Character Creation Information

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  1. Bitoko

    Bitoko The Admiral vet

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    (A single player may have as many characters as he or she wishes.)

    Please do not make characters that are canon or even slightly canon (meaning actual characters in the Zelda series, such as Link, Zelda, Ganon, Kafei, Anju, etc, or even obscure characters from related media, such as "Doof" from the Zelda animated series). These will all be rejected. No exceptions.


    Welcome to the Character Creation area for Hyrule Castle. Here, we'll tell you the things you have to consider when making your characters, and we'll also give you the rules and guidelines for the actual creation process. Hyrule Castle is a very story-driven RP. It has its own original History and Map that don't correlate with any single Zelda game. Before you make any attempt to create a character and start an adventure in Hyrule, you'll need to familiarize yourself with them.

    First: The history and setting of Hyrule as it stands today can be found in this thread.
    Second: The map of Hyrule can be found here.

    Now that you understand the History and the Setting, you're ready to begin the creation process. Besides things like age, gender, and the character's name, you'll also need to decide on its race. HC gives you a lot of options with that, but not all races will be available to you from the get-go. Until you've proven yourself to be a good, active member of the site, you'll only be able to choose from a few races. More information on the Positions of Hyrule Castle may be found here.

    Here are the races:

    Standard Races
    Anyone can create a character of these races:
    Hylian, Goron, Zora, Deku, Gerudo, Rito, Kikwi, Mogma.

    Regular Races
    Only those active enough to reach the rank of HC Regular may choose from these:
    Kokiri, Korok.

    Veteran Races
    Only those who have been voted into the elite group of Hyrule Castle role players--Veterans--can choose from these:
    Skull Kid, Subrosian, Tokay, Picori.

    Many of these races will have different background options, allowing you to choose what part of the story your character's backstory originates from. These races along with their backgrounds will be displayed in detail below. However, before we can go into great detail of about the races, we must first go over another crucial part about your character, a system called P/W/C. (Please note that complete credit for the P/W/C system goes to Guy.)


    P/W/C

    P/W/C, or Power/Wisdom/Courage, is the way we determine pricing on HC. It is set on a scale between 1 and 5, with 5 being the height of proficiency in that area. Essentially, the higher the score, the easier it will be for a character to obtain a treasure associated with that virtue. While it is acceptable for you to use P/W/C as a sort of personal stat system, please bear in mind that its primary function is to determine a treasure's prices. Each treasure has five prices, one for each level of virtue.

    For example, Command Melody has this price system:

    C5: 45 rupees
    C4: 60 rupees
    C3: 90 rupees
    C2: 120 rupees
    C1: 240 rupees

    You can see the importance of having a high score in Courage when purchasing this treasure. It is advised that you consider what treasures fit your character most before setting his P/W/C.

    Power based treasures usually involve brute force or techniques (moves learned through practice and repetition).
    Wisdom based treasures usually involve intelligence, complex mechanics, and intricate spellwork.
    Courage based treasures usually involve charisma, intuition, agility, and willpower.

    Every character starts with one point in each virtue. Depending on what race and origin you choose, extra points will be awarded in specific attributes. For example, a Kokiri has an automatic racial bonus to Courage, so any Kokiri character will have a starting P/W/C score of 1/1/2. After race and origin have been chosen, distribute your extra points between the virtues however you wish. Know, however, that no virtue can go above five. If you are a Newbie, you have three points; a Regular has four, and a Veteran has five. Upon promotion, you can give an extra point to all pre-existing characters.

    So, for example, Ben wants to create a grizzled old soldier character. He decides that the Power treasures will be best for him, so he wants to invest his points mostly in Power. His character is Hylian and has an origin of the Guard, so his starting P/W/C is 2/1/1. As Ben is a Regular, he gets 4 more P/W/C points to distribute. He can't pour them all in Power, but he cranks it up to 4 and uses the last couple points in Courage, since he wants his soldier to have some of the Courage treasures. His character is left with a P/W/C of 4/1/3. Several months later, Ben is promoted to Veteran; hooray! He decides to give that final nudge to his character's Power score, leaving him with a final P/W/C of 5/1/3.

    Standard Races

    Now you should understand P/W/C, and if you don't, please ask someone. If you do, you are ready to choose your race. Each race will usually have various possible origins and backgrounds, but others have only one known origin. These backgrounds are the possible locations your character may have come from, being born there or raised there. Each background has a corresponding boost in either power, wisdom, or courage. Races, varying with their background, may also have several abilities they gain freely upon creation, called "Racial Abilities." These abilities normally stem from how the character was raised, or their unique physiology in comparison to other races. (More detailed information on individual racial abilities, alongside all other pre-existing treasures, can be found in the Library of Treasures.) Each race is listed below, along with a description of them, their backgrounds, and their racial abilities.

    Stop! If you haven't yet read the History of Hyrule, then you would be wise to do so now. The below will make a lot more sense to you if you are familiar with each of the races backgrounds and the circumstances surrounding them.

    Hylian (open)
    [​IMG]

    The Hylians are the chosen race of the gods, bound to do the will of the Golden Goddesses of the Triforce. Considered to be a superior race to the others of Hyrule, the Hylians have been given the charge of governing Hyrule and its people. In appearance, Hylians are very similar to human beings, the only difference being that of their ears. Much like elves, Hylians are proud owners of long pointed ears, giving them an elegant grace.

    Hylians are among the most widespread races in the land of Hyrule, making their home in many places. The majority of Hylians hail from the northern part of Hyrule, which has, thus far, escaped the majority of Ganon's fury. This is largely due to the large body of water separating the two lands, as well as the efforts of the Hyrule Castle Guard. As opposed to their counterparts, living within the Eastern and Western Caves, the Northern Hylians live far more comfortable lives. Because of this, they are not as strongly built, focusing more upon mental prowess and intelligence. However, this does not mean that the Hylians in North Hyrule are any less ferocious within battle. Although they are physically weaker than Southern Hylians, Northen Hylians have a higher proficiency for magic. This proficiency for magic allows for even warriors to learn basic spells, compounding physical prowess with spell craft. On the other hand, Northern Hylian casters are usually more powerful than Southern ones, due to being able to access arcane knowledge that Southern Hylians cannot.

    Hylains residing in the south lands of Hyrule had to adapt to their environment with Ganon’s forces constantly attacking them. Most Southern Hylians are built hardier than most Hylians, larger in size, and more resilient to physical pain. However, Western Cave Hylians are built less hardy, their bodies and muscles more compact instead, giving them greater agility. Trained for battle from a very young age, both groups of Southern Hylians make far greater warriors than their Northern counterparts. Forced to deal with Ganon's assaults on a regular basis for years, the Eastern Caves Hylians have taken back the city of Ruto, pushing forth from their refuge. Spending very little time doing anything else but training, hunting, farming, and finally surviving, the Southern Hylians are generally not as proficient at magic, compared to Northern Hylians. They have become spartan, rugged, and hardened for battle, but have since lost their "finer" senses as a result.

    Being the most predominant race of Hyrule, the Hylians have very varied backgrounds. If you plan on creating a Hylian there are many options for you. They are as follows:

    Northern Civilian: Residing in Hyrule Castle-Town in either the Noble Estates or Residential district, in Lon Lon Ranch, in Nabooru, or in Mido, you have grown accustomed to a very pleasant sort of lifestyle. While you may not be as physically strong as those in Southern Hyrule, this does not mean you are any less formidable in battle. Because of your lifestyle, you have focused more on mental prowess and intelligence, making you much more prone to magical skill. This proficiency for magic allows for even warriors to learn basic spells, compounding physical prowess with spell craft. On the other hand, Northern Hylian casters are usually more powerful than Southern ones, due to being able to access arcane knowledge that Southern Hylians cannot.

    This background's starting stats are: Power 1, Wisdom 2, Courage 1 (1/2/1). Its racial abilities are Magic Proficiency and Rupee Riches.

    Hyrule Castle Guard: Being a member of Hyrule's official military, you are skilled in the ways of physical combat. Sworn to protecting the peace of Northern Hyrule, you have undergone vigorous training in ways of the sword, and have spent much time building your strength. When a need for your services arises, you are quick to give your aid; whether it be to fend of encroaching moblin, or to bring justice to thieves, you are always a force to be reckoned with.

    This background's starting stats are: Power 2, Wisdom 1, Courage 1 (2/1/1). Its racial abilities are Sense and Spin Attack.

    Thief of the Lost Woods/Resident of Darunia: As a thief, your life has been spent preying on the poor passerby that crosses your path. Darunia is your home, you have lived there all your life, however once you became a thief you also began to spend time in the Lost Woods, staying for periods of time in the Fortress of Thieves. You know your away around the woods very well, giving yourself an advantage over others less knowledgeable. Although you may live as a thief, this does not mean you are a particularly bad person; that is up to you. You may just do this for the thrill, or perhaps to provide for your family. Or perhaps you really are malicious, seeking only to feed your desire to cause harm to others.

    This background's starting stats are: Power 1, Wisdom 1, Courage 2 (1/1/2). Its racial abilities are Rupee Riches and Sense.

    Refuge of the Western Caves: Fifteen years ago, Southern Hyrule changed forever. Ganon and his armies ruthlessly destroyed the lives of many Hylians, forcing them to seek shelter in the caves of Southern Hyrule. After Ganon had overtaken Kakariko village, destroyed Saria, and occupied Kasuto, the surviving Hylians of these cities made their way to the Western Caves. These caverns are well hidden, rarely ever seeing the visit of a moblin or other monster. As a refugee in the Western Caves, you have been forced to learn the ways of stealth to avoid the gaze of Ganon, this along with your need for survival has made you very adept in the ways of living off of the land; you have become agile and dexterous, skilled with a bow and arrow. Life for you is hard, but you have come to terms with that, who knows, you may have been born in the Western Caves and this is all you know.

