Filling in the Blanks

Discussion in 'Suggestions & Ideas' started by Cataphractoi, Oct 21, 2015.

  1. Cataphractoi

    Cataphractoi Nanase is rebooting reg

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    SO, I love culture. Like, really love it. I've always enjoyed reading the backstory of races and getting a feel for their society. And since several of the races here are lacking that section, that set the gears in my head working. I wrote up some ideas I had for the Tokay which might serve as a starting point for getting their page filled in, and I have more ideas cooking up in the back of my brains for the others. Here you go:

    Show Spoiler

    Origins

    Hunter

    You’re a hunter within your clan, and have spent your life catching fish and small animals on Crescent Island. You might be handy with a spear or a slingshot, or perhaps your claws. Although your people rarely war with each other, you’re the closest thing the Tokay have to a fighter, and are the first line of defence for your clan.

    A Tokay Hunter begins with a PWC of 2/1/2. Their racial perks include Claws, Amphibious, Hoarder, and Seed Collector.

    Gatherer

    Tokay gatherers are few in number, but essential to providing a balanced selection of food to their clans. You forage for seeds, fruits, and vegetables, but spend most of your time in close range to your village, and likely haven’t entered the water since you were a hatchling.

    A Tokay Gatherer begins with a PWC of 2/2/1. Their racial perks include Claws, Hoarder, Seed Expertise, and Seed Collector.

    Trader

    As a Tokay trader, you are a pioneer within your race, making a living off of bartering with other tribes rather than searching for food. You’re probably more well-travelled than most Tokay, having spent your life moving from clan to clan and creating the groundworks for a real trade network.

    A Tokay Trader begins with a PWC of 1/2/2. Their racial perks include Claws, Hoarder, Nose for Treasure, and Business.

    Physiology

    Like many amphibians, the life cycle of a Tokay begins with an egg. Tokay lay eggs in clutches of eight to twelve which must be incubated for at least six months before hatching. Like most races, Tokay have two genders, but unlike most sentient races, a Tokay’s gender is not determined until several months into incubation. Male Tokay hatch from eggs near the center of the clutch, which are typically kept warmest; female Tokay hatch from the cooler eggs on the rim of the clutch. Tokay parents typically arrange their clutches to produce an even number of each gender, but they can just as easily arrange for more of one than the other if needed.

    When Tokay finally hatch, they are largely defenseless for the first few months, and few survive this infantile period. Tokay begin life with a form not dissimilar to a salamander, moving on four legs and possessing slimy skin. Their gills are much more prominent in the stage, and the scales are far softer. Young Tokay spend much of the time in a shallow pool of water within their parents’ dwelling, as they cannot breathe raw air yet.

    The offspring which survive this period undergo metamorphosis. It is at this point when a Tokay will grow their lungs, develop their forelegs into working arms, grow claws, and begin walking on two legs. It is at this point that a Tokay is considered a child, rather than an infant, as they now display almost all the traits of an adult Tokay, although they will not be true adults for another ten years, during which time they live with and learn from their parents.

    A Tokay at adulthood is usually at least as tall as the average Hylian; sometimes taller. Adult Tokay scales come in various shades of green, orange, red, or blue, and are usually more lightly colored along their belly, chest, and neck. In spite of the prominent scales, Tokay are more amphibian than lizard, and their scales are little more protective than a mammal’s skin. Tokay have five fingered hands, each of which is tipped with a sharp claw, but only a single claw on their toeless feet. Their tails range from half to a third of their total height, and are powerful swimming aids. Although most Tokay retain their gills into adulthood, they are less visible now, generally only becoming apparent when a Tokay submerges in water.

    In spite of their round, almost goofy faces and pot bellies, Tokay are, as a race, very physically gifted; their bellies are so prominent because all their fat storage is centered there. They also exhibit absolutely no sexual dimorphism and either gender may incubate eggs, so gender roles are essentially non-existent within Tokay society as a result.

