by the Shadow Gates. After you restore the Fire Guardian, the Goron Chief gives you the location of the City of Shadows, at the heart of which is the Gate of Shadows; the location of the final Medallion.
You recover the Darkness Medallion, and use the lot of them to open the Shadow Gate to enter the Shadow Realm.
You travel by the Light of Truth, warding off the shadows as you travel through the realm.
The journey is roughly one dungeon’s length, and its nightmare key reveals an empty throne room. Highly confused by this, the party pokes around the room and tries to understand where the Shadow King is that they’re supposed to be defeating.
Ganon takes this turn of events better than the others, as he approaches the vacant throne and sits in it. Upon doing so, the shadows in the room begin to swirl and almost seem to be celebrating their new King. Ganon revels in his betrayal, making note of the finer points of his scheme, revolving around the Gerudo’s superior knowledge of the Triforce Prophecies, and that as both the Shadow King and a Triforce Champion, he is invulnerable - as it takes all three Triforce Fragments to defeat the Shadow King; and that they even opened the Shadow Gate for him to allow his newly acquired forces into Hyrule to flood the land with darkness.
He orders his Shadows to destroy Link and Zelda, and the two of you must escape before they can catch you.
Outside the Shadow Gate, the City of Shadows has been returned to darkness and its Guardian is nowhere to be seen.
Your party must continue its retreat. You first pass the volcano, and witness Volvagia and a host of Goron soldiers battling the Shadow Monsters.
You are contacted by the Goron Chief, who gives you the Goron’s Ruby, and tells you to use it along with Zora’s Sapphire and the Kokiri Emerald to unlock the Master Sword, which is, for reasons to be explained later, the key to defeating the Shadow King and sealing his realm.
You encounter the brother Guardians of Light and Darkness in Kakariko Village, who are surprised that you have the Goron’s Ruby and that you are seeking the Master Sword. They explain that the Master Sword is the key to the Sacred Realm, and also unlocking the true power of the Triforce, a risky, but necessary course of action, as the Shadow King controls the third Triforce Fragment.
Link, Zelda, Kaigan, and Gaigan proceed to Zora’s Domain, to get Zora’s Sapphire. Through teamwork and with ample Light of Truth related problems, you recover the gem.
With the Kokiri Emerald in your sights, you set off for Kokiri Forest. You must find the hidden Kokiri Village, and unveil its secrets to get the final gemstone.
You take the lot of them to the Temple of Light and unlock the Master Sword. When it is released from its pedestal, the Triforce Fragments resonate, and Link wields the sword.
While the Master Sword unlocks the Sacred Realm, you must uncover the Nemesis Sword, its counterpart, which is the key to the Shadow Realm, and can only be wielded by one of the Shadow, and therefore will be wielded by Gaigan.
In case it seems like a wild goose chase, allow me to explain: the Shadow Realm was unlocked years ago and was sealed behind the Shadow Gate because it endangered the realm. Having broken the seal and without the means to make another one, they must lock the Realm Gate itself, requiring the Nemesis Sword and the full power of the Triforce. The Master Sword was necessary both to unleash the Triforce and to survive the Trials of Nemesis.
The Nemesis Sword is hidden in the desert, through the Eye of Time. The Eye of Time is a massive hurricane-shaped sand storm that is said to be half of a magical hourglass, but that isn’t really important. Only those intended to wield the two Swords (Master and Nemesis) can pass through the Eye of Time and survive, so only Link and Gaigan make the trip.
Within the Eye of Time, you cannot use magic or magic items, so Gaidan’s Eye is useless here, and he must be guided by the Light of Truth. After a series of puzzles and fights against various time-related monsters, you secure the Nemesis Sword and travel back out of the Eye. Your party regroups and heads to the City of Shadows. Kaigan and Gaigan wait outside the Shadow Realm, as the Nemesis Sword is of the shadows and will not betray its King, and only the united Triforce can defeat the Shadow King, so Kaigan has no place there either.
With that, Link and Zelda make their final trip into the Shadow Realm to confront Ganondorf. They proceed to the Shadow Throne to face Ganondorf, who is happy to face you, still confident in his invulnerability.
The battle is hard fought, but ultimately won, as in its final moments Link cuts off Ganon’s hand, and its Triforce with it, which Zelda quickly gathers and unites the Triforce then uses her most powerful spell, which is amplified further by the Triforce, petrifying Ganon, with the final blow struck by the Master Sword.
They return to the normal world, and seal the Shadow Realm by the power of the Triforce and the Nemesis Sword, restoring peace and order to Hyrule.

Characters:

Link

The famous Link. You know who he is, but let’s look at him in a different context. In this game, he is the farmhand turned hero who is probably the underdog among the Champions, as Zelda has her magical training, and Ganon is well, freakishly strong. Link relies on his items more than the other characters, who use their innate abilities.

Link is an overall average character, his health, mana, attack, and defence are all average. He has a variety of attacks that are useful in various situations. A sort of Jack-of-all-Trades if you will. His mana expenditure will not be in ‘spells,’ rather, enchanted items, such as the Light of Truth (which is not technically magical, but consumes mana to power its light), and various elemental arrows, as well as his famous sword special attacks.

Link’s Items

Tunic - Rather than wear armour, Link wears Tunics enchanted with various powers to enhance his defence.
Gloves - From his first Leather Gloves, these adorn his hands. Some are enchanted to enhance grip (and climbing ability) or allow him to carry hot or otherwise dangerous things.
Boots - What he wears on his feet. From your basic boots to the heavy Iron Boots to even enchanted boots.
Weapon - Link will go through a number of weapons throughout the game, which include bows, swords, hammers, and others. They can be one or two handed, ranged or melee, conventional or enchanted, and are generally useful for hurting bad guys.
Shield - A shield will occupy the other hand while using a one handed weapon, and it will stop enemy attacks without hurting Link, or even reflect some attacks. There are several types of shields throughout the game.
Other - A collection of other items, including bottled goods, musical instruments, and other generally usable but unconventional items.
Event Items - These are mostly key type items, which are only used under certain circumstances, and are not directly equippable. They are listed in your inventory, usually in their own section.

Zelda

Zelda is the Hyrulian Princess, and the Triforce Champion of Wisdom. She is fairly well known as well, so let’s examine her role in this game a little deeper. She is going to be the main magic user for the Triforce Prophecy, and is therefore going to require a whole bunch of mana and mana regeneration things. But I digress.

She is a support character, who has less health, but much more mana than Link. She is great at supporting the team, but a poor front line fighter. She has a variety of spells, some of which will replace her basic attack and serve in place of a weapon.

Zelda’s Items

Dress - Zelda wears an elaborate dress, which is usually integrated with armour for protection. Some dresses are enchanted for bonus effects.
Tiara - Zelda usually wears some form of head gear, for both aesthetic and protective purposes, although they are often enchanted for other effects.
Attack - This is an attack, rather than weapon, as it is often filled with magic rather than a sturdy weapon. It can be weapon or spell in this spot.
Accessory - Zelda frequently wears enchanted amulets, earrings, or whatever else for the magical effects imbued on said items.
Medallion - Yes, the quest-critical Elemental Medallions are equippable by Zelda. They change her elemental alignment and are required for some spells.

Ganon (or Ganondorf)

Ganon is the Triforce Champion of Power, and while he does serve a long time in your party, he is ultimately the main antagonist and the King of Shadows. He is a brutally strong character, who is by far physically stronger and bigger than the other two champions (likely combined!). Did I mention he was strong?