    This background's starting stats are: Power 1, Wisdom 1, Courage 2 (1/1/2). Its racial abilities are Sense and Spin Attack.

    Refugee of the Eastern Caves/Re-builder of Ruto: During Ganon's Invasion, you along with the other refugees of Tantari Desert fled to the Eastern Caves. These caves are also known as the Gerudo Fortress, a well fortified position inhabited by a female race of warrior-thieves. As the refugees ran to the Eastern Caves, they were followed by armies of stalfos and moblin, giving their position away to the eye of the enemy. Ever since the invasion, the Hylians and Gerudo of the Eastern Caves have had to fight of the attacking monsters. This has caused the people here to become strong, very skilled in the ways of battle; however, because of this the Hylian's natural sense of wisdom has been dulled. Around one year ago, a group of Hylians from these caves were able to escape, making their way to Ruto which was left practically empty by the enemy. The Hylians of Ruto have since started to rebuild their city, hoping for a brighter future.

    This background's starting stats are: Power 2, Wisdom 1, Courage 1 (2/1/1). Its racial abilities are Sense and Spin Attack.

    Hylian Racial Abilities

    Magic Proficiency - Civilian Hylians - Due to how common a pastime it is Hylians of Castle-Town to practice magic, they've been able to pick up a few things others may not have. A Northern Hylian with 2 Wisdom will have an additional 10 special rupees to spend on any Wisdom-based treasure, alongside the regular treasures they have upon creation. A Northern Hylian with 3 Wisdom will gain an additional 20 special rupees; one with 4 Wisdom will gain an additional 35; and one with 5 Wisdom will gain an additional 50. These special Wisdom rupees can only be spent at the character's creation, and can only be used to obtain Wisdom-based treasures. If any are not used, then they will simply be wasted.

    Rupee Riches - Civilian Hylians, Darunian Hylians - Due to their status as nobility and upper-class citizens, or due to their proficiency as thieves, these Hylians gain an additional 50 rupees at creation only. These rupees cannot be used to purchase treasures at creation, however.

    Sense - Hyrule Guard, Darunian Hylians, Western Cave Hylians, Eastern Cave/Ruto Hylians - Hylians who haven't been completely spoiled with riches are particularly in tune with the world around them, and have developed a sixth sense of sorts. They can detect the presence of and vague location of other living creatures purely by instinct, particularly those who are dangerous or intent on doing them harm. The range of this sense is roughly five meters, and penetrates all forms of barriers, even those which deflect magic.

    Spin Attack - Hyrule Guard, Western Cave Hylians, Eastern Cave/Ruto Hylians - After taking a moment to focus their strength into their weapon, the user spins around once or twice in quick succession with their weapon outstretched, which sends out a potent wave of force in all directions around the user. The length and force of the wave depends on the weapon and the user's reach (e.g., a spear will have a longer wave, and a mace will have a blunt wave while a sword will have a slicing wave). (This technique is technically not racial, and can be later learned by those of different origin or race.)


    Goron (open)
    [​IMG]

    Torn from their homes and forced to live in destitution, the few remaining Goron remain a proud race, a beacon of hope against the nightmare. Weathering Ganon's forces in a deadly siege for years, the Goron's have shown the people of Hyrule that there is hope yet, that Ganon is not nearly as powerful as the stories tell. Born of the earth, the Goron boast great power, in both physical strength and in resilience to damage. One of the great races of Hyrule, the Goron are the symbol of might, to which all others are to be compared.

    Though they have long since left their mountain home, the Goron remain a tightly knit society, now residing within the slums of Hyrule Castle Town, for the most part. Though many have forgotten of the tales of the mountain people, the Goron have not forgotten; they are the finest smiths of all Hyrule, makers of the sharpest steel. Though they live in poverty, the Goron race has not forgotten its roots; they have not left the flames of the battlefield. With bodies forged in the siege of Death Mountain, the Goron prepare for the day that they can take their home from the grasp of evil.

    The Goron backgrounds are as follows:

    Refugee of the Goron Slums/Nabooru Resident: For three years, the Goron of Death Mountain held the line as Ganon's monsters made an unending push to conquer their homes, but once Ganon himself stormed their gates they had no chance. Retreating to the north, a majority of the Goron found themselves living in the great city of Hyrule Castle-Town. The King of Hyrule had ordered the merchant district to become their new home, in a state of urgency the merchants vacated their shops and the gorons moved in, their existence in Hyrule Castle-Town has not been relatively good, as this area has turned into a slum. Although you may live in poverty, you, as the rest of the Goron, remain strong; you are proud of your heritage and vow to one day take back your home of Goron City. (The few Goron of Nabooru live in a much more comfortable way, not in poverty.)

    This background's starting stats are: Power 2, Wisdom 1, Courage 1 (2/1/1). Its racial abilities are Stone Skin and Goron Punch.

    Thief of the Lost Woods/Resident of Darunia: As a descendant to the Goron Miners that helped found Darunia, your family has lived here all of your life. Here you have taken on a different style of living than your brothers of Death Mountain, becoming a little more cunning then they. As a thief, your life has been spent preying on the poor passerby that crosses your path. Darunia is your home, you have lived there all your life, however once you became a thief you also began to spend time in the Lost Woods, staying for periods of time in the Fortress of Thieves. You know your away around the woods very well, giving yourself and advantage over others less knowledgeable. Although you may live as a thief, this does not mean you are a particularly bad person, that is up to you. You may just do this for the thrill, or perhaps to provide for your family. Or perhaps you really are malicious, seeking only to feed your desire to cause harm to others. Unlike their Hylian counterparts, whom specialize in agility and dexterity, the goron thieves of Darunia act with brute strength, intimidating any traveler trying to resist the thieves and taking what they want by force.

    This background's starting stats are: Power 2, Wisdom 1, Courage 1 (2/1/1). Its racial abilities are Stone Skin and Goron Roll.

    Goron Racial Abilities

    Goron Punch - Goron Slum Residents & Nabooru Residents - The Goron's punches become significantly strengthened, equivalent to very roughly 50% more force packed into each blow. His fists will become momentarily ablaze when they rush through the air, capable of setting very flammable objects aflame.

    Goron Roll - Darunian Gorons - All Gorons are capable of tucking into a ball and rolling, but Gorons with this ability can accelerate faster and faster over a period of about five seconds, before their body magically sprouts six-inch-long spikes and they shoot forward at incredible speed, somewhere between 40 and 60 mph, being faster the higher their Courage attribute is. These spikes also aid in traction on slippery surface, such as ice or those covered with a Slicker. However, steering becomes incredibly difficult, making anything but a straight trajectory nigh-impossible. This effect quickly drains the user of magic power, so it can only be maintained for a minute or two without breaking the effect and taking a few moments to rest. Crashing into an unbreakable object will also halt the user, often causing significant damage to their body in the process.

    Stone Skin - All natural Gorons - Most adult Gorons have developed through their diet of rocks, their unique physiology, and physical condition, a skin surface akin to stone. This skin is capable of withstanding hefty blows, searing heat, chilling cold, and takes from them the need to breathe entirely. However, it also renders them incredibly heavy and weighs them down greatly, cutting down on their running speed and prevents them from being remotely buoyant in any liquid. Note that, although much damage is reduced and Goron skin can feel like stone, no attack that would harm a Hylian is completely negated against a Goron, only weakened somewhat.


    Zora (open)
    [​IMG]

    Living in the depths of Lake Hylia and the Eastern Sea, the aquatic race of Zora have escaped the gaze of Ganon's conquest. Something of a cross between a Hylian and a fish, the Zora come in a variety of colors, but usually have a silvery tint, creating a distinct shine to their bodies. The majority of Zora do not wear clothes, though this is largely due to their aquatic residence. Although sometimes varying in appearance, most Zora have a large tail-like appendage extending from the back of their head, as well as two large fins attached to their forearms. Suited for underwater movement, Zora make formidable opponents while underwater. Due to their body shape, ability to breath underwater, and the fins attached to them, they have a natural affinity for aquatic warfare.

    However, the Zora should not be underestimated on land. Intelligent by nature, Zora make for powerful spellcasters and intelligent warriors. The Zora have evolved two potent defense mechanisms, both of which can be devastating to an opponent. The first is the fins attached to their forearms; these sharp pieces of cartilage can be detached and thrown. The fins will return to the Zora and reattach to their arms, much like a boomerang. The second mechanism is an electrifying aura. Upon releasing the electricity built up within their bodies, the Zora can cause a small wall of electricity to form around them for a short amount of time. The electricity will take time to build up within their bodies again, but Zora's can do this an unlimited amount of times otherwise.

    Although Ganon has not yet set his eyes upon the Zora's Domain, the Zora are preparing for the day that his forces will march upon their homes. The Zora are charged with protecting the great fish Jabu-Jabu Should they be pushed from their homes, the Zora are prepared to seek refuge with their relatives deep in the Eastern Sea.

    A similar race known as the River Zora is known to dwell within Moruge Swamp. The two share similar attributes, such as being a fish-like people born with fins and gills and a profiency for swinning, and being able to produce electric auras. However, their appearance and manner are drastically different, with the bodies of the River variant being dark green with spine-covered red fins, and overall much more lizard-like in comparison to their counterparts. Why the two share the same name or how their relationship has come to be has been lost to history, but in modern times, the two races feud constantly, often in the form of small-scale wars or sects trying to take each others' land. The River Zora are often not as agile or intelligent as their counterparts, but are physically strong, bear sharp claws, and are naturally more adept on hand-to-hand combat, whether it be on land or underwater. Largely because of these factors, as well as guerrilla tactics in defending their swamp, they have managed to break even in war with the more lax and civil blue Zora which vastly outnumber them.