    Culture & History

    The Tokay are a young race, and their culture is relatively primitive as a result. To them, barter is a somewhat new invention, and only the most basic of tools has been discovered. The entirety of Tokay civilization exists on Crescent Island, which they believed to be the entire world until very recently. Despite this, the Tokay are just as intelligent as most other races, and they are very welcoming of outsiders.

    The origins of the Tokay are unknown, but they likely arose on Crescent Island and only reached true sapience in the last few millennia. While they have a language, they have not yet developed writing, and most Tokay struggle to wrap their minds around the very concept when exposed to it. As such, their history is passed down orally, and is inextricably linked to their mythology. Few Tokay have heard of the Goddesses; instead, the Tokay worship a variety of nature gods which reflect their tropical environment.

    Tokay society is centered around hunting and fishing, and their communities, what few of them there are, reflect this fact. Tokay live in small clans scattered around the island, the populations of which are limited by their utter lack of agriculture. Their dwellings are typically simple wood frames draped with the leaves of tropical plants. These homes seldom have walls, but always have small pools of water in them for Tokay hatchlings to swim in.

    As a hunter-gatherer society, Tokay have few possessions and very little understanding of personal ownership. This is liable to change with the recent introduction of a barter system, but many Tokay think of stealing as a harmless game, as they tend to place importance not on individual possessions but on the number of possessions one has. The direct result of this is that Tokay tend to hoard items and collect seeds without really paying much attention to the contents of their personal hoards, which are often left unattended and in the open within their open houses.

    Although more civilized cultures might perceive the Tokay as monstrous beasts, they have little knowledge of the outside world and are largely untouched by its conflicts.
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  2. Guy

    Guy Admin admin

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    Wow, okay. I'm almost annoyed at how good this is. It is likely better than I could have done. Seriously, good job.

    I've applied all of it to the Tokay race page, with only a couple minor edits. Mainly, I gave Tokay the "Foreign Language" innate racial perk as well as the "Quick Draw" "Sense" treasure as an optional perk. The latter replaced "Seed Expertise" for one of the Tokay Hunter's racial perks.

    Needless to say, your work is appreciated. I'd be grateful if you ever decided to fill out the other race pages with content this good.
    Last edited: Oct 22, 2015
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  3. Cataphractoi

    Cataphractoi Nanase is rebooting reg

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    Oh, goodness, thank you for the praise. I definitely have plans to continue writing them, and I have nothing but time this weekend.
  4. Cataphractoi

    Cataphractoi Nanase is rebooting reg

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    Show Spoiler

    Physiology:

    Similarly to Darknuts, Wizzrobes are created primarily from magic. Instead of being manufactured from pure magic, however, Wizzrobes are created by warping already living creatures into something new. This is because the fundamental principles used to create both races are nearly identical, and so any attempt to create a Wizzrobe from pure magic results in a Darknut instead.

    Eventually it was realized that by targeting the spell at something, usually a small animal, the caster could cause the target to mutate and grow into a new form. After much experimentation, it was found that small birds yield the best results, with most other animals yielding monsters or simply dying.

    Most Wizzrobes are, as a result, grown from birds. The mutation process is long and slow, similar to the life cycle of a Hylian. Over a period of fifteen years, the bird will change form and adopt a bipedal body with functioning arms. The exact appearance depends on the type of bird used, so Wizzrobes vary widely in plumage, size, and coloration. A Wizzrobe is considered to be ‘born’ when the spell is first cast, but is not fully sentient or even functional for several more years.

    A Wizzrobe will begin speaking and walking by the age of three, is considered an adolescent by ten, and fully adult at fifteen. Wizzrobes created in this fashion will typically live as long as the average Hylian. However, since Wizzrobes are still created magic, they are sterile and may not reproduce in the typical fashion. Furthermore, although they are created from gendered animals, Wizzrobes have no innate gender, and no secondary sexual characteristics. Their voices, for example, vary depending on the bird used to create them, but are typically high pitched and sing-song. Some Wizzrobes adopt a gender, but not all.