He is a melee fighter, and loves nothing more than looking an enemy in the eyes while destroying it in some brutal manner. He is incredibly tough, with huge health and his master crafted Gerudo Armour, and is an incredible front-liner. He has less mana than Link though, and he will use it on his combat moves only.

Ganon’s Items

Armour - This stays the same throughout, it is always the Gerudo Armour. Nothing else even comes close to the quality, and the capes cover any elemental resistance needed.
Cape - Ganon’s cape is the only piece of armour he changes throughout the game, and it protects the same way as Zelda’s dresses and Link’s tunics.
Weapon - Ganon is a very strong fighter, even without a weapon. Put something metal in his hands, and watch him go. He won’t use a shield, because he is way too tough for that.
Focus Stone - The large stone on his forehead, it can be exchanged for various stones for various, usually passive effects. 

Kaigan

Kaigan is new to the Zelda series, he is brother of Gaigan, and serves as both the Light Guardian and an ally in the game. You first fight him when he is possessed as the Demon of Light. The defining feature of the Guardian Brothers is that they are both blind, and have different methods of compensating for that. Kaigan wields the Staff of Light, which allows him to see whatever it illuminates.

Kaigan is an all around fighter, as he has several Light spells, and he is skilled with his staff in combat. He is especially effective against Shadow Monsters, given his alignment. His stats are fairly average, although he has less defence and more mana than Link.

Kaigan’s Items
(these may change depending on the character’s appearance)

Cloak - Kaigan wears a full cloak over his body. It may be enchanted for additional protection or for elemental resistance, or whatever else.
Staff - This will almost always be filled by the Staff of Light, as he is completely blind without it. It is a good staff, with decent damage. He can wield other staves, but only the one lets him see.
Face - Given as how he is blind, Kaigan often wears visors, masks, or other face-covering devices, both for psychological advantage and magical effect. 

Gaigan 

Gaigan is also new to the Zelda universe, and is Kaigan’s brother. He serves as both the Shadow Guardian and an ally in the game. He first must be defeated as the Demon of Shadow, then he later joins your party. He is also blind, and uses his magical eye to see, which allows him to see only truth.

Gaigan is also a general type fighter, he has a variety if Shadow spells, and he uses various weapons in combat, including the Nemesis Sword. His Dark-type attacks will not affect certain Shadow Monsters, due to their common alignment. His stats are comparable to his brother’s.

Gaigan’s Items
(these may change depending on the character’s appearance)

Eye - This is filled by Gaigan’s magical eye. Nothing else really goes in there, as it is basically the only item of its type.
Cloak - Gaigan also wears a cloak, which serves the same purpose as any other. Only a few cloaks are character specific, due to their elemental alignment.
Weapon - This is filled by whatever weapon Gaigan is using. He can wield most weapons in the game, excluding certain character-specific items (such as the Master Sword)
Dagger - Gaigan uses a dagger in addition to his other weapon, which he uses either in combination with his other attacks or as a surprise or melee attack. He has several spells and abilities revolving around his dagger.


Key Mechanics:

Shadow Gates -

A major mechanic of this game, they are essentially a door made of shadows that sends you to somewhere other than where you would normally go. When under the influence of the Light of Truth (or when seen through Gaigan’s eye), it will show where it is going instead of just being black (ideally using the Portal technology).

Shadow Gates are used to convert ordinary locations (including Kokiri Forest, Zora’s Domain, the Goron Tunnels, the Gerudo Fortress, the City of Shadows, and the Temple of Light) into dungeons. They are useful for forcing the player to complete a dungeon before advancing.

Light of Truth -
Based on the Lens of Truth, the Light of Truth is essentially a torch whose light will only illuminate Truth, essentially eliminating illusions and chasing off Shadows. It also wards off Death Fog and Creeping Shadows (which are described below). It will drain mana slowly, possibly even not at all, due to the incredible amount of use it will see throughout the game.

Death Fog -

Death Fog is essentially a purple cloudy substance that kills anyone who breathes it in (an instant death). Ways to get past it include the Light of Truth, as well as dispelling it (by such methods as blowing it away with a fan).

Creeping Shadows -

These are just enemies who only exist as shadows. They are invulnerable to normal attacks, and are only destroyed by Light. They can only attack from shadows, and their range outside into light is restricted both by their size and whether or not it is the Light of Truth.

Shadows -

Darkness is a major theme in the Triforce Prophecy, as many monsters and magical spells are based on Shadows, as well as numerous puzzles and abilities are based on Light. Shadows should be emphasized in the game engine, to allow for clearly defined light and shadows, as well as the possibility of dynamic shadows and shadow-based animations, objects, and enemies.

Blindness -

As both Kaigan and Gaigan are blind and both join your party for a short period, it should be noted that their methods of viewing are different from others. They can always see themselves, as even if they are blind, their other senses keep them informed of what they are doing. Gaigan can always see a circle section of the screen (much like the circle section revealed by the Lens of Truth), in addition to anything illuminated by the Light of Truth. Kaigan can only see things illuminated by the Light of Truth, but he carries the Staff of Light, which illuminates his immediate surroundings.
I’m toying with the idea of letting them see things that are making noise or that have a particular scent, as their other senses would probably be heightened. It’s pretty iffy right now, as such things would be too subjective, and no doubt some hardcore fans would object to whatever exceptions would occur.

Music -

No doubt Link’s ocarina will make an appearance, and it should be able to perform similar feats to those in previous Legend of Zelda games. Zelda may also have her Sheik Harp and who knows, maybe even Ganon will play his organ or something.
The effects of said ocarina will probably also be similar to past instalments, with a Hyrule Royalty Song, maybe even a Gerudo Anthem, a few generic or specific songs for particular occasions, maybe even a warp spell or two (though I think those would have to be fairly restricted).

Inventory -

Due to the partied nature of this game, the inventory will work slightly differently than normal. Some items will be character exclusive (most items in all likelihood) while others will be able to be transferred between characters. There will be a common inventory, which is likely to contain mostly quest items, such as any collectables, bottles, keys, rupees, and other such party inclusive items.
Each character will have an inventory of character specific items, which will likely include the majority of the items in the game (in terms of types, not quantity). Some equippable items are exchangeable, such as some cloaks, bottles, and some other specific items.

The Eye of Time -

A strange singularity in the game, the Eye of Time is a collection of the Trials of Nemesis that one must overcome to obtain the Nemesis Sword. It has a major time theme to it, as rooms and objects get rapidly younger and older. It also has the unique property of disabling most magical items, including Gaigan’s magical eye. The Light of Truth remains active inside however, as Gaigan shouldn’t be totally useless inside of it.

Shadow Monsters -

Frequently mentioned throughout these design documents, Shadow Monsters are evil beings from the Shadow Realm. They vary in appearance and - well, basically everything. They are weak to light in almost all cases, although most have other vulnerabilities as well. Some are purely shadow, others are just dark and scary monsters, some are undead (including skeletons, vampires, and ghosts [poes]), and some are just unfortunate, cursed souls or creatures forced to do the bidding of the shadow.

Teamwork -

As so much of the game involves multiple characters, it will inevitably be a major part of gameplay that you can control your party to some degree. I’d like to make it multiplayer, with a system similar to the X-Men RPGs, so that other players can just join in and play and leave freely, and so that swapping characters is as easy as possible.
You should also be able to have indirect control of your party, to be able to give orders to your allies without having to directly control them, and to prevent them from disrupting whatever you might have accomplished while controlling them!
I think that there should be a central button for controlling your party, from which other commands and actions should be accessible from there, such as ordering them around or changing characters.