    The Zora backgrounds are as follows:

    Zora of Zora's Domain: All your life, you have lived in Zora's Domain, a peaceful and majestic stronghold on the bottom of Lake Hylia. Here you have lived a comfortable life, whether you were part of the Zora Guard, or a member of one of the popular Zora bands, you have enjoyed it. Here you have had plenty of time to study, and increase the powers of your intelligence, perhaps increasing your ability to perform many styles of magic.

    This background's starting stats are: Power 1, Wisdom 2, Courage 1 (1/2/1). Its abilities are Amphibious, Electric Aura, and Fire.

    Eastern Sea Zora: Brothers to the Zora of Lake Hylia, you and your people have lived in the depths of the Eastern Sea for centuries. The harsh environment under such deep water has caused you and your people to become very strong, as you have had to endure the pressure of millions of gallons of water bearing down on you. The Zora of the Eastern Sea have long done their best to keep the waters free from evil, fighting off octorock and other sea monsters; this has also created a strong breed of the Eastern Sea Zora.

    This background's starting stats are: Power 2, Wisdom 1, Courage 1 (2/1/1). Its racial abilities are Amphibious, Boomerang Fins, and Electric Aura.

    River Zora of Moruge: (This origin may only be selected by HC Regulars and HC Veterans, not by Newbies. More information about these positions and how to obtain them can be found in this thread.) To the south of Lake Hylia and to the North of the Eastern Sea lies the Moruge Swamp. This swamp is home to that of the River Zora, a violent fish-like race that has forever sought and failed to expand their borders. For reasons no one fully understands, this race and the Zora despise each other, and have been feuding and warring for centuries without a clear victor. As a River Zora, you have sharp claws, fangs, and spines with which to do battle, as well as strong and durable bodies comparable to the sea's Zora, and bodies which blend well into the murky waters of Moruge. Your goal in life is almost assuredly to defend your homeland from both Ganon and blue Zora, and to expand the borders of Moruge into either Lake Hylia or, less likely, the Eastern Sea.

    This background's starting stats are: Power 2, Wisdom 1, Courage 1 (2/1/1). Its racial abilities are Amphibious, Aquatic Birth, Electric Aura, and Fire.

    Zora Racial Abilities

    Amphibious - All natural Zora - The user possesses some form of aquatic breathing apparatus within their body which can be used alongside their air-breathing lungs. Normally, this apparatus is trained from birth and can be used effectively from a young age, but using it is not instinctive to the race.

    Aquatic Birth - River Zora - Due to a unique ritual performed at birth, all River Zora have a natural proficiency for Water treasures. They gain +1 P/W/C to the rupee costs of any treasure which has Water as a field, but only if the cost the P/W/C attribute is based on is their lowest (or tied with their lowest) attribute.

    Boomerang Fins - Sea Zora - Due to an evolved and trained mutation within their bodies, the user is capable of extending the fins on their outer arms to extend into hard cartilage. This enhances their barehanded fighting skills, and enables them to swim with greater skill if used properly. In addition, the fins can be thrown individually or together with the right training, with an effect identical to that of the Boomerang: they always return to the user even when striking hard surfaces, can carry small objects back to the user, and are capable of bewildering or damaging some monsters.

    Electric Aura - All natural Zora - By utilizing unique Zora biology, as well as the race's innate strength in magic, the user is capable of surrounding himself or herself in an electric aura that shocks and damages all who touch it, except themselves. However, because of the physical and magical strain, this cannot be used often without completely draining one of magical power. The number of seconds this can be used per minute is equal to the user's Wisdom score, with one second being the minimum amount of time it can be maintained.

    Fire - Lake Zora, River Zora - The user swings or thrusts forward a weapon or other instrument, and unleashed from its tip is a small and compact orb of fire comparable in size to a Goron's fist, which shoots forward with velocity comparable to a fastball and force comparable to a strong punch. This ball of fire inflames a portion of its target on impact, then immediately vanishes. (This technique is technically not racial, and can be later learned by those of different origin or race.) If the user has a Wisdom of 4 or 5, or is of the River Zora variant, then this projectile can be fired orally. If the user is of the River Zora variant, the fire is magical and will burn without gas, even underwater.


    Deku (open)
    [​IMG]

    Made entirely of wood, Deku anatomy is a mystery. Although their bodies are quite hard, and quite flammable, they move with the same fluidity of other races, and in most cases more quickly, being one of the quickest races in all Hyrule. Because of their speed and small stature, the Deku prefer guerrilla tactics. This is well suited to the forest, as the Deku are able to strike quickly, then disappear into the nooks and crannies of which only they know. Still, even outside of their natural habitat, Dekus pose just as much difficulty for their opponents. Using resourcefulness where they lack in strength, one should not underestimate a Deku just for their size. The Deku have several tools at hand, such as being able to produce Deku Nuts, which are miniature flash bombs, and spit them at the opponent; they can also create magical bubbles that serve as both a distraction and an attack (though mostly a distraction).

    Still, because of their composition, Deku Scrubs have two large weaknesses. The first is fire—their bodies will readily ignite when confronted with both magical and non-magical fire. They are also weak to large bodies of water, being unable to swim. However, they can compensate for this by being able to skip across the water several times.

    The Deku backgrounds are as follows:

    Protector of Kokiri Forest: Centuries back a group of Deku Scrubs made a daring journey to the unknown south, hearing rumors of a great plant named the Deku Tree; this rumor they heard from a peculiar visitor, who was visiting the lost woods planting seeds of this said tree. Presently, decedents of these brave Deku reside among the Kokiri of Kokiri Forest, acting as protectors of their ancient home. As one of these Deku, you have long done your duty in assisting the Great Deku Tree in keeping his Kokiri children safe, and for this he is grateful.

    As a Deku from Kokiri Forest, you may choose between two starting stats:
    Power 1, Wisdom 1, Courage 2 (1/1/2).
    OR
    Power 1, Wisdom 2, Courage 1 (1/2/1).


    In either case, your racial abilities are the same: Bubble Shot, Deku Nut Production, Deku Pirouette, and Plant Composition.

    Deku of the Lost Woods: The Lost Woods have forever been the home to the Deku, and while select tribes of Deku may have departed for different reasons, they can all be traced back to here. Dominated by the massive Deku Palace, the home of the Deku is an ancient, yet wondrous one; many small dwellings surround the Palace, housing thousands of Deku Scrubs. As a member of the Deku Clan, you have lived here all of your life, protected by the woods surrounding you; what your role as a Deku Scrub is up to you.

    As a Deku from the Lost Woods, you may choose between two starting stats:
    Power 1, Wisdom 1, Courage 2 (1/1/2).
    OR
    Power 1, Wisdom 2, Courage 1 (1/2/1).


    In either case, your racial abilities are the same: Bubble Shot, Deku Nut Production, Plant Composition, and Water Hop.

    Mad Scrub of Moruge Swamp: Separate from the Deku of the Lost Woods or Kokiri Forest are the Mad Scrubs of Moruge Swamp. This distinct tribe of Deku differ from their relatives in one major way, their leaves are orange rather than green. Making their home in the Swamp, these Deku have become accustom to their wet, dirty surroundings. Burrowing mostly underground, and living in floating logs and other such things, these Deku are not quite as sophisticated as their counterparts of the woods. This lack of sophistication has led to a decreased mental sharpness, and while this does make them less intelligent, it does decrease their ability to perform such things as magic.

    This background's starting stats are: Power 1, Wisdom 1, Courage 2 (1/1/2). Its racial abilities are Bubble Shot, Deku Nut Production, Plant Composition, and Scent Seed Supply.

    Business Scrub: (This origin may only be selected by HC Regulars and HC Veterans, not by Newbies. More information about these positions and how to obtain them can be found in this thread.) Business Scrubs are a unique variant who live all throughout Hyrule, often mixing themselves into various foreign cities, although they all originate from the Lost Woods. Aside from this, they have three unique traits which separate them from the average Lost Woods Scrub: they are part of the Business Scrub Association, they have an exceptionally keen Business Sense, and they are all trained in the ways of flight. Utilizing a skill taught unto them centuries ago by the same one who first spoke of the Deku Tree, Business Scrubs are capable of using Deku Leaves in a manner that allows them to achieve helicopter-like flight. This, among other things, makes it easier for them to travel back in time for the annual Business Scrub Association meeting, where information about the world--particularly in regards to information about profits--is shared among them.

    As a Business Scrub, you may choose between two starting stats:
    Power 1, Wisdom 1, Courage 2 (1/1/2).
    OR
    Power 1, Wisdom 2, Courage 1 (1/2/1).


    In either case, your racial abilities are the same: Business, Deku Leaf, Korok Copter, and Plant Composition.

    Deku Racial Abilities

    Bubble Shot - Kokiri Forest Scrub, Lost Woods Scrub, Mad Scrub - By training himself or herself to do so, a Deku Scrub can blow up the mucus in their mouthes into a large bubble (not unlike that of bubblegum) that forms on the tip of their snout. This bubble can then be spat as a projectile. It's a somewhat sluggish and weak offensive weapon, but it can be used to damage weak enemies akin to Keese, and distract stronger ones. Additionally, an object placed within the Scrub's mouth can be formed of the middle of this bubble and shot in the bubble's center, dropping when the bubble pops.

    Business - Business Scrub - Being raised from a young age as part of the Business Scrub Association, the user is capable of increasing the proficiency of their profession faster than normal. Whenever the user would gain a profession, they start at Lv2 rather than Lv1 (this includes if the character gains the profession during creation). In addition, they may combined multiple profession level advances into one treasure--allowing them to advance several levels in one quest, if they have the rupees to pay for it.