    The process is inefficient at first glance, but Wizzrobes have two major advantages over Darknuts which are linked to each other: they can always use magic, and as a result, Wizzrobes can reproduce. Wizzrobes seeking disciples or offspring need only cast the proper spell on a small bird, and the bird will develop into another functional Wizzrobe.

    That’s ‘most’ Wizzrobes. The rest are created by targeting the spell at an adult sapient; usually a Hylian. This process has both advantages and disadvantages. It takes much less time for the Wizzrobe to transform, but in exchange, nearly every Wizzrobe made this way comes out insane. Regardless of the original gender or race, sapient Wizzrobes invariably appear as old, Hylian men with bulbous heads and strangely colored skin. Those that are not driven insane by the process will find themselves just as sterile as any other Wizzrobe.

    Culture and History

    Wizzrobes have existed for nearly as long as Darknuts, but have developed their own culture thanks in large part to their ability to reproduce. Wizzrobes are mostly interested in studying magic, and tend to live in small, isolated colleges dedicated to this pursuit- though some Wizzrobes are known to reside in mixed settlements like the Monster Village. Communities of Wizzrobes are generally extremely hard to find, so few non-Wizzrobes will ever see one. Most Wizzrobes will create at least one more of their kind within their lifetime, and free Wizzrobes often make a point of hunting down Wizzrobes created from other sources and bringing them home.

    The innate magical prowess of Wizzrobes makes them significantly harder to control than Darknuts, so they have a tendency to go rogue when found by their free siblings. This lack of loyalty has introduced a certain level of enmity between them and the Darknuts, who find Wizzrobes to be flaky at best.

    Humanoid Wizzrobes are less common even than avian Wizzrobes, and are most often encountered in dungeons, where they are left by their creators more as traps than as guardians. Those few which manage to retain their sanity sometimes try to return to civilization, using heavy robes to mask their mutations.

    Despite their presence in Ganon’s army, Wizzrobes have gone largely unmolested in the war, as their communities are difficult to find even for monster races.


    Wizzrobes! This one is a bit odder than the others, but I like the concept of the Darknut creation spell having different effects if cast on living beings. Feel free to cut the humanoid Wizzrobes or point out any changes you'd like made before you seriously consider this one.
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  5. Guy

    Guy Admin admin

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    Not gonna lie, the humanoid-avian dimorphism was a bit of a curve ball I was initially unsure about. That said, I did end up expanding a bit on the Hylian-looking Wizzrobes, for the odd player who might want to have a freaky character like that. I did tweak a few other things--mostly so the order and format is more similar to other race pages. I also added a bit more flavor onto what you already provided.

    Good work, as before. :rpt:
  6. Cataphractoi

    Cataphractoi Nanase is rebooting reg

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    I like the additions to the Wizzrobe page.

    Kokiri
    Show Spoiler

    Recommended Origin:

    Pariah of Kokiri Forest

    As a Kokiri Pariah, you are one of the few Kokiri without a fairy companion. Shunned by your fellows, you have been forced to find friends among the animals of the Forest and the Dekus. You are more attuned to the forest as a result and less anchored to Kokiri Village.

    A Kokiri of this origin begins with a PWC of 1/1/2. Their racial perks include Eternal Youth, Deku Nut Supply, Heart of the Forest, and Language of the Fauna.

    Kokiri Pioneer

    Some Kokiri suffer from wanderlust, feeling drawn to the outside world from an early age. As a Kokiri Pioneer, you enjoy exploring your surroundings and bringing vital information back to the Great Deku Tree, whether it is monster locations of maps of distant lands. You are exceptionally aware of your surroundings, and uncommonly brave even for a Kokiri.

    A Kokiri of this origin begins with a PWC of 1/1/2. Their racial perks include Eternal Youth, Fairy Companion, Navigation, and Valiance.