Dying -

There are essentially two types of death - instant and actual. Instant death is usually just a slap on the wrist, falling into a bottomless pit then respawning with 1 heart fewer. Actual death is the running out of hearts, and is usually a more serious matter.
When one of the characters suffers instant death, they will just respawn with 1 fewer heart. They will spawn from their last safe location before their fall.
When a character suffers actual death, that character will fade out and remain out of the game until restored by a fairy. If all characters are dead, the player loses.
When you save and then load, all your characters get 3 hearts, regardless of how many they had before and whether or not they were dead.

Shadow Dungeons -

Shadow Dungeons are a derivation of the classic dungeon. They are made out of an ordinary area by means of shadow gates. By scrambling an ordinary region, a Shadow Dungeon is created. They serve much the same purpose as conventional dungeons, with the containing of essential items, and the gathering of elemental medallions, and general game progression.
Every Shadow Dungeon contains the following: a Shadow Map, a Demon Key, and a Demon. The Demon serves as a boss, his Key is required to fight him, and the map shows you the dungeon’s layout as described below.
When viewing the map within a Shadow Dungeon, you will see all shadow gates noted, however you will see the regular map unless you possess a Shadow Map for the region (much like previous Dungeon Maps), which will allow you to view the scrambled region as it is.
Not all dungeons are Shadow Dungeons, but I think that most of them will be. The six Elemental Medallions are all in Shadow Dungeons.

Defence and Attack -

Throughout the items section, there are several references to the attack or defence of an item. Your defence is the sum of all the defences of all your items. Your attack is the attack rating of your weapon.

All enemies have an attack value, and their damage is proportional to that. If your defence meets or exceeds this value, the damage is halved. This is only applicable for non-elemental attacks. If the damage exceeds your defence, you take a half-heart of damage for every attack point; if it does not exceed your defence, you take a quarter-heart of damage.
Your damage is proportional to your attack. In the case of Gaigan (who wields a dagger in addition to his regular weapon), his attack is displayed as the sum of the two attacks, but each is resolved individually.

Elemental Alignment -

Your elemental alignment has several interesting perks. All damage you take of your alignment is halved, while all that of the opposing element is doubled. You may have 1 alignment per elemental pair (earth/air, fire/water, dark/light). You may not wield any items of opposing elements or damage types. Note that Ice and Water are both the same type.

Only Kaigan and Gaigan have any innate alignment, that of Light and Dark respectively. Link, Zelda, and Ganon all derive their alignment from their items.
Zelda’s Elemental Dresses do not change her alignment, but do halve the damage from that element. They can be worn so long as you are not of the opposing element. If you are the same element, their effects are combined, so that you take one-quarter of the regular damage from your native element. Zelda’s Elemental Earrings and Amulet of Light are similar, except that their bonus is for the casting of spells rather than defence. They enable otherwise elemental exclusive spells. They cannot be equipped if you are of their opposed element. Ganon’s Dark Stone increases the damage of his special Shadow Attacks (his special attacks). Ganon cannot change his alignment to light, so that is not a concern for him.
Note that elemental alignments work differently for enemies, whose weaknesses may not coincide with any alignments.

Capture Fire – 
One of Zelda’s earliest and most useful spells throughout, capture fire essentially takes an orb of fire from an existing source, then holding onto it for later use. It can be used on conventional fire, the Light of Truth, as well as Blue Fire, and other specialized types. She can only hold onto a single orb at a time, and doing so takes mana. It acts as a light source; this is especially true for the Light of Truth, whose illumination holds special properties.
Taking an orb of fire does not extinguish the source, with the exception of Storage Orbs, which are a special type of light that just holds orbs of fire, which are not truly extinguished, as they were just a hovering orb of fire in the first place. Storage Orbs cannot be illuminated except by using of Captured Fire, as even fire arrows, spells, and fireballs will not light them up. Storage Orbs are essentially glass orbs whose only magical property is holding Captured Fire. They are ethereal to orbs of fire, and corporeal to all else. It is entirely possible that a boss will have lit Storage Orbs for eyes, and you will be able to blind him by removing the fire from them.
Capture Fire is useful in almost all fire-manipulative puzzles, it is also essential in interacting with Storage Orbs. It is a useful, if awkward, weapon against most enemies, and is even useful as a light source. It’s low mana cost makes it practical for common use, and being available so early makes it a key game mechanic.


Armoury:

Tunics

Tunic - Defence 1
Fire Tunic - Defence 2, Fire Alignment*
Ice Tunic - Defence 2, Ice Alignment*
Kokiri Tunic - Defence 4, Earth Alignment*
Zoran Tunic - Defence 3, Water Alignment, Underwater Breathing*
Goron Tunic - Defence 3, Fire Alignment, Extreme Heat Protection*

Cloaks

Cloak - Defence 1
Earth Cloak - Defence 2, Earth Alignment*
Air Cloak - Defence 2, Air Alignment*
Cloak of Shadows - Defence 3, Dark Alignment*
Cloak of Light - Defence 3, Light Alignment*

Gloves

Leather Gloves - Hides Triforce
Steel Gloves - Defence 1*
Silver Gloves - Heavy Lifting*
Golden Gloves - Super-heavy Lifting*
Fire Gloves - Fire Handling*
Climbing Gloves - Climbing Ability*

Capes

Cape - Defence 1
Fire Cape - Defence 2, Fire Align*
Wind Cape - Defence 2, Wind Align, Enables Floating*
Water Cape - Defence 2, Water Align, Underwater Breathing*

Dresses

Dress - Defence 1
Fire Dress - Defence 1, Bonus against fire, Non-water Alignment
Water Dress - Defence 1, Bonus against water, Non-fire Alignment
Royal Dress - Defence 2*

Boots

Leather Boots - Provides basic protection
Iron Boots - Enables Sinking, Heavy Weight*
Hover Boots - Water Walking, Short ‘Hover’ off of surfaces, No Traction*
Protective Boots - Provides advanced protection, slower movement*

Tiaras

Tiara - Defence 1*
Diamond Tiara - Defence 2*

Earrings

Fire Earrings - Bonus to Fire, Non-water Alignment*
Water Earrings - Bonus to water, Non-water Alignment*
Wind Earrings - Bonus to air, Non-earth alignment*
Earth Earrings - Bonus to earth, Non-wind alignment*
Triforce Earrings - Greatly increases maximum mana*

Amulets

Amulet of Protection - Defence 1*
Amulet of Life - +1 Heart*
Amulet of Light - Bonus to Light, Non-dark Alignment*

Swords

Short Sword - Attack 1
Fire Sword - Attack 1, Adds fire damage*
Ice Sword - Attack 1, Adds ice damage*
Sword - Attack 2
Master Sword - Attack 3*
Nemesis Sword - Attack 3*
Deku Sticks - Attack 1, Limited Durability, Flammable

Hammers

War Hammer - Attack 2
Battle Hammer - Attack 3
Megaton Hammer - Attack 4*
Gigaton Hammer - Attack 5*

Long Swords

Long Sword - Attack 3
Goron Knife - Attack 5*

Staves

Staff - Attack 1
Quarterstaff - Attack 2
Staff of Earth - Attack 2, Adds Earth Damage*
Staff of Air - Attack 2, Adds Air Damage*
Staff of Light - Attack 2, Adds Light Damage*