    Deku Leaf - Business Scrub - A Business Scrub is created with the following item in their possession: A large, lively green leaf with a width usually equivalent to that of the user's arm span, believed to stem from the Deku Leaf. When swung as a weapon, it belts forth an oddly-powerful gust of wind. When held overhead, it can function as a surprisingly potent parachute, given its size. With the Korok Copter ability, this item can be used for an additional effect.

    Deku Nut Production - Kokiri Forest Scrub, Lost Woods Scrub, Mad Scrub - By training himself or herself to do so, a Deku Scrub is capable of producing Deku Nuts inside their body, and spitting them orally. The speed of this projectile can be, roughly, anywhere from a fast pitch, or so slow that the nut simply drops out into the user's palm. A Deku Nut is about the size of a child Hylian's fist, and brown in color. Throwing or shooting one against a hard surface will cause it to explode, and produce a blinding flash which should stun almost anyone who sees it.

    Deku Pirouette - Kokiri Forest Scrub - Extending a weapon or other segment of their body, the Scrub spins rapidly a few times, either standing still or moving forward. A shockwave of strength extends out a couple feet from the tips of their spin, dealing moderate damage to those who get its path. Performing this maneuver repeatedly leaves the user dazed.

    Korok Copter - Business Scrub - Due to their light wooden bodies and origin of the Deku Leaf as the Great Deku Tree's magic, thosewith this ability are capable of using a Deku Leaf to fly rather than simply float. They must hold the leaf above their heads (or, in the Business Scrub's case specifically, they can attach it to the leaves naturally sprouting from their heads), and channel their body's energy into it. Doing so will enable the leaf to split into two separate blades, then rapidly spin, until the lift caused by the helicopter-like-blades brings the user airborne. The maximum speed of this method of travel is rather slow, without the aid of wind, equivalent in lateral velocity to walking speed, with rising velocity half that speed. When the skill finishes, the Deku Leaf's split blades will return to one.

    Plant Composition - All Deku Scrubs - (Unlike most racial abilities, this is automatically known by a different race which transforms into a Deku Scrub, and is never optional.) Being plants rather than animals, Deku Scrubs have various unique aspects of their physiology. First, they can survive on sunlight, water, and minerals easily found in most soil or spring water, though many who have been conditioned to do so crave the food and luxuries of other races, often to the point of addiction. Second, after reaching adulthood around twenty years or so, they age very slowly in comparison to most other races, often not having natural death until at least two centuries after their birth. Third, their bodies are composed of hard wood, their 'hair' of leaves, and they bleed sap, making them somewhat more resilient to certain types of attacks (forceful impacts) and somewhat weaker to others (slashing cuts). Above all, they are weak to fire attacks, as their bodies are extremely flammable. In addition, getting into water past their head for more than a few seconds can be lethal, in a similar way to how eating too much too fast can be deadly for a Hylian. However, their flammability can be overcome with Goron Armor, and their weakness to water with Zora Armor.

    Scent Seed Supply - Mad Scrubs - A Scent Seed appears as a small, spherical orange nut, with several small spikes protruding out from it. When one of these seeds is broken open, it releases a strange and powerful scent that strongly attracts many feral creatures, including many monsters. This supply gives the user an effectively limitless amount of the seeds; Mad Scrubs in particular are capable of producing these seeds orally and firing them, like Deku Nuts.

    Water Hop - Lost Woods Scrubs - Due to their light weight, wooden bodies, and natural agility, a Deku Scrub or Korok with this ability may rebound and jump off the surface of water a few times in quick succession. This is particularly useful for getting across deep chasms of water that submerging themselves in would otherwise be lethal.


    Gerudo (open)
    GERUDO

    [​IMG]

    Amazons of the desert, these women are built similarly to the Southern Hylians; they are taller in stature, and well built. Spending long days within the Tantari Desert, the Gerudo are very tan. Strangest of all, however, is that the Gerudo are a completely female race; in order to ensure that their race lives on, the Gerudo have taken to kidnapping Hylian men. However, this was out of necessity, many of the Hylian rejoined with their families when the Hylians fled to the Eastern Caves. The Gerudo, are by no means a cowardly race, their society governed by honor and power. Because of their societal structure, the Gerudo are usually more physically oriented, although some practitioners of magic can be found amongst their race.

    Spending the majority of their time training and fighting, the Gerudo are innately practiced at all forms of war—be it in tactics, or within actual fighting, the Gerudo make fearsome opponents. This is compounded by their height and naturally well muscled builds. Much like the Southern Hylians, the Gerudo have very little useful for anything unrelated to war-making, and therefore have learned many skills pertaining to war.

    All Gerudo start with these stats: Power 2, Wisdom 1, Courage 1 (2/1/1). They have the racial abilities Gerudo Dragon, Wall Kick, and Warrior's Training.

    Gerudo Racial Abilities

    Gerudo Dragon - A secret technique generally taught to young Gerudo warriors-in-training. The user's fist or weapon flashes with power, and they then lunge forward to deal a vicious uppercut, unleashing some form of effect with their fist or a melee weapon in the process. Possible effects vary by the user, but can include many variations of flames, electricity, ice, poison, light, darkness, wind, etc. The effect is specific to the user, and its effect cannot be changed once this technique is learned.

    Wall Kick - Growing up in a society that highly values athletic ability and combat strength, the wall kick is one of many abilities a young Gerudo will be expected to master. She has trained in agility as well as power, and so as an adult possesses the nigh-superhuman ability to jump-kick off walls with ease, even several times consecutively.

    Warrior's Training - Due to the nature of Gerudo society, all of its members are naturally strong and adept for combat, and as such can be created with additional Power-based treasures. A Gerudo with 2 Power will have an additional 10 special rupees to spend on any Power-based treasure, alongside the regular treasures they have upon creation. A Gerudo with 3 Power will gain an additional 20 special rupees; one with 4 Power will gain an additional 35; and one with 5 Power will gain an additional 50. These special Power rupees can only be spent at the character's creation, and can only be used to obtain Power-based treasures. If any are not used, then they will simply be wasted.


    Rito (open)
    RITO
    [​IMG][​IMG]

    Distant descendants of the Zora, these bird-like people have only just recently appeared among the races of Hyrule. Their home, Dragon Roost Island, is deep within the Eastern Sea, and can only be reached by boat or some other form of over-sea transportation. Protected by the guardian of skies, the dragon Valoo, the Rito have been gifted the power of flight from their protector. Born with only a beak and talons, the Rito must pass a ritual known only to them, involving a scale of Valoo, in order to gain their wings. However, once they are given their wings, the Rito are able to travel to great heights and distances, tiring only from the longest of journeys.

    Though they are descended from the Zora, the Rito did not inherit their natural quickness of mind. Instead, because they have been so isolated from the world, the Rito are a curious race, their hearts filled with wanderlust and bravery. The Rito are a proud people, and although they may not be as strong or as wise as other races, the Rito are courageous and are disheartened by very little. In the direst of situations, the Rito will not give up hope, and will instead find a way to overcome all obstacles.

    All Rito start with these stats: Power 1, Wisdom 1, Courage 2 (1/1/2). They have the racial abilities Valiance and Winged Flight.

    Rito Racial Abilities

    Valiance - Due to the sheer devotion and bravery taught to the youths of Dragon Roost Island, Rito are naturally courageous and can start with additional courage-based treasures. A Rito with 2 Courage will have an additional 10 special rupees to spend on any Courage-based treasure, alongside the regular treasures they have upon creation. A Rito with 3 Courage will gain an additional 20 special rupees; one with 4 Courage will gain an additional 35; and one with 5 Courage will gain an additional 50. These special Courage rupees can only be spent at the character's creation, and can only be used to obtain Courage-based treasures. If any are not used, then they will simply be wasted.

    Winged Flight - Rito are a people who devote themselves to a dragon they revere as their sacred deity, Valoo, who rests atop their homeland of Dragon Roost Isle. As a rite of adulthood, a young Rito will make a pilgrimage unto Valoo to receive his blessing. After this blessing has been received, only then will the Rito be able to sprout wings and fly as a bird through the air--a trait very characteristic of their race. These wings take the place of the user's arms while flying, so the user is rendered unable to use their hands mid-flight. Additionally, one with this ability may obtain Flying Mounts at the same cost as regular Mounts.


    Kikwi (open)
    KIKWI
    [​IMG]

    Long forgotten by all, this ancient species of ground-dwelling birds has emerged from the Lost Woods, migrating towards Nabooru. As the blizzards rage on, the strange Kikwi valiantly make their way to the south. Appearing usually as small brown and white birds, the Kikwi are typically the size of a Deku. Large pods are attached to their backs, concealing plants that grow on the surface of their bodies. Driven by the snows, the Kikwi now make themselves known to the rest of Hyrule, and though they are interested primarily on their own survival, they have agreed that the blizzard must be stopped.

    Though the Kikwi are small of stature, the are quick in mind and are usually adept at magic. Gifted in illlusion, Kikwi are exceedingly proficient in concealing themselves to both magical and non-magical means of detection. It is in this way that they have stayed hidden for as long as they have; if they so wished it, they could disappear as easily as they have appeared.

    All Kikwi start with these stats: Power 1, Wisdom 2, Courage 1 (1/2/1). They have the racial abilities Camoflauge, Conceal, Illusionists

    Kikwi Racial Abilities

    Camoflauge - Within relatively organic surroundings, a Kikwi can instantly use the plant on its back to assume the appearance of a common bush. Skilled Kikwi are able to do this particularly well, adapting their appearance with a speck of magic to blend into almost any surroundings flawlessly... so long as the Kikwi lays face-down on the ground. Unintelligent creatures will lose track of the hiding Kikwi easily, and may even lose them in plain sight if they lack a means to track them other than by sight--such as scent or sonar. Intelligent creatures will easily see through the disguise if it's activated in front of them, but still may be fooled if they lost track of the Kikwi long enough for the Kikwi to hide properly.