    Merchant of the Village

    While the Kokiri are largely self-sufficient, any large enough population requires merchants to distribute goods and maintain supply lines. As a merchant of the Kokiri, you are uncommonly interested in economics, and have made it your duty to make outside goods readily available to your people.

    A Kokiri of this origin begins with a PWC of 1/1/2. Their racial perks include Eternal Youth, Fairy Companion, Deku Nut Supply, and Business.

    Physiology:

    No one really knows where Kokiri come from except the Great Deku Tree himself. Some scholars believe he creates them with a variant of the fairy creation spell. Others posit that Kokiri are Skull Kids rescued from undeath by very powerful magic. Still other scholars assert that Kokiri are born from the earth, like plants.

    Wherever they come from, Kokiri have a tendency to just…appear in the forest from time to time. These new Kokiri are as newborns mentally, but physically appear just as old as any other Kokiri, looking like Hylians somewhere within the ages of eight to twelve. Kokiri are nearly identical to Hylian children, in fact, although the range of hair colors they exhibit differs slightly- naturally black-haired Kokiri are totally absent, but a shrewd observer might note that green, brown, orange, and yellow are all colors seen on leaves throughout the year as well as on top of Kokiri heads.

    Otherwise, the only difference between Kokiri and Hylians is the fact that Kokiri never, ever age. The oldest Kokiri can be centuries or even millennia old, and have outlived dynasties and even entire nations. As a result, in spite of their appearance, elder Kokiri are actually some of the wisest and most dangerous beings in the world, as their grasp of magical or physical techniques is often unparalleled.

    Culture & History

    The Kokiri have existed as long as anyone can remember, but seldom ventured outside their forest until relatively recent times. They are considered one and all to be the children of the Great Deku Tree, and have a strange relationship with him which appears to be a mix of filial piety and outright worship. He is guardian and creator of the Kokiri race, and has kept them safe from outside wars for time immemorial.

    Life in the Kokiri Village is much like one would expect a civilization of children to look. Kokiri live a carefree life, chasing individual interests in the absolute safety of their home. Crime is almost unheard of, and most disputes are settled quickly and forgotten just as rapidly. Kokiri will throw festivals for almost any occasion, and are known to throw especially elaborate parties when one of their own ventures out of the Village or returns, as well as in honor of new Kokiri.

    Most, but not all, Kokiri live their lives with a constant fairy companion. Some live long enough to have more than one, and some never have a fairy at all. This is due to the fact that, while the Great Deku Tree can create fairies, the fairies have free will and choose their own partners. Either way, fairies are an everyday part of Kokiri life, and are considered commonplace. Outsiders are more rare, but the Kokiri are a curious people, and always happy to entertain visitors.

    Although Ganon attempted to invade Kokiri Forest, this proved to be one of the most fruitless military endeavors in history. The Forest itself seemed to rise up against his forces, which found themselves lost, confused, or dead. As a result, the Kokiri have been insulated from the war almost entirely.


    Koroks
    Show Spoiler

    Recommended Origin

    Guerilla of Kokiri Forest

    As a resident of the Kokiri Forest, you are tasked with defending the Great Deku Tree’s realm. You have been fighting alongside the local Deku population since Ganon first attacked. You fight with your head, not your brawn, and are accustomed to popping in and out of the underbrush to harry enemy forces and leave them vulnerable to Deku Bubble Shots.

    A Guerilla of Kokiri Forest begins with a PWC of 1/2/1. Their racial perks include Plant Composition, Water Hop, Deku Leaf, Heart of the Forest, and Language of Flora.

    Korok Planters

    As a Korok Planter, you are tasked with spreading the seeds of the Great Deku Tree. You live a nomadic lifestyle, going where the winds take you and leaving trees in your path. You may travel alone or in a small family group. Tribes of Korok Planter often differ wildly in their customs and appearance, as they seldom come into contact with each other, and they typically follow a petty chieftain who has likely met the Great Deku Tree at some point. These Koroks are the most familiar to other races, as they often come into contact with many different people in their travels.