Daggers

Dagger - Attack 1*
Glass Dagger - Attack 2, Limited Durability
Black Dagger - Attack 2, Adds Dark Damage*

Shields

Wooden Shield - Defence 1
Hyrule Shield - Defence 2*
Mirrored Shield - Defence 2, Reflective*

Visors

Visor - Defence 1*
Forged Visor - Defence 2*

Masks

Mirror Mask - Shows the face of the onlooker.*
Demon Mask - A scary mask to exorcize poe.*
Keaton Mask - A cute mask of a popular character.*
Mask of Truth - A mask that lets you hear thoughts and read gossip stones.*

Arrows

Arrows - Attack 3
Fire Arrows - Attack 3, Adds fire damage*
Ice Arrows- Attack 3, Adds ice damage*
Light Arrows - Attack 3, Adds light damage*

Instruments

Ocarina*
Harp*

Medallions

Earth Medallion - Earth Alignment*
Wind Medallion - Wind Alignment*
Fire Medallion - Fire Alignment*
Water Medallion - Water Alignment*
Dark Medallion - Dark Alignment*
Light Medallion - Light Alignment*

Focus Stones

Life Stone - +1 Heart*
Dark Stone - Bonus to Dark Attacks*
Mana Stone - Increases Mana*

Bottles (and bottled goods)

Bottle (Empty) - Grabs and Contains certain objects.
Fish
Insect
Red Potion - Restores full health
Fairy - Restores full health or revives you on death
Green Potion - Restores full mana
Blue Fire - Melts Red Ice
Poe

Unique

Hookshot - Grapples and Stuns, Attack 0*
Bow - Fires damaging arrows*
Boomerang - Retrieves and Stuns, Attack 1*
Gaigan’s Eye - Shows only Truth*
Bombs - Explodes. Damage 8, but works differently on some things.
Gerudo Armour - Defence 5*

Powerups

Recovery Heart - Restores 1 heart
Lesser Mana Potion - Restores 10 MP
Greater Mana Potion - Restores 40 MP
Arrows (1) - Gains 5 arrows
Arrows (2) - Gains 10 arrows
Arrows (3) - Gains 15 arrows
Bombs - Gains 5 bombs
Deku Stick - Gains 1 Deku Stick
Fairy - Restores health completely
Rupee (green) - Gains 1 rupee
Rupee (blue) - Gains 5 rupees
Rupee (red) - Gains 20 rupees
Rupee (purple) - Gains 50 rupees
Huge Rupee (gold) - Gains 200 rupees


Magic:

Elements: Fire, Earth, Air, Water, Dark, Light

Fire:

Capture Fire: (MP1/Duration)
Takes fire from a source (without extinguishing that source) and allows you to use it. Useful in many puzzles and as a weapon. You first summon the fire to yourself, then throw it where you will. It will remain with you unless you pass through certain zones, even if you change your active spell. It will drain mana slowly while you hold the fire.

Fireblast: (MP6/Fire Align)
Creates and throws a fireball that creates a massive explosion on impact. Use with caution.

Fireball: (MP1)
Fires a slow moving, but relatively powerful ball of fire. It does not explode on impact.

Earth:

Photosynthesis: (Passive/Earth Align)
Recharges mana while exposed to light. Only counts for direct sunlight, so outdoors or in specific locations where light shines through.

Entangling Root: (MP4)
Sends a massive root to grab and ensnare your opponent. Will not work on certain surfaces, such as stone, as it requires soft ground in order to penetrate. Makes a distinct noise when it fails. Under certain circumstances it will grab and retrieve items for you.

Natural Force: (MP8/Earth Align)
Summons a powerful force that varies depending on location.
Forest Area - Tree Army: Trees will become animated and attack your enemies when they can. This might animate existing trees or summon new ones, depending.
Earth Area - Golem: Summons a powerful ally made of clay
Fire Area - Molten Coffin: Traps the target in a molten prison, trapping and damaging them, and usually killing them.
Desert - Sandstorm: Summons a sandstorm that blinds and damages enemies over time
Water Area - Morpha: Summons amoebic tendrils to grab and drown your opponents.
Unnatural Area - None: This has no effect in some unnatural areas, such as some dungeons.

Air:

Wind Blades: (MP4/Air Align)
Creates a cyclone of wind blades around the caster, which only damage enemies. Has a fairly short and intense duration.

Gust: (MP2)
Fires a concentrated beam of wind that damages and greatly knocks back the target. May be useful for moving some objects.

Leap: (MP2)
This will fling the caster to the target, assuming that it has a legitimate target. You will deliver a kick on impact, but the leaping is the important part. It can target enemies, allies (you won’t kick them), and specific targets (for puzzle purposes).

Water:

Ice Armour: (MP8/Water Align)
This will protect you from damage for its duration. It is not infallible, and some attacks (fire especially) will penetrate it. Taking huge amounts of damage will reduce its duration, while being in or near water will increase it.

Water Walking: (Duration)
This allows you to walk on water as if it were a solid surface. It will be cancelled if you are forced underwater for whatever reason, and cannot be cast while swimming.
Note: If you are of Water Alignment, you may cast this to climb out of the water while treading water, but it costs MP2. You may also choose to cancel Water Walking at any time.

Ice Dagger: (MP2)
Throws a fast moving and moderately powerful dagger made of ice. It is less powerful than a fireball. It will freeze those particularly vulnerable to ice.

Dark:

Invisibility: (MP4/Duration/Dark Align)
Renders the caster invisible. This will not fool anyone with True Sight, and will be countered by the Light of Truth. It will also leave the caster partially visible after attacking or casting spells. The caster is immune to several light based spells and traps, as well as being invisible to most enemies.
Gaigan does double dagger damage during his Invisibility.

Hand of Darkness: (MP6/Gaigan Exclusive)
Causes your shadow to extend itself and grab an enemy, immobilizing and damaging it. The caster must remain still for the duration, but allies may hack at the paralysed enemy freely. This will not work in bright areas.
If the target is close, Gaigan may get a free stab with his dagger.

Shadow: (MP10/Dark Align)
Summons a shadow duplicate. It has all the same moves and items as the caster. They have a limited duration, determined by their health, which starts the same as the caster, but drains over time. You may only have 1 shadow per caster. Shadows may not pick up items or power-ups. They will however, duplicate the caster’s actions on a few scripted occasions (such as a synchronizing based puzzle).

Light:

Light-Thrower: (Duration/Kaigan Exclusive)
What is essentially a Light of Truth/Flamethrower. It drains mana fairly quickly, but is quite powerful, especially against Shadow Monsters.

Beam of Light: (MP15/Light Align)
Fires a powerful beam of light at the target. This is devastating against Shadow Monsters and very powerful against all others. This will be reflected by mirrors, so use it carefully.
Note: This is the spell used to petrify Ganondorf in the plot, except it will be in the shape of a Triforce instead of a generic beam for that shot.

Divine Light: (MP4/Light Align)
Creates a beam of light from the sky above to damage or illuminate. It is ridiculously effective against Shadow Monsters and only average against others. It can only be used outdoors or somewhere with an open roof.

Controls:

Wii

Thumbstick - Move
D Pad - Quick Item
A - Use/Interact/Roll
B - Use Item
Z - Target/Strafe
C - Party Button
Minus - Inventory
Home - Menu
Plus - Map
Swipe Wiimote - Draw Sword
Aim With Wiimote

Party Controls

Bring up Party Screen - C
Issue Order - A
Select Character - D Pad
Party orders will be given by moving the nunchuck.