    This ability is not considered an Illusion, and thus cannot be broken with treasures such as the Cross or the Lens of Truth.

    Conceal - All Kikwi are immune to magical effects that would ascertain any information about their location, thoughts, or being--effectively all treasures with the [Scry] field. This includes skills like Sense.

    Illusionists - All Kikwi have a natural aptitude for illusions, and thus gain a +1 P/W/C when determining the rupee costs of treasures with the [Illusion] field. This cannot effectively increase the Kikwi's Power, Wisdom, or Courage score above 5.


    Mogma (open)
    MOGMA

    [​IMG]

    Another race to emerge from the recent blizzard, the Mogma are a race of mole-like humanoids capable burrowing beneath the ground at incredible speeds. It is for this reason that the Mogma were able to avoid the surface for many years, being entirely capable of sustaining themselves below ground. Born with fur ranging many colors, though typically a light brown, the Mogma have small eyes and large snouts, having adapted to the darkness of their tunnels. While generally kind creatures, like the Kikwi, they are suspicious of what seems to them a very much changed Hyrule, leaving them sometimes socially awkward or even callous.

    Because they dwell beneath ground, and dig using their claws in order to travel, Mogma are, on average, stronger than most creatures. Their favorite pastimes include digging, finding treasure, and generally being compassionate beings. Because they can burrow naturally, being in possession of items that would allow them to burrow instead increase the speed at which the dig. Their claws also double as bladed weapons, and can even be used for martial techniques.

    All Mogma start with these stats: Power 2, Wisdom 1, Courage 1 (2/1/1). They have the racial abilities Beastly Burrow, Claws and Nose for Treasure.

    Mogma Racial Abilities

    Beastly Burrow - While digging through dirt with both hands, a Mogma may move underground at approximately 5mph (a Hylian's brisk walking speed). If the burrowing Mogma is five feet or lower, their digging produces virtually no sound or tremors which could be felt by the typical individual. Acquiring the Mole Mitts or another treasure which enhances digging speed doubles the burrowing speed of a Mogma to 10mph. Acquiring several such treasures does not further increase the speed, however.

    A Mogma can burrow with one hand, albeit at half the usual speed. Digging through a substance such as solid rock is only possible with an enhancement like Mole Mitts and requires both hands, albeit at half the maximum speed.

    Claws - All Mogma are born with long claws several inches in length. These serve two purposes: enhancing their ability to dig, and strengthening their bare-handed battle prowess. A Mogma may use its claws in regards to other treasures as though they were bladed weapons.

    Nose for Treasure - Mogma have a natural instinct to find treasure, which is only enhanced further by their culture's emphasis on treasure hunting as a noble profession or pastime. Once per quest or dungeon, a Mogma can either acquire additional plain rupees, or additional rupees for a [Material] treasure.

    If rupees are chosen, the Mogma must role-play finding the rupees, and gains an additional 5 rupees at the end of his quest. These rupees cannot be used towards the reward of the quest the Mogma is currently in.

    If a material is chosen, the Mogma gains an additional ten rupees to spend on any magic-tier item with the [Material] field. This item must be found within the affected quest, however.


    Regular Races
    As mentioned earlier, only those who have been active enough to be voted into the --Regulars--can choose from these races when creating a character.



    Kokiri (open)
    [​IMG]


    Beloved children of the forest, the Kokiri are small in stature but big of heart. Blessed with eternal youth, the Kokiri have been protected within the Kokiri Forest by the Great Deku Tree, and the forest's other guardians. Usually garbed in green, the Kokiri, despite their child-like appearance, are usually over a hundred years old. No one knows how the Kokiri come into being, though some suspect that they are spirits of the forest itself. However, most people have not seen the Kokiri—the Kokiri have stayed isolated within the Kokiri Forest from before the time of Ganon's invasion. Although the Hylians had once made contact with the Kokiri and the Great Deku Tree, all communication has since been stopped, due to the dangers that lurk every corner in Southern Hyrule.

    Although the Kokiri do not make the strongest of warriors, the Kokiri make up for it with cunning and dexterity. Additionally, the Kokiri can communicate with nature, having lived with it for so long. They are also accompanied by a fairy, which serves as their guardian and adviser. Even though the Kokiri stand at roughly half the height of an adult Hylian, the Kokiri can fit into small places, making them ideal scouts, and innately suited for ambush tactics.

    All Kokiri start with these stats: Power 1, Wisdom 1, Courage 2 (1/1/2). They have the racial abilities Eternal Youth, Fairy Companion, and Language of Fauna.

    Kokiri Racial Abilities

    Eternal Youth - Due to the magical origin of Kokiri, they will not age, and always remain the equivalent of a child, and will not be negatively affected even by magical spells which force them to age at a rapid rate.

    Fairy Companion - Upon their birth, a Kokiri is given by the Deku Tree a small and weak, but intelligent immortal sprite who will serve as the Kokiri's companion for their entire life. One of these sprites appears not unlike a small glowing Hylian when viewed closely, but from a distance appears only as a shimmering ball of light with wings. The exact color of a Fairy's glow varies from one Fairy to another. Being only a weak sprite, it is not capable of using much magic or being used offensively in combat. The Fairy's intellect and ability to speak languages is akin to that of a Hylian.

    Language of Fauna - Due to their unique physiology, and origin as children of the Great Deku Tree, Kokiri are capable of communicating with all forms of animal life--from cockroaches to squids to horses. This is done through a silent method of communication not unlike telepathy, and can be done over maximum distance of about a dozen feet (four meters). Once the Kokiri has established a link with this spell, the target can communicate back in the same fashion so long as the Kokiri maintains the channel and stays within distance. The Kokiri can also function as a line between two animals otherwise unable to communicate, and can overcome language barriers of sentient creatures.


    Korok (open)
    KOROK
    [​IMG]

    Related to the Deku Scrub, the Korok are charged with a different task. Spread throughout the world, the children of the Great Deku Tree have been given the task of spreading seeds of the Great Deku Tree throughout the world, so that if the great guardian were to fall, he would be born once again. Made of wood, like the Deku Scrubs, the Korok are a more whimsical race, if not more elusive. Just as small as most Deku Scrubs, if not smaller, the Korok have managed to avoid being seen by both Ganon's forces, as well as most races living on Hyrule, aside from the Kokiri and the Deku Scrubs.

    Although the Koroks are very similar to the Deku Scrubs, the Korok's are more intelligent. Rather than rely on strength of courage, the average Korok is expected to use its intelligence to get through any situation. As sons and daughters of the Great Tree, Koroks have also been given a few gifts. Their first is a vast amount of knowledge, embedded deep within their hearts. Koroks know the names of every plant and animal, and can speak with them just as the Kokiri can; they also have an occult knowledge of plants, giving them the ability to create all manner of concoctions. Finally, the Koroks have been given a single leaf from the Great Deku Tree, giving them the ability to create large gusts of wind. In addition to this, Koroks can use the Deku Leaf to fly slowly through the air.

    All Koroks start with these stats: Power 1, Wisdom 2, Courage 1 (1/2/1). They have the racial abilities Deku Leaf, Korok Copter, and Plant Composition. Their fourth and final ability can be either Language of Flora or Potioncraft, depending on whether their Courage or Wisdom is higher, respectively. (If their Wisdom and Courage are equal, you may select either racial ability as the fourth.)

    Korok Racial Abilities

    Deku Leaf - All Koroks are bestowed by the Great Deku Tree a Deku Leaf from one of his many branches. It is a large, lively green leaf with a width usually equivalent to that of the user's arm span. When swung as a weapon, it belts forth an oddly-powerful gust of wind. When held overhead, it can function as a surprisingly potent parachute, given its size.

    Korok Copter - Due to their light wooden bodies and origin of the Deku Leaf as the Great Deku Tree's magic, Korok with this ability are capable of using a Deku Leaf to fly rather than simply float. They must hold the leaf above their heads, and channel their body's energy into it. Doing so will enable the leaf to split into two separate blades, then rapidly spin, until the lift caused by the helicopter-blades brings the user airborne. The maximum speed of this method of travel is rather slow, without the aid of wind, equivalent in lateral velocity to walking speed, with rising velocity half that speed. When the skill finishes, the Deku Leaf's split blades will return to one.

    Language of Flora - Due to their unique physiology, and origin as servants of the Great Deku Tree, Koroks are capable of communicating with all forms of plants--from simpleminded grassblades and algae to wise oaks hundreds of years in age. This is done through a silent method of communication not unlike telepathy, and can be done over maximum distance of about a dozen feet (four meters). Once the Korok has established a link with this spell, the plant can communicate back in the same fashion so long as the Korok maintains the channel and stays within distance. The Korok can also function as a line between two plants otherwise unable to communicate. Finally, this also works on Deku Scrubs, Koroks, and other mobile creatures of plant origin.

    Plant Composition - Being plants rather than animals, Deku Scrubs and Koroks each have various unique aspects of their physiology. First, they can survive on sunlight, water, and minerals easily found in most soil or spring water, though many who have been conditioned to do so crave the food and luxuries of other races, often to the point of addiction. Second, after reaching adulthood around twenty years or so, they age very slowly in comparison to most other races, often not having natural death until at least two centuries after their birth. Third, their bodies are composed of hard wood, their 'hair' of leaves, and they bleed sap, making them somewhat more resilient to certain types of attacks (forceful impacts) and somewhat weaker to others (slashing cuts). Above all, they are weak to fire attacks, as their bodies are extremely flammable. In addition, getting into water past their head for more than a few seconds can be lethal, in a similar way to how eating too much too fast can be deadly for a Hylian. However, their flammability can be overcome with Goron Armor, and their weakness to water with Zora Armor.