    A Korok Planter begins with a PWC of 1/2/1. Their racial perks include Plant Composition, Water Hop, Deku Leaf, Korok Copter, and Seed Expertise.

    Alchemist

    As an alchemist, you support your guerilla and planter brethren from the rear with potions and seeds. You have likely never fought a battle in your life time, or ever traveled far from your birth place. You prefer the safety and quiet of your lab, which is probably nestled deep in the forest in an isolated tree-top. You’ve likely never met a member of another race, and if you have, it was probably a Kokiri or Deku. All the same, you live to help others, and have spent your life keeping your fellows alive in one form or another.

    A Korok Alchemist begins with a PWC 1/2/1. Their racial perks include Plant Composition, Water Hop, Heart of the Forest, Potioncraft, and Seed Expertise.

    Physiology:

    Being a race of plant people, Koroks are born from the ground like Dekus, though the process is very different. In the spring, mature Koroks will grow a single flower upon their heads, within which is both stamens and carpels. Koroks can produce seeds in several ways- self-fertilization, insect activity which carries pollen between Koroks, or manually trading pollen with another Korok. The Korok will then produce several light and fluffy seeds which float away and settle in the ground, where some of them will sprout into new Koroks. If their community is already overpopulated, the flower may be harmlessly removed before it produces seeds.

    Koroks infants are rooted to the ground, where they will remain for several months. They do not become aware of their surroundings until they are ready to uproot, at which point they are accepted into the community. Korok children are really just Korok adults writ small, but will not bud until they reach twenty years of age and stop growing. Koroks receive most of their nutrients from photosynthesis and water, though they can process plant matter as well.

    A notable oddity of Koroks is that they do not have functional faces like other races. They have small eyeholes and a working nose, but absolutely no control over either, and their mouths are only capable of opening and closing, with vocal articulation happening internally. Most Koroks choose to make masks from leaves to compensate for this fact, the expressions on which are usually intended to reflect their individual personality. These masks are typically hung from the Korok’s nose- which, weirdly enough, might be above or below their eyes depending on the individual- and must be periodically replaced

    Koroks range in size from one to four feet, and in weight from eight to forty pounds. Since they reproduce like trees, they are essentially genderless. The color of their bark often varies depending on the region they are born in, but can be virtually any color a tree can. This bark is very resilient against most attacks, almost like natural armor, but in return they are very prone to catching fire and cannot survive for long in water. Some Koroks compensate for this with Goron Tunics and Zora Tunics.

    Culture & History:

    Koroks have no centralized government nor do they usually keep records, so their history is mostly unknown. Supporters of the theory that the Great Deku Tree created the Deku race tend to think the Koroks were his second creation, since they are more human-form than the Dekus but less so than the Kokiri. If so, it is possible the Koroks represented a halfway point of sorts between them.

    Though the Koroks are just as much children of the Great Deku Tree, they do not usually live together with the Kokiri. Instead, Koroks prefer to live in the Forest itself, and often travel Hyrule planting new forests for reasons known only to themselves. Small Korok settlements can be found in almost any forest as a result, though the bulk of their population is found in the Kokiri Forest. Unlike most sapient races, Koroks have little need for shelter, but they often pick favorite trees to sleep in and store belongings. This leaves Korok villages with extremely minimal infrastructure, and makes it very easy for them to simply pack up and leave in the event of an attack.

    Due to the way Korok children are born, Korok communities raise their children communally, and no Koroks ever know exactly who their parents are- they may not even understand the concept of parents without exposure to other cultures. Koroks have very close-knit communities as a result, and many Koroks remain with the same family unit for their entire lives. They also rarely associate with other races.