I rather like it; I feel that it brought new mechanics and directions to the series, although I admittedly would have to rework the party system somewhat, as it really doesn't make much sense to play Zelda as a group. Until next time,

-Colin Souva

PS. Merry Christmas


Thursday 29 November 2012

Stealing a Build

The concept of stealing a build was introduced to me by Day[9] (1h video) and was intended for Starcraft.

My aim here is to adapt that to a universal formula, and then specifically apply that to Diablo III.

Day[9]'s steps for stealing a build are as follows:

0) Get Inspired
1) Create Building Groups
2) Fill in Unit Mixes
3) Refine Refine Refine!

Finding inspiration is one of the key concepts behind stealing a build; you need to have a build to steal in the first place. You can see professionals playing in tournaments, or streaming on TwitchTV or other similar enterprises such as JustinTV. You can also find replays on dedicated replay sites or YouTube. Depending on which game you are looking for, you may also be able to find sites dedicated to builds.

When he says Building Groups, he refers to which buildings you should get relating to major stages of the game (mainly expansions and tiers of tech). I will adapt that to say that this refers to the major building blocks of your build.

Unit mixes refers to knowing specifically what units you can produce in each stage of the game. My interpretation of this is knowing *how* to use those building blocks in the correct manner.

Refine Refine Refine! is a continual process wherein you play games and test your overall strategy to determine its strengths and weaknesses, so that you can execute it better with cleaner play and crisper timings.

A Universal Adaptation of Day[9]'s formula:

0) Get Inspired
1) Figure out the major building blocks
2) Figure out the execution of the build
3) Refine your build and execution based on experience with it

Adaptation of said formula to my Witch Doctor build:

0) Get Inspired
My inspiration came from a pro-player on a Twitch Stream, TurkNukem. He keeps changing his equipment and skills, so I will type them as they were for reference:

Active Skills:

  • Acid Cloud - Acid Rain (increased radius)
  • Zombie Charger - Zombie Bears
  • Spirit Walk - Honoured Guest (mana regen)
  • Summon Zombie Dogs - Leeching Beasts
  • Sacrifice - Pride (gain mana per dog sacrificed)
  • Soul Harvest - Soul to Waste

Passive Skills:

  • Grave Injustice (gain life, mana, and reduce cooldowns when enemies die nearby)
  • Blood Ritual (pay 15% mana costs with life, increased hp regen)
  • Gruesome Feast (bonus mana and intelligence for health orbs)
If you have read my previous posts, you will know that this is a far cry from what I have used previously. It sacrifices my beloved Pierce the Veil, and has no basic attacks that are not mana intensive. I am forever experimenting, and hoping to find a build that actually benefits from using mana.


This build is a good example of just that - it was a good bridge for me to break out of my usual style and try something completely different. It also contains several spells that I had previously overlooked, namely Sacrifice and Soul Harvest.

Sacrifice is good because it helps provide burst damage as well as a source of mana. It also gives you something to do with your Summon Zombie Dogs when it is off cooldown and you already have a full pack.

Soul Harvest is great because it basically acts as a flat damage bonus, essentially acting as a fourth passive skill that you have to refresh every 60 seconds. It gives you an extra 650 Intelligence at full stacks, which for me, provides comparable damage to what I lost from giving up Pierce the Veil.

1) Figure out the major building blocks

My adaptation of his build would not be a carbon copy of it; many of the finer details would be changed, mainly because my gear is not as good as Turk's.

Active Skills:

  • Spirit Barrage - The Spirit is Willing
    • I chose this skill because I can't maintain quite as much mana as Turk, requiring me to take a skill that isn't as intensive on mana. I picked this one because it is great for single target damage; better than any of the basic attacks.
  • Acid Cloud - Acid Rain (same as his)
    • I toyed with a few different runes for this. Several were tempting, but seeing the damage it does to spread out units, it makes it a solid choice.
  • Spirit Walk - Honoured Guest (same as his)
    • I grudgingly gave up Healing Journey in exchange for a more reliable supply of mana. It greatly increases my ability to maintain spamming spells, but it does hurt me against Reflects Damage champions. I do not currently have a good answer to reflects damage champions with this build.
  • Summon Zombie Dogs - Leeching Beasts (same as his)
  • Sacrifice - Pride (same as his)
  • Soul Harvest - Vengeful Spirit
    • I picked Vengeful Spirit after trying most of the other runes, including Soul to Waste. I can see the appeal of StW, but it makes casting the spell an obligation, rather than a privilege; whereas with Vengeful Spirit, it turns into a great feeling to cast it and watch minions fall around you. It also compliments Grave Injustice well, giving you a relatively low cooldown, high power spell to proc with the reduced cooldowns.
Passive Skills:
  • Gruesome Feast
  • Grave Injustice
  • Blood Ritual

I grudgingly gave up my Pierce the Veil, as I am forced to admit that the 20% it gives pales in comparison to the roughly 100% bonus damage you get from just casting more powerful spells.

2) Figure out the execution of this build
and
3) Refine your build and execution based on experience with it

I have found that this plays fairly well, I originally was too aggressive with my Sacrifices, leaving me without dogs for significant periods of time, much to my detriment. I have since learned to wait on the Sacrifices until I have a new pack of dogs ready to cast, or until a time that I know my dogs are going to die anyway, and the damage from their explosions or the mana it generates will benefit me.

Most of my refinements are reflected in the build listed above, as my process of refinement is not as easily demonstrable as Day[9]'s. Suffice to say, I tried many combinations of spells, runes, and play styles.

In terms of general differences from my previous builds, each build I go through seems to have less of an emphasis on defence, and more on offence. This is partially due to my gear improving, and my skills no longer needing to compensate for my lack of survivability, and also a general shift in metagame; since the damage reduction patch, and with the introduction of Monster Power, it has become much more important to deal more and more damage in Diablo.

I originally intended to switch back to Andariel's Visage, but I am actually happy with the amount of life and mana that Zunimassa's Vision gives me, and so have not switched back (yet, though I will switch it out when doing the Infernal Machines and similar boss runs).

As ever, I will continue experimenting with my build, and refining my play style. But more on that later.

-Colin





Thursday 22 November 2012

Djinni

This is a written work of mine, it is not really a game, but more a creative endeavour of mine. It will be presented in two parts, the first the plot as it is written so far (it is an incomplete story) and the second is the underlying "rules" behind djinni.





This is the story of a djinni and his master. It is essentially about the Djinni, but the master is what makes it interesting.

Essentially, he is a djinni in a lamp. He is millenia old, and has served countless masters throughout the years, all of them have been selfish with their wishes.

Which of course changes with the master. He came upon the lamp, and when asked to wish for his greatest desire, he couldn't think of what to ask for.

He is a traveller, a former monk, he comes upon the lamp surrounded by bodies. The djinni asks him his greatest wishes, and he can't come up with an answer. The following morning, he leaves the lamp, wishing to be rid of such temptation, unaware of the Djinni Rules.

When the friends of the dead arrive, they recover the lamp, but discover that they cannot master the djinni, which is now slave to the Master. The djinni in question senses this opportunity to transfer himself to greedier, more manipulatable hands, and informs them of the Monk's whereabouts.