    Potioncraft - Koroks were all raised in a tightly knit secret tribe, serving the Great Deku Tree. In this tribe, it is common for most if not all individuals to practice the craft of potions to some extent--mixing various herbs, oils, and magical materials to create liquids that give their drinker inexplicable effects akin to magic. This ability gives the user +1 P/W/C to the rupee cost of all Magic-Tier items with the Potion field. (Notably, this does not apply to Alchemist abilities which involve the creation of Magic-Tier items to use.)



    Veteran Races
    As mentioned earlier, only those who have been voted into the elite group of Hyrule Castle role players--Veterans--can choose from these races when creating a character.



    Skull Kid (open)
    SKULL KID
    [​IMG]

    Despite that they are children of the forest akin the Kokiri, the tales of Skull Kids are often melancholy. When a child wanders for days on end in the Lost Woods or another forest for days on end, helplessly lost and unable to support themselves, they will inevitably die of thirst, or worse yet, be the meal of a feral beast. But no, they do not die there. Through an unknown and mysterious force of magic, they are transformed by an a ghastly creature known as a Skull Kid.

    Upon their former death, these creatures are reborn as something akin to scarecrows who cannot perish away so easily. They are unaging, undead creatures with no need to consume food, and no desire to make themselves vulnerable by sleeping. Despite who they were or what their race was, their body itself is completely gone, replaced by this new entity. Rarely will an individual afflicted by this curse remember anything more than that they were wandering this forest for as long as they can remember... and unless they are particularly fortunate, they will now continue to wander it, lost, for years to follow.

    The few Skull Kids which do manage to escape this prison will come to a Hyrule they can at best vaguely remember, and which cannot remember them. Though they are sentient creatures with respectable intelligence, if the maturity of a child, Skull Kids are often feared as monsters due to their mysterious nature and ghastly appearance. Unsurprisingly, the immature minds of Skull Kids often begin to rebuke society as a result, becoming loners or outcasts, thieves or tricksters, with their only true home being the solitude of a forest.

    All Skull Kids start with these stats: Power 1, Wisdom 2, Courage 2 (1/2/2). They have the racial abilities Eternal Youth, Leaf Puppet, and Leaf Warp.

    Skull Kid Racial Abilities

    Eternal Youth - Due to the magical origin of Skull Kids, they will not age, will always remain the equivalent of a child, and will not be negatively affected even by magical spells which force them to age at a rapid rate.

    Leaf Puppet - A Skull Kid may throw a specific type of leaf forward to transform it into a large wooden marionette in a poof of smoke. The marionette bears a face similar to that of the Skull Kid's, and it appears to hang as if on strings (even though there are no such strings), floating above the ground. It will attack any enemy by charging its body towards it with eerie, disturbing movements. This 'creature' is very simple, and unless attacking, will only dumbly follow around the one who summoned it. It can be defeated with the simplest of attacks. Only one can be summoned at any time, and summoning a new one replaces the last. After the puppet is defeated, the leaf used for this spell will return to the Skull Kid's possession. This same leaf is also used for the Leaf Warp spell, and thus the two cannot be used simultaneously.

    Leaf Warp - At any given time, a Skull Kid may drop a single, specific leaf onto the ground. At any point after that, they may leap up into the air and spin, then after turning 360° in the air, be instantly teleported exactly to where that leaf was dropped, within a radius of about half a mile. (Put emphasis on "dropped." The leaf must be allowed to drop from at least waist height, and settle to the ground on its own before it becomes a warp point.) Upon teleporting, the leaf must be recovered if this spell is to be used again. Only one warping leaf can be set at any given time; creating a new one replaces the previous, causing it to burn up suddenly. This same leaf is also used for the Leaf Puppet spell, and thus the two cannot be used simultaneously.

    Undead - One with this ability is no longer among the living, but has not deceased and passed on. As such, they have no need to eat, drink, or sleep. Additionally, most forms of healing magic--which function by giving their target life--have no effect on something which is already dead. (Specifically, this includes all treasures with the [Healing] field, unless specified otherwise.)


    Subrosian (open)
    SUBROSIAN
    [​IMG]

    Miles beneath the ground upon which Hyrule rests, there exists beneath the surface another world--another kingdom--known as Subrosia. This kingdom rests on an island surrounded by an endless sea of boiling magma, with a sky pure black. It is a world of unending twilight and searing heat, but it is where a race known as Subrosians live. Though extremely rare, every once in a great while, one of these creatures wanders its way up to the surface--perhaps it climbed a dormant volcano, or just as likely it could have fallen into a portal of unknown destination. Thankfully, it can disguise itself in robes and pass off from a distance as a peculiar Deku Scrub or occasionally another race, able to meld into society unlike the unfortunate Skull Kids.

    Subrosians thrive on the intense heat of their homeland, perhaps best exemplified in treating a lava bath as if it was a hot spring. Their composition is unlike anything on the surface, and without extreme protection--usually in the form of thick robes--they cannot even survive. The hottest of summer days is the harshest of winters to them.

    No Hyrulean has ever seen the true form of a Subrosian. For without the creature's signature robes or other thick and powerful protection to keep their body hot on this cold surface, they instantly shrivel away into nothing. In much the same vein, if a Hyrulean were to venture to a place where a Subrosian could remove their protective wear, the Hyrulean would instantly perish from the searing heat. All that is truly known of a Subrosian's appearance comes from the bright, glowing-white eyes which emerges from the depths of their hood.

    Subrosians in Hyrule are naturally outcasts, and of the few who make it to the surface, even fewer decide to stay. Nonetheless, there are those certain extreme rarities... those which have a reason, even if it's only to see a world unlike any other they could ever know.

    All Subrosians start with these stats: Power 2, Wisdom 2, Courage 1 (2/2/1). They have the racial abilities Inferno Birth and Inferno Composition.

    Subrosian Racial Abilities

    Inferno Birth - Due to a unique ritual performed at birth, all Subrosians have a natural proficiency for Fire treasures. They gain +1 P/W/C to the rupee costs of any treasure which has Fire as a field, but only if the cost the P/W/C attribute is based on is the user's lowest (or tied with their lowest) attribute.

    Inferno Composition - Due to their unique origin and physiology, all Subrosians are completely impervious to all forms of heat or fire, and generally find hotter temperatures to be more comfortable. Additionally, the surface of their skin (which is rarely seen) is extremely hot to the touch, and will give almost any surface-dweller mild (Gorons) to extreme burns, and may even set them aflame (Koroks or Deku Scrubs). By contrast, they are extremely weak to cold, capable of passing out if left in room temperatures without the protection of their thick robes, and almost any submersion in water that isn't boiling can be lethal to them. However, their weakness to water can be overcome with Zora Armor.


    Tokay (open)
    TOKAY
    [​IMG]

    In the distant and uncharted regions of the Great Sea, there exists a place known as Crescent Island. This location is the origin of the strange, lizard-like race, Tokay. Their society would appear primitive to those from Hyrule: using a simple barter system for economy, most dwellers walking around without clothes, and the language they use. Although it is still the language of Hylians, it has been warped over time to possess an extremely heavy accent, to the point entire sentences may seem to mean something different. To the residents of Hyrule, this manner of speech, the Tokay's general unfamiliarity with mathematics, and other traits, can come off as primitive, if not stupid.

    However, Tokay are just as intelligent as most other races. It is simply that their culture has never highly valued intelligence or knowledge, and as a result it has never experienced the many luxuries--and many banes--of a more mind-centered culture such as Hyrule. Although Tokay culture does not value intelligence much, it does however emphasis amazing physical traits, such as agility and strength. Their bodies don't look the part, but Tokay have evolved to be extremely deft athletes, possessing above-average coordination, power, and concentration, making them formidable in ways which make up for their feral and primitive nature.

    It is particularly unusual for a Tokay to find themselves in Hyrule, not knowing of the location. Being amphibians, they do, however, possess the ability to swim to it from their isle, though it would be an arduous and long journey to an unknown destination--after all, many Tokay don't even believe there is more to the world than their island and the ocean. However, every once in a great while, a Hyrulean will set eyes upon one of these long-necked, scale-covered, orange-chested, pot-bellied, long-tailed, sharp-clawed creatures... and quite possibly run in fear for their life.

    All Tokay start with these stats: Power 2, Wisdom 1, Courage 2 (2/1/2). They have the racial abilities Amphibious, Seed Collector, and Seed Expertise.

    Amphibious - Due to their race, the user possesses some form of aquatic breathing apparatus within their body which can be used alongside their air-breathing lungs. Normally, this apparatus is trained from birth and can be used effectively from a young age, but using it is not instinctive to the race.

    Seed Collector - On the Tokay homeland of Crescent Island, seeds of certain varieties are widely used in a system of bartering not unlike Hyrule's system of using rupees. As such, all Tokay originating from Crescent have been conditioned to have a natural talent for seeking out seeds. Once per quest, this ability enables the user to find a Pegasus Seed, Gale Seed, Armor Seed, or Razor Seed for free--but the seed must be found in the role-play manually, and does not merely appear in the user's possession.

    Seed Expertise - Because of their natural tendency to collect and use magical seeds, Tokay are often found with at least a few in their possession. As such, a Tokay can begin with the Chill Seed Supply, Deku Nut Supply, Ember Seed Supply, Hyoi Pear Supply, Magic Bean Supply, Scent Seed Supply, or Seed Shooter treasure. In addition, the user may earn any such treasures later on, after creation, as though they have a P/W/C of 5/5/5.