    The Koroks played a large role in repelling Ganon’s attack on the Kokiri Forest, using their plant-like appearances to confuse his forces and attack from camouflage. These Koroks fought alongside Deku forces during the war, and in its aftermath the local members of each race have experimented with integrating their communities with some success.
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  7. Devil-Steel

    Devil-Steel Your friendly neighborhood devil reg

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    Keep up the good work!
  8. Guy

    Guy Admin admin

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    As Devil-Steel said. :tpr: These are both good, and have been added to both race pages with only minor phrasing alterations. I should be able to write up a proper 'Character Creation Brief' for both myself when I have a little more time.
  9. Cataphractoi

    Cataphractoi Nanase is rebooting reg

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    Yeah, sorry, I wrote one up myself for the Subrosians this time.

    Show Spoiler

    Character Creation Brief

    The Subrosians are a mysterious race hailing from below the aptly named Subrosian Glacier. Long untouched by the outside world, their relatively small community has had time to grow in prosperity and number. While not so numerous as, say, the Hylian race, many Subrosians call the wide chasms and tunnels beneath the glacier home.

    Subrosians appear to most people as figures slightly shorter than Hylians and covered from head to toe in dyed robes, with their large and glowing eyes prominently visible. Their body temperature is far higher than that of most races, to the point where skin-to-skin contact with a Subrosian might set a Deku or Korok alight. In return, they are very vulnerable to cold weather and water.

    Like Gorons, the Subrosians consume rocks and minerals for nutrients, although they prefer their meals molten and often top them with shavings of precious metals.

    Recommended Origin:

    Subrosian Smith

    As blacksmiths are the most important craftsmen of Subrosian society, they are very skilled at their trade. Perhaps you are a famed smith, or a simple journeyman learning the trade. Either way, you service the needs of your people by building all manner of objects, furniture, and tools. Your crafting abilities and connections make it easier for you to acquire treasure at the start of your adventure.

    A Subrosian of this origin with a PWC of 2/2/1. Their racial perks include Infernal Composition, Foreign Language, Bonus Treasure, Smith, and Business.

    Subrosian Miner

    Acting as a cross between farmers and, well, miners, Subrosian Miners provide nearly all the raw materials their people require. You are probably accustomed to extreme darkness, and well used to sniffing out the most valuable veins of ore. This has left you fairly well off compared to some of your peers, and allows you to more easily find useful materials.

    A Subrosian of this origin with a PWC of 2/2/1. Their racial perks include Infernal Composition, Foreign Language, Rupee Riches, Nightvision, and Ore Trade.

    Chivalric Order of the Ore

    The Subrosians may be xenophobic, but this does not make them any less aware of outside dangers. Uniquely, they field a military composed entirely of volunteer knights, dubbed into their knightly order not by nobility but by a sponsoring guild. Knights of the Ore fulfill all manner of positions, from heavy infantry to archers to police, and as such vary wildly in their equipment. As a Knight of the Ore, you defend the ideals of your people and guard the borders, and likely carry a shield emblazoned with a blue, red, or gold ore chunk which denotes your rank.

    A Subrosian of this origin with a PWC of 2/2/1. Their racial perks include Infernal Composition, Foreign Language, Infernal Birth, Flame Aura, and Nightvision.

    Physiology:

    Subrosians are perhaps one of the most alien races in the world, having developed in entirely different conditions than any other race. Everything about them, from their temperature to the very building blocks which make up their bodies, differs wildly from that of other races. The only real similarity is that they age and reproduce almost identically to Hylians.

    First and foremost, Subrosian bodies maintain a much higher average temperature and are all but immune to heat. This is possible because the chemicals and solid compounds within their bodies are totally different than that of other creatures; their blood, for example, contains absolutely no water, as it would boil otherwise. The real reason that heat or cold kills is that extreme temperatures break down the compounds within the body, and so the compounds which make up Subrosians will remain in their normal state from just above the boiling point of water to well above the average temperature of lava. This makes them highly vulnerable to ordinary temperatures, but allows them to function in a much wider range of conditions overall.