The bandits grab the lamp and are guided by the djinni, who eventually catch up with him amidst a crowded city. They choose to strike at night, in the hopes of killing him in his sleep. He is staying at an inn, and they kill the innkeeper, then move to attack him. They are unsuccessful, and he manages to beat them up, injuring several, and while the djinni stays invisible, the monk notices the lamp among them.

In the aftermath of this, the monk notes that he seems to be cursed by that lamp, and is appalled when he observes that this curse of his has killed the innkeeper.

With this in mind, and no other leads, the monk decides to pursue the lamp, in the hopes that it will lead to it no longer haunting him, so that he wouldn't endanger any others like the innkeeper.

He doesn't really have any leads, he asks around about local gangs. He comes to understand that a local gang resides here, who run extortion and gambling rings in the town, and who have been acting up lately. He associates this gang with the raiders that attacked him, and after a few days of searching, he is approached by a few suspicious characters.

They bring him to a room where he is bound and confined. He is later approached by the leader of the local gang, who is under the impression that he is a Zoushi agent.

The Zouchi gang is a larger, more powerful gang that controls surrounding towns and villages with their sights set on this town. The local gang, the Sumi gang is outpowered, but well established in this town, and well hidden, making it difficult for a direct attack to succeed. The Zouchi's next logical step is to send in spies and agents to either identify the Sumi or to disrupt them enough by forcing them to hide to diminish them entirely.

The Sumi gang is set on opposing the Zouchi, but doesn't have the resources to fight them, despite the fact that they have started pushing the locals harder to get more money. The locals are unhappy being pushed by the Sumi. The Sumi leader thinks that it will be even worse if the Zouchi were to come in. The Sumi leader is an old man, and sees this as his chance to give back to his town.

Given the unique position of the monk in this situation, he volunteers himself to investigate the Zouchi, as if they are the ones pursuing him, then they might be able to solve both of their problems. The Sumi boss admits that he is taking a huge risk in doing so, but trusts the monk to conduct his investigation, seeing his honest face.

The monk leaves that town, happy to see it behind him. He follows directions given to him by the Sumi to the nearby city of Chosen. This is where one of the Zouchi underbosses resides, his current lead. He operates out of a restaurant, and is quickly tracked down by the monk. Our hero demands a meeting with the underboss when he arrives. He gets his meeting, but is heavily guarded.

The monk begins explaining himself, he is searching for a particular lamp in the hands of a group of criminals. The Zouchi, being a large criminal group in the same area seemed a likely candidate. The underboss has no idea of the true nature of the lamp, and just assumes it is valuable; he proceeds to laugh and applaud the audacity of the monk, walking into an enemy stronghold and demanding things. The monk begins to explain the curse it carries, and in doing so, accidentally gives away that it is a djinni's lamp he is pursuing.

Upon doing so, everything changes in their meeting. The underboss orders the capture of the monk, who takes this as his cue to leave. He manages to escape, and in doing so delivers minor injuries to many of the Zouchi men, and kicks a cup of hot tea into the face of the underboss, which would give him some distinct burn scars around his left eye later on.

Seeing as how the Zouchi underboss did not know of the lamp, the monk takes the Zouchi off of his list of suspects, leaving him back at square one, now with two criminal groups after his blood. His first priority is to get the hell out of there. He departs Chosen without a backwards glance, now relying on the bandits to find him.

The bandits in question are still recovering from their first failed attempt. The djinni is still with them, though he isn't giving them any help. They are collectively unaware of the Zouchi's involvement in the situation. The Zouchi underboss, who is unaware of the rules of Djinni, sees getting this lamp as his priority; turning his focus to the bandits rather than the monk. He happens to be a greedy and ambitious man, and sees the lamp as a valuable tool to usurp his bosses. However, he does not know where to get the lamp, and sees the monk as an unuseful lead, given that he doesn't know where it is either; his only clue is that it is in the hands of a group of criminals.

The monk at this point decides to camp evasively on the far outskirts of Chosen. He concludes that he wants to confront the bandits, despite the obvious danger, in order to break the curse. Therefore, by camping evasively, he will be able to reduce the risk from the Zouchi, and will presumably be able to be found by the bandits, enabling him to confront them, as at this point he assumes that they can find him just about anywhere, though he doesn't know whether this is the curse or their intelligence network. He stays in the same area, despite the Zouchi risk, in order to not evade the bandits, who he believes to be a localized organization, though he doesn't have any information to back this up just yet.

In the following weeks the standoff continues; the bandits to prepare their attack; the monk camps out in hiding; while the Zouchi search for the monk and the lamp; when fate interjects, in the form a merchant caravan. It passes along a trail that is overlooked by the monk's hiding spot. It proves to be too much of a temptation for him, as he has survived for days off of whatever he can forage, leaving him quite hungry, and he goes down to buy some food.

As he is making his purchases, a small group of robbers steps out of the woods, demanding money, valuables, and whatever else they desire. The caravan sounds the alarm, a large and loud horn, and moves to defend itself. The robbers attack,  and the monk tosses aside his soup to defend both himself and the caravan. The monk, the robbers, and the guards have a brief scrap, and in the end, the robbers retreat, ending with two robbers dead, along with one guard, with several guards and robbers injured. The monk begins lining up the dead, although several members of the caravan protest him putting the robbers' bodies with their own; he explains that after death, there are only men, they are robbers and merchants no longer, as if we cannot forgive our enemies in the afterlife, our souls will never be at peace.

The merchants offer him goodwill, and they begin preparing the bodies. As they are doing so, it becomes apparent that they are not the only ones that heard the alarm. The bandits and the Zouchi approach the caravan from opposite sides of the forest, looking for a caravan in distress for easy pickings, but rather they both encounter something they much more desire, namely the monk.

The monk commands the merchants to flee from here, to avoid this battle entirely if possible. Many of them follow his advice, however many more of them stay, to defend their wares or out of duty to the stranger monk. The bandits and gangsters size each other up, largely ignoring the skitterings of the caravan-folk. When neither of them retreats upon seeing the other, the Zouchi figure that the bandits are the ones with the lamp, while the bandits just see the Zouchi as enemies, but have a reasonable guess as to their intentions.

And with that, the battle begins. All sides draw swords and rush into battle. There are three main parties, the two criminal groups, as well as a group of guards and armed merchants under the command of the monk. There are many scattered merchants throughout the caravan, but they play little purpose in this battle, just being killed as they desperately try to salvage or defend their wares. The monk leads his group to a withdrawn position, effectively forcing the other two groups to fight each other to get to them. They can see this move, and recognize that the two groups must fight to get at the third.

At this point, the djinni steps in and takes charge of the bandits. He takes on the Zouchi single-handedly, and wins impressively. He spares the Underboss, who he declares to be the newest bandit in their gang. The merchant guards, witnessing this slaughter, suddenly find themselves lacking courage, and the monk steps forward to defend them all.

The djinni, realizing that he cannot directly confront his master, sends the bandits after the monk. The monk stands bravely against the bandits, but is being overwhelmed and is losing ground quickly, being so terribly outnumbered. The merchant guard, seeing his valiant efforts (as well as the fact that the djinni isn't fighting) gradually rejoin the fight, evening the odds.

Seeing his plan failing before him, the djinni intervenes. Knowing he cannot harm the side he wants to, he stops the fight, and tells the bandits to head for the hills. The bandits are unhappy about this, but the djinni is furious, and none of them dare protest.

The guards and monk emerge to survey the damage. The dead are numerous, a multitude of merchants, guards, bandits, and Zouchi. The wounded were taken care of, the merchants and guards by their own, while the monk worked on the rest.