    Picori (open)
    PICORI
    [​IMG]

    Known to most Hyruleans as Picori, though calling themselves Minish in their own language, these tiny creatures are believed across Hyrule to be mere fairy tales, told unto children to let them sleep at night. But that couldn't be further from the truth. In fact, Picori in Hyrule may be just as numerous as Hylians, if not much more so.

    How, then, can so many not believe in their existence? First and foremost, Picori are an extremely secretive race--it is beyond taboo to let surface-dwellers know of the entire race's existence. As such, any decent Picori will pass themselves off as the only one of their kind. Secondly, the tallest Picori to have ever lived... was not even two-and-a-half inches tall.

    Despite these traits, Picori often living amongst Hylians and other races, hiding in their homes, right under their noses. Cities, forests, mountains, and more are all inhabited by these tiny creatures. Although they often do live near larger cousins, they just as commonly live out in the wilderness in a tiny community of themselves.

    Although Picori generally spend their entire lives never speaking with Hylians, on extremely rare occasion one does decide to leave his homeland and intermingle with the larger races. In the process, he or she promises to keep the truth of the Minish secret, and taking a Jabber Nut as a parting gift of his or her people.

    Up-close, a Picori looks something like an anthropomorphic mouse, particularly in its limbs and to some extent its face. Its body has no hair or whiskers, however, and its tail is merely a feather. Like a Hylian, it has long and pointed ears, and always wears clothing. However, their clothing is often made of materials more accessible to them, such as leaves or insect shells.

    All Picori start with these stats: Power 2, Wisdom 2, Courage 2 (2/2/2). Their racial abilities are Huge Potential, Jabber Nut, and Lost & Found.

    Picori Racial Abilities

    Huge Potential - Due to the sheer untapped inner strength of Picori, all of this race are capable of earning one additional major treasure than they would otherwise be able.

    Jabber Nut - Most Picori adventurers who venture out into the world are bestowed with one of these mystical nuts; even those who do so without the aid of their village are usually smart enough to procure one. Most Picori speak the Minish race, which is vastly different from the Hylian race spoken by most other races of Hyrule and the surrounding lands. When this magical nut is consumed, however, it enables its eater to proficiently speak all languages as well as they can speak their own, not least of which includes the Hylian language. This does not, however, enable the user to communicate with creatures who do not use spoken languages--such as plants and most animals.

    Lost & Found - An extremely common pastime of Picori the world over is to hide rupees and other valuable treasures in places where those of others may find them and become joyful. Picori themselves are extremely familiar with these hiding rituals and good hiding spots, thus they can find "common-tier" items in unusual places, such as a longsword in a tree. In addition, they can also gain an extra ten rupees on every quest they complete, by finding rupees in this same fashion. (The rupees found in this manner must be involved specifically in the role-play, and the effect does not stack if one player has multiple characters with this ability.)
    Last edited by a moderator: Sep 20, 2013
  2. Bitoko

    Bitoko The Admiral vet

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    Re: Character Creation Sheet

    Now that you have chosen your race and a corresponding background, you are ready to fill out your character creation sheet. When you're finished with your character sheet, post it in the Character Creation forum. We'll get to it ASAP for approval.

    I will first post all of the areas with an explanation and instructions, then post a copy-paste version below it. So here it goes:

    Honor: (What level of honor are you submitting your character as? Regular, Devoted, Ascetic are your three options, for more information see the post further down this thread.)

    Name: (Self-explanatory)

    Age: (Most races have an aging process similar to humans. However, there are four races which age differently. Deku Scrubs and Koroks reach adulthood--roughly age 20--at the same rate as Hylians, but after that point they age at roughly half the speed, being plants. Kokiri and Skull Kids do not grow or age at all; they are magically created as something akin to Hylian children around the age of 10 who never fully mature physically or psychologically, and have been known to live up to three centuries.)

    Gender: (All Gorons have the same gender, which is assumed to be male. Although male Gerudo do exist, they are beyond rare, and only female Gerudo are consider kosher as characters. Deku Scrubs, Koroks, Skull Kids, Subrosians, and Tokay have different genders, but those who aren't familiar with the race may have difficulty noticing the difference.)

    Race: (Choose one of the available races. Newbies and Regulars whom choose a veteran species will not have their character accepted.)
    Place of Origin: (Enter in where your character originates from. Please do not put something that was not listed above.)

    P/W/C: (This will be determined off of your place of origin. Your base will be as was stated under your origin, for example a Hylian from the Western Caves would have a PWC of 1/1/2 (power/wisdom/courage). After you have your base, if you are a newbie you may add 3 more points, if you are a HC Regular, 4 more, and an HC Veteran 5 more. The cap for any stat is 5. Please feel free to distribute these points however you wish, if you have questions please ask us. Also, please put your PWC in this form: P/W/C, IE: 4/1/2)

    Treasures: (What are treasures? They are basically abilities and items of a magic-tier quality. A list of these can be found in the Library of Treasures, though you can also create your own when you post your character (subject to staff approval or disapproval).

    Every character starts out with 100 rupees (not counting bonuses racial abilities). These 100 rupees may be spent now toward any treasure you can obtain from the treasure library as linked previously, including treasures you create yourself. The cost of the treasures listed in the library is dictated by your chosen statistics, P signifying Power, W meaning Wisdom, and C representing Courage. If, instead, you would prefer to keep a hold of these 100 rupees, you are free to do so, just state it here.

    Gerudo with a power of 2 or higher gain additional rupees which can be spent on Power-based treasures; Hylians originating as northern civilians with a wisdom of 2 or higher gain additional rupees which can be spent on Wisdom-based treasures; and Rito with a courage of 2 or higher gain additional rupees which can be spent on Courage-based treasures. The amount of special rupees they obtain depends on their attribute: 10 for a 2, 20 for a 3, 35 for a 4; or 50 for a 5. These special rupees can ONLY be spent on treasures of their corresponding attribute, and cannot be kept as regular rupees after the character has been created. If these special rupees are not used, then they will simply be wasted.)

    Height: (Hylian height is equivalent to human height. Gorons, Zora, and Gerudo tend to be a few inches taller on average than Hylians, while Rito and Tokay tend to be a few inches shorter. The height of Kokiri and Skull Kids is equivalent to the height of Hylian children, roughly between ages 8 and 12. Deku Scrubs tend to average around 3'0" feet, but can be up to a foot shorter or taller depending upon their body type. Koroks average around 2'0", while Subrosians are generally 2'6" to 3'0". Finally, Picori are never more than two inches tall.)

    Weight: (Hylians, Zora, Gerudo, and Tokay have an average weight akin to human weight. Gorons tend to have thrice that weight, while Rito have half of it. Kokiri, Skull Kids, and Subrosians have an average weight around 80 lbs. Deku Scrubs tend to be 40lbs-60lbs, depending upon body type. Koroks tend to be about 30 lbs. Finally, Picori are usually no more than a fifth of a pound.)

    Equipment: (Please do not go overboard on this. You will be able to start off with common items, such as a basic sword, staff, or armor, or any "common-tier" items, as well as all treasures your character has earned.)

    Appearance: (Your character's general appearance and physiology. Although you may have a picture of your character if you like, you must nonetheless have a sufficient description.)

    Personality: How your character acts, how he thinks, and what he's like. Is he cheerful, gloomy, chipper, suicidal, masochistic, what? When people RP with you, they look here to see what your character's like. Remember to keep it realistic, and well-connected to your backstory.

    Residence: (You are allowed to have a home or place of residence in your place of origin. This cannot be a large castle or something like that, it must be a common home etc... Please describe it here. Extravagant residences or residences in other regions must be obtained as treasures.)

    Pet: (Similar to residence, you are allowed to have one free animal (or animal-equivalent monster) companion who is not capable of speech, not trained for combat, and cannot be used for suitable transportation. If the pet can be used for any of those purposes, it is instead considered a mount, which must be acquired as a treasure.)

    Backstory: (This part is fairly important. Your Backstory can be however you want it to be, but please keep in mind it must fit somehow into the Storyline and History of Hyrule. If it doesn't, your character will most likely be rejected.)
  3. Bitoko

    Bitoko The Admiral vet

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    Re: Character Creation Sheet

    Now please copy and paste the below into your character sheet.

    Honor:

    Name:

    Age:

    Gender:

    Race:

    Place of Origin:

    P/W/C:

    Treasures:

    Height:

    Weight:

    Equipment:

    Appearance:

    Personality:

    Residence:

    Pet:

    Backstory:
  4. WillowtheWhisp

    WillowtheWhisp Admin admin

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    3DS Friend Code:
    3239-3393-6898
    Regarding NPCs

    If, for whatever reason, a character finds it necessary to to seek the aid of a Non-Player Character, the information below may be particularly valuable.
    If you're going to use an NPC to aid you in a RP, more specifically in the completion of a quest, and it is not created as a result of a treasure you have, assume the following:
    -> The NPC can have no more than 100 rupees worth of treasures, assuming its highest possible PWC. No Unique Treasures or Major Treasures can be among these.
    -> The highest PWC the NPC can have in any one area is its basic racial ability score +1. (A Kokiri, for instance, could have a maximum score of 2/2/3.) This is due to the fact that the "average" person has a score of 2/2/2. Player-characters being intended to be above-average, on the tier of heroes, hence their "above-average" PWC scores.
    -> The NPC cannot join you for more than one quest.
    -> The "spotlight" can never focus on the NPC.
    -> There is an unclear limit to the amount of NPCs you can have in one quest, but keep it reasonable. The more focus on NPCs there is in the role-play, the fewer you would be expected to have.
    -> NPCs are completely forbidden in the Arena.