    As a direct consequence of this, however, Subrosians must maintain a diet much like that of Gorons. Subrosians primarily consume their rocks and minerals in the form of lava, but are capable of eating solid rocks and gems as well. They also tend to season their food with shavings of precious metals and chemicals which would kill any other creature except, perhaps, the aforementioned Gorons.

    Subrosian robes are excellent at retaining heat, a necessity given that room temperatures are their equivalent to sub-zero conditions. However, while they protect Subrosians from their environment, they also serve a dual purpose in that they protect the environment from Subrosians. Since their bodies are so hot, the robes enable Subrosians to touch things- and people- without burning them. Most Subrosians will wear these robes at all times as a result, even when bathing in lava, especially given that they never need worry about overheating.

    Subrosians are also known for their large, glowing eyes- usually the only parts of their bodies which are visible. The light given off by their eyes, in tandem with specialized structures within them, allows most Subrosians to see even in total darkness. Beneath the robes, they appear as humanoids slightly shorter than Hylians, with earthen or metallic toned skin. Their eyes take up much of their faces, and their heads have mere holes where another race might have ears. They do not grow hair, but males and females may display rocky or crystalline growths, respectively, on their scalps.

    Notably, Subrosians are particularly vulnerable to water and cold, and can only effectively counter these weaknesses with Zora or Yeti Tunics.

    Culture and History:

    The Subrosians are an ancient race, with history dating back to before their land was topped by a glacier. In these times, the Subrosian glacier was a volcanic paradise, with constantly flowing lava and intense heat. When the volcanoes died and the land began to freeze, the Subrosians retreated into their mines and left the surface behind. It is well documented that their use of heavy robes began during this time when the glacier was forming.

    Subrosian society revolves around mining and blacksmithing. All of their food and raw materials come from mining, while all their tools and furniture must be forged, lest it combust from mere touch. Their primary currency is composed of various forms of ore, ranging from materials to ‘spices.’ Since their money has multiple uses, it wouldn’t be inaccurate to compare their economy to a barter system, though most Subrosians would argue otherwise. Still, Subrosians are not opposed to using rupees when on the surface or dealing with visitors.

    The Subrosian government is centered in Subrosia Village, where various guild representatives meet to decide on policy. The guilds themselves range from miners, to blacksmiths, to dancers, and the representatives shift depending on who happens to be least busy. Most Subrosians will take at least one turn as a representative within their lifetime.

    Oddly enough, the dancers’ guild probably holds the most sway, as dancing is the number one Subrosian pastime. The guild’s name is something of a misnomer, as its primary duty is maintaining the luxurious Subrosian Dance Hall, which is open to all Subrosians- any shows or activites taking place there are arranged by citizens, not the guild. Although dance is most prominent, Subrosians do enjoy other activities: many talented chefs run popular restaurants, and public lava bathing is considered a pleasant social activity.

    Additionally, Subrosians place a high value on record keeping. Although most races write on thin, flimsy materials, Subrosians are forced by their environment- and biology- to use slabs of metal several millimeters thick. Instead of writing, they engrave information on these slabs, and the result is a nearly indestructible line of records dating back to the development of their writing system, covering every conceivable topic from history to culture to sales. As the engraving process is very difficult and intricate, most Subrosian businesses employ dedicated scribes trained in the art.

    Due to their distance from Hyrule, many Subrosians have not even heard of Ganon. Their long isolation has left them somewhat xenophic, although they are on fairly good terms with the Yook.

    On to...the Gorons, I think.
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  10. WillowtheWhisp

    WillowtheWhisp Admin admin

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    These have all been great so far, but I had a few comments on the Subrosian write-up.