Opinions are divided on the monk. He appeared to be the harbinger of three groups of undesirables, which cost them many of their comrades; however he also fought valiantly and effectively saved most of those remaining, as he was the only one who dared oppose the djinni and his forces, and they even managed to repel them under his leadership. The general consensus is that they can't wait to see the back of him, as even those that like him wish to get going soon, so as to arrive shortly in Chosen to lick their wounds and sell their wares. The monk is of a similar opinion, seeing the damage he brought on, he is eager to leave them, however, not without doing what he can for them first.

They work for the rest of the day without significant incident, the monk and a few merchants tend to the wounded firstoff, then begin burying the bodies. Many of the Zouchi bodies are dismembered, and they are assembled as best they can get them, so that each body is buried with its parts. By nightfall, they have erected a small burial mound on the side of the road, in honour of those fallen in this battle, on both sides, following the monk's counsel. They make a single collective monument for the fallen.

They prepare for the night, setting camp. They plan to rest the night here, pay their last respects, and then leave in the morning. The monk plans to leave tonight, eager to get himself away from the camp.

As everyone is settling in for the night, the monk prepares his departure. He is stopped by an aged storyteller within the group, who takes him aside to talk. The storyteller recognizes that the monk had some connection to the djinni, which is why the caravan was not slaughtered like the Zouchi were.

He reccomends that the monk leave before others start making this connection, but not before speaking with him. He gets right to the point and asks how the monk relates to the djinni. The monk denies any. The storyteller insists on the connection, as the djinni wanted to kill them all, regardless of what anyone else said; which means that either the djinni didn't want to kill the monk, or he couldn't.

If it is true that the monk doesn't know the djinni, then it wouldn't have been because he couldn't harm the monk - and the only way he couldn't have harmed the monk is if he was the djinni's master.

A startling revelation. The monk tells the storyteller that he rejected his mastership of the djinni, so he couldn't be his master. The storyteller reacts to this, as it is proof of their connection, and then proceeds to reject the monk's explanation, insisting on his own theory. The monk concedes, and asks him how to rid himself of the djinni. The storyteller is taken aback, because despite his great knowledge of djinni folklore, he has no idea how to reject a djinni, as noone in his stories has ever even considered that possibility.

The storyteller then reevaluates his position, as it was mastery of the djinni that saved the caravan. The monk responds that it was his mastery of the djinni that caused the attack in the first place. The storyteller assures him that if the attackers had mastery of the djinni instead of him, that it would only have been worse - and not just for them; but a gang like that would terrorize the entire county with that kind of power.

Seeing his point settle in, the storyteller wishes the monk a good night, and starts towards his own wagon, reminding the monk to leave as he intended now that they have spoken.

Slightly taken aback, the monk reciprocates the storyteller's good night and goodbye,  then promptly finishes packing and leaves the camp. He leaves, off into the night, his destination largely unknown to him, but with the ultimate intent to confront the djinni to prevent him from inflicting further tragedy.

-----------------

While the monk lacks a destination, he still has one immediate objective: to get away from the caravan. This he does, moving away from both the caravan and Chosen. So he takes to the road.

He continues in this manner for several weeks, foraging for himself, with neither hide nor hair of humanity, avoiding passersby, so as not to get them involved. He avoids roads and towns, moving away from populated areas entirely.

Meanwhile, the Djinni's gang is following the monk. While many of its members have lost heart in the matter, the Djinni's wrath is enough to keep them in line. Several members have already attempted to escape their obligations, and were horribly punished for it, to dissuade similar ambitions in any of the others.

They bring terror wherever they go, raiding and pillaging caravans and small towns to survive, and to replace their fallen and bolster their ranks. The gang is actually growing stronger as they go, being backed by an indestructible leader, as well as naturally excelling when a goal is in sight, as men tend to do.

As they move further away from civilization, they begin to lose their steam. Their attacks become less frequent and less intense, as they must divide their numbers between raiding parties and the pursuing force. However, they are quickly closing on the monk, as he is quickly running out of space to run.

The monk meanwhile is quite aware that he is cornered. Seeing only small, vulnerable villages ahead of him, he stops running, convinced that he has to confront the bandits - here and now. He sets up camp for the night, on the side of a mountain, giving him a view of the woodlands below.

As he prepares for the night, he is confronted by none other than the Djinni himself, who makes the comment that the monk has finally stopped running. The monk, expecting conflict, reacts suddenly. The djinni assures him that he intends no foul play, and rather he came to give him a piece of advice; his second in command, the zouchi underboss, is in possession of his lamp.

The monk does not find this particularly helpful. He asks the djinni how this is supposed to help him. The djinni explains that the bandits have a severe morale problem, and that he could destroy the entire band by killing the leader and stealing the lamp. This information seems very suspicious, as the djinni has worked this entire time to construct this gang, and is now working to undermine it.

He questions the djinni, as to why he is telling him this. The djinni explains that he is bound to him, as well as the lamp; and the separation of these two elements is his main problem; as such he wants him to fight his second in command, and the winner will take all. He continues to explain that trusting him is risky, although the djinni really has no reason to lie, as he has an entire gang hunting him, and if he wanted him dead, he wouldn't even have to make this offer.

The monk sees an opportunity to exploit the gang's morale and the djinni's presence, and attempts to wish for the djinni's freedom from his mastery. The djinni gives off an evil laugh and tells him that he needs the lamp in order to make a wish, and further encourages him to face his second in command this night, as the gang will make their attack tomorrow.

Seeing no alternative, the monk sneaks off into the darkness to infiltrate the camp. His intention is to steal the lamp and then disappear. He is successful in infiltrating the camp; the guards are incompetent and do not even know who they are looking for; however, when he reaches the underboss' tent, he comes face to face with the Zouchi underboss and the djinni, who are both awaiting his arrival.

The alarm is raised, and the monk is quickly subdued. The underboss orders his execution, but the order is overruled by the djinni, who insists on a fight to the death between the two of them. The Zouchan is offended by this betrayal, as this arrangement was not what was agreed upon. The djinni has the upper hand however, and his will is done.

Both the monk and gangster are thrown into the middle of a circle of bandits. Each is given a knife. The lamp is left in the leader's tent. The monk, not wishing to kill his opponent, tosses his knife aside as the fight begins. The two circle each other, and as they do, the underboss picks up the discarded knife. Seeing his advantage, he throws one of the knives at his opponent. The monk dodges it, but the knife strikes one of the onlookers to a ruthless cheer from the crowd. The monk takes the offensive, charging at his opponent, quickly disarming him and pinning him to the ground.

The onlookers are unsatisfied with the outcome of the fight. Though the victor is irrelevant to them, they were promised a fight to the death, and they cry out for a finishing blow. The djinni is foremost in demanding a killing blow, however the monk refuses to comply.

While everyone is occupied by the fighting, one of the bandit's captives makes use of this time to escape. She is a clever woman, and she recognizes that there should be a lamp to control the djinni, and has also figured out where it is being kept. She breaks into the leader's tent, and uses a spare blade of his to unbind her hands, she then takes the sword and the lamp, and begins running.

The moment she moves the lamp, the djinni's focus is diverted from the fight to the lamp. Knowing that he will not be able to stop her himself, the djinni calls upon the bandits to get her. The bandits are meanwhile quite oblivious to the lamp's theft, and are much more concerned with the fight.