    If your non-player-character breaks any of these limitations, it becomes a player-character. You must then post the character's thread as you would for any other player-character, and have it accepted before that character is further used.
  5. Bitoko

    Bitoko The Admiral vet

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    Hylian Honor


    What is Hylian Honor?
    Hylian Honor is a new system on Hyrule Castle that will allow members to opt new characters to harsher grading standards with more restrictions. By opening up this option we hope to round out the site in areas we've seen less of in the past.

    Is this required?
    Hylian Honor is a system that is 100% optional in the character creation process and will have no impact on characters already created before implementation.

    How does it work?
    In the character sheet there is now going to be a new heading labeled as “Honor.” If members do not wish to participate in the new grading system they are welcome to exclude the heading, put it as N/A or something similar, or simply put “Regular”, the standard and default level in Hylian Honor. There are three levels of Hylian Honor currently, and your character sheets will be graded based off of the level you propose. As noted later, the grading process for the ranks of “Devoted” and “Ascetic” differ slightly.

    When submitting characters in this system, we'd ask that you put an [HH] at the end of the title to your thread when posting. This is so that the mods currently set aside for the task or noted in that direction.

    What’s the breakdown for these levels?
    Currently there will be three levels of characters to be graded at. They are as follows:

    Regular:
    This level of Hylian Honor is the standard and default level of all accepted characters. Staff will grade these characters identically to how all characters have been graded in the past. By jumping through our hoops, obeying our laws with PWC, rupees, treasures, races, and all the rest, a character is an excellent and respected addition to the roleplaying community.

    Devoted:
    For a character to be Devoted, all the prior accomplishments must be met and more. Devoted characters are to be looked at more closely and qualitatively, going beyond simple things like lining up with the history and not breaking any rules and such. To be accepted as Devoted a character must also submit themselves to certain mechanical restrictions. The full requirements the staff will be looking for are as follows:

    Mechanical:
    PWC is restricted. All members, regardless of position, receive only two additional points to add to Devoted characters. With current origin standings every character begins with 1/1/2, 1/2/1, or 2/1/1 depending on the race. With two additional bonus points the highest score in any particular category could be no higher than four.

    Starting Rupees are restricted. Each Devoted character will have their initial funding cut in half, dropping their starting rupees from 100 to 50. This will also apply to the racial ability “Rupee Riches” granting 25 bonus rupees at creation instead of 50. The “Magic Proficiency” bonuses and others like them remain unchanged, though, when purchasing power/wisdom/courage based items at creation.

    Qualitative:
    Devoted characters may not be “Mary Sues.” Currently, our condition for whether or not a character is a “Mary Sue” depends on whether or not the character is truly faulted. A true fault should negatively impact the reader’s impression of the character (from a personality standpoint, not a quality one). Faults that are immediately covered by, “But it’s really pretty reasonable…” or “But they’re really quite a good or loveable person” or “But they know how to overcome this fault when it’s important” are not acceptable. We are not looking for true villains or the worst people on the planet, simply characters that are believably faulted.

    Ascetic:
    These characters take the harshest scrutiny from the staff and the heaviest mechanical restrictions. While “Ascetic” characters require significant work and a critical eye, they are by no means unobtainable or reserved only for the most gifted writers. Ascetic characters require everything a Devoted character would and take the game to the highest level we feel we can objectively grade.

    Mechanical:
    PWC is further restricted. While characters still receive two points to add to their characters, they may no longer have a single stat exceeding three.

    Starting rupees are completely removed. This effectively nullifies ‘Rupee Riches’ as well as ‘Magic Proficiency’ and the two other racials like it. Common-tier items are still available on character creation including weapons, within reason.

    Major Treasures are limited now, regardless of rank. Ascetic characters may only have a single Major Treasure at any time. This applies to both “Unique” Major Treasures and those that are simply Major Treasures. This rule is not applied to Major Treasures yielded by professions.


    Qualitative:
    Ascetic characters may not be “Special Snowflakes.” This means that the character must fit very naturally into the backstory of the site and the Zelda universe as a whole. These characters should be representative of what would be common to see in the world. Histories justified by “There’s nothing saying I can’t” are not acceptable. An example of a character that is not as a Special Snowflake would be, for instance, a Zora born in the Zora domain, like the vast majority of all other Zoras. An example of a Special Snowflake would be, say, a Goron born in the Zora’s domain because of some extreme, complex situations.

    History, personality, and appearance must all flow together properly. If a character has a personality attribute then it ought to be accounted to either their genetics or some event or person in their life that shaped that out. Similarly, appearances should also coincide with the history; noticeable or lasting injury or shaping should be accounted for historically.

    Characters will be checked more thoroughly for “Mary Sue” symptoms than before, and it is no longer acceptable for a character to be made with the apparent purpose of being impressive or self-fulfilling. While Devoted characters must avoid being a “Mary Sue” at a technical level, Ascetic characters must live and breathe in that mindset.

    Why the mechanical restrictions—shouldn’t we reward more rigorously graded characters?
    We want the mechanical aspect of the character to be affected as it is very much a part of HC and is what makes us very unique. However, we also wanted this system to be entirely optional to members as we understand it will not appeal to everyone. For this reason, we want members who choose to avoid this system to not feel like they are being denied a creative opportunity.

    Secondly, it also creates a bit of a distinction we are hoping to see in different kinds of characters. The PWC restrictions are very important, especially in tandem with the Rupee restrictions, because it reduces the ability to create very notably unique and above average individuals in this roleplaying world. While PWC is more heavily an OOC thing than anything, we will hold that an “average” person in Hyrule would have a score of 2/2/2.

    By lowering the PWC options to this level, we want these Honored characters to fit better with the world as a whole, interfacing with it rather than rising above it. Because the amount of Rupees these characters will have and the increased prices in treasures because of the PWC changes, we hope that treasures characters have will be more meaningful and part of their character as a whole. While many people enjoy having characters that avidly seek out and collect treasures, we want to bring a bit of diversity to the field.

    Thirdly, while we want characters graded with higher Honor to be recognized as challenging and insightful creations, we also do not wish to shame anyone who doesn’t like the system. If our grading standards did not include a change to the mechanical and only assessed qualitative elements then we fear members who did not opt-in would be thought of as less-worthy roleplayers for not enduring more criticism over their sheet. This is absolutely not what we want to happen.

    Fourthly and finally, we wish to add a bit of challenge to the treasure-hunting process. While we wish to make the characters more “average” or dare I say “realistic,” we still want members to have goals and seek out treasures, but we want that to be more challenging and meaningful if they’re looking for that.

    What if I can’t read the staff’s mind?
    We understand and even expect that people will not be passed on their first attempts to meet some of the qualitative standards we set out. Hyrule Castle has never made an attempt to try and screen this way, and it will be a learning process for everyone, but we do wish to establish a procedure if/when sheets are not up-to-snuff.

    When submitting a character, members make the decision as to what their goals are from the three possible levels of Honor, but if they fail multiple times to reach the level they’ve aimed for then we will take actions. The process may be changed but will proceed as follows for now:
    If a character is proposed as Ascetic or Devoted they will be judged according to those standards. After talking with each other, the moderators responsible for the sheet will deliver judgment. If the sheet does not pass, a moderator will inform the writer of the issues and allow for an attempt at fixing the character. At a maximum, the moderator will deliver criticism no more than three times for Devoted, or two times for Ascetic. The first is the initial response to the character and the later ones will go off the changes.

    If the moderator’s final criticism is still negative, the sheet will not be passed. Ascetic characters are up to the discretion of the moderator after failure to pass, and they may either be re-graded at a Devoted level or dropped all the way to Regular and graded at that level. If this happens, the roleplayer will have time to make adjustments to their PWC and treasures to fit with fewer restrictions.

    Can my characters be promoted to a higher level of Honor after being accepted?
    We’re hoping to make this less restrictive as time goes on, but at implementation the answer is as follows:

    Regular characters may not be raised to a higher level of Honor after being accepted; this applies to both present and future characters. If a character is proposed and accepted as Devoted, though, a member may choose to resubmit it with the changes necessary for becoming Ascetic. If a character is proposed as Ascetic and a moderator drops to and accepts it as a Devoted it will not be available for resubmission.

    What if I ask you to grade it at a Devoted level but the moderator thinks it could be Ascetic quality?
    We’ll let you know and it can be figured out.

    Can I talk to staff members about character concepts before I submit them?
    Absolutely. If you’re not sure something’s going to work, you can always send us a PM with what you’re concerned about before we go through the official grading process. We will not look at entire sheets, though.

    In a nutshell, what are you looking for?
    We’re looking for characters that are realistically faulted and fit naturally into the Zelda universe. Instead of being the hero going into a shop to buy potions, we’re asking you to be that very person who sells the potions at first. They may go on to find their own adventure, but it’s a tale spun in a different perspective.

    We understand this is not the only way to roleplay but rather one of many options worth trying. Noticing it’s not as common to do it this way, we want to provide the option tied with a small incentive to give it a try. In a ‘nutshell,’ we’re looking to for people willing to try something new with an open mind about it while willing to take some critique.

    Any general advice for making it through the character creation process?
    If you feel like you could use a better explanation of some of the prerequisites, better to ask a staff rather than just do your best in half ignorance. We aren’t looking to identify the most talented writers but rather the ones more dedicated to improvement.

    When undergoing criticism from a moderator we ask you keep a level head and understand we are critiquing the character itself under our own standards. Opinions may differ, and there is no shame in deciding to avoid our more “picky” ones and sticking to just making Regular characters. If you are graded though, please understand we will not tolerate members becoming angry, frustrated, or even passive-aggressive with staff members over criticism given.

    Will Hylian Honor be applied to other aspects of the site such as quests?
    Not at this time.

    Want an example of what we are looking for? Here is a great character made by WillowtheWhisp: http://forums.hyrulecastle.org/viewtopic.php?f=135&t=955&view=unread#unread
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