The djinni is furious. He attempts to gather up a party to chase after the escapee, asserting himself and barking orders, but the result is simply pandemonium. Everyone is startled and scared by the djinni's sudden and threatening change of mood, having gone from enjoying the fight to attacking the audience in a moment with no cause apparent to the rest of them. The bandits scatter, leaving only the two combatants on the ground amidst the chaos. Seeing no alternative, the djinni makes his request of them to end this conflict and find his lamp.

The monk misunderstands this, and again refuses to kill his opponent. The djinni explains that their contest has changed, and they now must find this thief rather than kill one another, as the prize for this contest has been stolen. The monk resists this new directive, but is silenced when the djinni asks him what happened the last time he left the lamp's ownership to fate.

The djinni sets out with the monk to find the girl, and as an incentive for him to stay true to this goal, he sends the underboss out as well, who will surely kill the girl if he finds her first.

They all set out into the forest as a group, led by the djinni. Both the monk and murderer are trying to outdo the other, racing through the trees and over the terrain recklessly.

The girl is lost in the woods, scared, and tired from running. She continues heading away from the camp, fuelled by fear, but running on empty. She is malnourished, dehydrated, carrying a weapon that is too heavy for her, and is varying her course to throw off pursuers. Her pursuers however are in excellent shape, are unburdened by baggage, and have the djinni's unerring guidance in tracking her.

The three of them continually gain ground on the girl, and the two humans vie to outpace the other



---this is where it ends for now. I may continue writing this in future. This is the document on google docs: link.

And here are the rules of Djinni; it includes many of my personal notes, which have not been edited out:

-------Djinni Rules--------

1. Any master may have up to three wishes.

1b. The first wish has no cost.

1c. The cost of the second wish is at the djinni's discretion. It may be the death of the master or nothing at all.

1d. The cost of the third wish is the master's soul. This will kill the master. The djinni gains ownership of the soul.

1e. The word 'wish' as well as a command must be present for it to count as a wish.

1f. A soul can only be taken by the third wish clause.

2. A djinni is bound to one master until the death of the master.

2b. The master is the first one who touches a lamp with a djinni in it who does not already have a slave djinni.

2c. If the master is not fit to be a master, for example if it becomes non-human, than mastership is revoked. This is most commonly done by humans becoming djinni.

2d. A master can only be human.

2e. A djinni will always know who and where its master is. He will also know exactly what and where his lamp is. This means that he cannot confuse two identical ones next to each other.

2f. A person can only be the master of one djinni at a time.

2g. A djinni cannot directly act against the will of his master, unless doing so would violate another one of these rules. Note that wish-interpretation overrides this clause, and that this only includes action against the master's will. He is free verbally and may refuse orders.

3. A djinni can only be destroyed by the destruction of its lamp, however, the lamp itself is indestructible, as is the djinni.

3b. As this implies, a djinni is immortal.

4. To be freed from this contract, a master must wish for the djinni's freedom on his third wish, costing him his soul, and binding the djinni within the human's body.

4b. This will make the djinni human, in every sense.

4c. Any souls owned by the djinni are returned to their original owners.

4d. This excludes the master's soul, which becomes property of the djinni-human.

5. A djinni is not obliged to tell the master of these rules, nor is he obliged to he honest in any way, and may lie outright at his own discretion.

5b. Despite this, a djinni cannot break these rules, nor can he cause another djinni to break these rules.

5c. A djinni does not have to tell the master the cost of his second wish, or that there is one. They may also lie about it.

6. A djinni's true power can only be used to grant wishes.

6b. A djinni does have lesser magicks to use at his discretion.

7. All djinni are bound by these rules.

7b. A djinni will never forget these rules, and know them instinctively.

8. A wish may be denied if it is impossible, or if it would violate any other rules.

8b. Under any other circumstances a wish cannot be denied, even if it is against the djinni's will.

9. A djinni may use his own interpretation of a wish, and he may violate its intentions, but must adhere to the meaning of it. This is especially true when a wish is made unclearly or in partial violation of these rules, and when the djinni is left to decide *how* to grant a particular wish.

10. There are innate limits on what may be wished for. These limits are not quantified, but are definite, and every djinni will know their limits.

10b. A person's body cannot be directly tampered with. That is to say that a djinni cannot modify their body or increase their strength directly. There are many loopholes to this.

10c. A person's mind cannot be directly tampered with. That is to say that djinnis cannot alter free will, nor can they directly grant skills or knowledge.

11. A djinni is bound within its lamp unless it has a master, at which time it cannot enter its lamp.

11b. A djinni cannot move its own lamp. Ordinarily, the lamp would feel infintely heavy to the djinni, however if the lamp is forced upon the Djinni, it will be ethereal to the djinni.

12. When the master touches the lamp, the djinni will be summoned if he is not already in the presence of the master.

12b. Therefore, a djinni cannot leave the master's presence so long as the master remains in contact with the lamp.

--------------------------------------------------

X. This is so not a ripoff of deathnote.

XX. Note the many loopholes created by the interaction of these rules.

XXX. Read them carefully and pay attention to the details.

XY. Inspiration includes: deathnote (though indirectly), bartimaeus trilogy,
shi long pang, NNFB, samurai champloo (kinda) [links added for reference, not in original notes]

-most djinni are jerks. they will lie, cheat, and manipulate their way into the deaths of their master; usually.

-there are some nice djinni, but they are rare, and usually are occupied by masters who get two free wishes, and then don't use their third by the djinni's advice

-there is no central djinni culture, as each is either bound to a master or within their respective lamp.

-djinni can only be created by those wishing to become one, and can only be destroyed by becoming human. They cannot reproduce in the human sense.

-all ancient djinni are roughly equal in power, as there is a limit, and it is generally reached after 100 years. New djinni take time to master their powers, but must adhere to the rules regarding wish-granting.

-a djinni's magic is primarily illusion, but they are capable of various things with their magic. Note that this magic gets weaker as it is further from the djinni and as the djinni gets further from the lamp
-note that djinni are incapible of teleporation, except when summoned by the master touching the lamp, as specified in rule #12.

-djinni lore is mixed, between tricksy spirits, omnipotent wish-granters, and deceptive demons. That is to say, there are many views on them, especially whether one is lucky or unlucky to have a djinni slave.

-A person wishing to become a djinni on their third wish will become a wraith, a soulless magical horror. The soul will go to the djinni, and a soulless djinni is a wraith. Wraiths are a shadow of their former selves, they have vague memories and intentions.

-djinni are corporeal, but also have some magic at their disposal; they can bend the rules of physics around them to some extent

-granting most wishes is very painful for a djinni, as they usually are beyond the djinni's ability; however they cannot not carry out the wish, and work beyond their limit - this process would destroy them if it weren't for their invulnerablility.

-the motives of djinni varies; some want to be human, some want to be left alone, some want to rule the human world, some just like killing their masters, most don't like humans or granting them wishes, some want to help humanity, some collect souls, and several newer ones have far more specific motives, such as eternal romance - but it varies from djinni to djinni.

-djinni is pronounced genie.
-------------------Wraiths----------------------

-wraiths have no soul
-wraiths are ethereal
-wraiths are immortal
-wraiths' magic is *extremely* weak
-wraiths have no lamp
-wraiths can only be destroyed by returning their soul to them.

-----------------Characters----------------------

Master (monk)
Djinni
Gang Leader (sumi)
Zouchi Underboss
Captive Woman
Storyteller (one time character)