    The physiology is great, and I feel it's definitely something we can set as the standard for all Subrosians. I have one small thing I would like to mention about the culture, as well as the origins. From Oracle of Seasons, I personally never felt that the Subrosians seemed to be all that organized of a people. With the emphasis they place on dance, and trading through the use of a resource rather than a notarized currency (rupees don't -quite- count either, but also have no value outside of being money), it always seemed that they were a more simplistic society, possibly bordering on being tribal, like the Tokay. So, while both miner and smith make sense as origins, having an entire "Knighthood" feels a bit out of place. Moreover, their main settlement feels like it would be more comfortable as a "City", as opposed to being a "Village", in the presented culture/history. In any case, this is just my two cents, and I might just be completely off-base.
  11. Cataphractoi

    Cataphractoi Nanase is rebooting reg

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    You have some valid points, so I'd like to explain a few things about my thought process here.

    The Subrosians we see in Seasons are slightly silly at times, but they cannot (or should not) be an early tribal civilization for several reasons. The first is their technology level. The Subrosians display a highly advanced level of metallurgical mastery, in addition to complicated stoneworking skills. While the latter was evident in Egyptian and Native American societies, metal-working skills have historically never been prevalent in tribal civilizations, and generally doesn't show up until organized government has been established. While some nomadic tribal societies did use metal weapons and tools, all the major advances in metal working came from static civilizations, and the Subrosians are said to have had little contact with other societies until recently.

    Their currency is perhaps odd by modern standards, but in a medieval society it makes perfect sense. Most ancient civilizations used metallic currency, which was often melted down and used as material at the forge. Some societies, particularly Rome and places in West Africa, were known to utilize salt as a currency at times, and there were periods in Europe's history in which spices were treated as money. Rupees have little practical use, but they're essentially gems, which have had value throughout history. Basically, Subrosian ore currency is functionally identical to ancient usage of iron, nickel, copper, silver, and gold coins.

    As to the emphasis on dance- yes, dance is often heavily emphasized in early civilizations, but it never really loses its value as a civilization develops. We still have ballet, after all, and many operas heavily feature dance. The fact that the Subrosians have a dance hall at all implies they've elevated it beyond a cultural phenomenon to a source of entertainment like theater or sports.

    All that said, there needs to be a balance in any civilization between order and chaos or it falls apart. A metal-working society like the Subrosians could not have achieved that level of sophistication without a certain level of order. I did try to speak to the chaotic and silly side of the Subrosians, of course- their government is an inconsistent mess that constantly changes hands, the biggest faction in it is effectively a custodial guild (the modern equivalent would be a football stadium's janitorial staff running the city council), and they overemphasize records to the point where they can tell you who bought a set of forks five thousand years ago.

    (On the topic of records, that was really a logical progression that basically went: can't use paper > have to use metal or stone > metal degrades slowly. It stands to reason, really, that a society which uses such a tough material for records would develop an over-emphasis on keeping them. And just think how much space their libraries must take up o.o)

    The Knighthood is another example of them being silly. They declare every member of their military knights despite having absolutely no nobility, and have no oversight whatsoever as to who gets sponsored. It's not so much a knighthood as a dolled-up army, which is deliberate.

    As to the size of the village- well, maybe? I could specify that the village is mostly just a governmental and trade hub, rather than a population center, which was really what I was going for. Subrosia is underground, so it's as big as it needs to be, and their population can be as decentralized as it needs to be as well. But the fact that they need an organized government at all, which was suggested by the library page for Subrosia, means they must have a decent population size, and if they have too few people their population wouldn't be genetically or numerically stable.

    I could probably try to be more specific about most of those details in the write-up itself, but it runs pretty long as-is, so I'm hesitant to add any more to it.
  12. Eevachu

    Eevachu Admin admin

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    Note, I just want to say I am personally fine with what Cat has written, and these are mostly just ideas and alternatives I decided to post after talking with Will and being encouraged to post them.

    I think both of you make good points. I agree that the Subrosians display a certain level of intelligence and sophistication with their smithing that could not be obtained without some form of structure or order.

    Just somewhat of a side note, one thing I thought about that was interesting was Subrosians in terms of being gatherer-hunters. In that regard, mining is basically their gathering, which is roughly a static location, so you can actually compare it more to agriculture. It is a little weird to think about though, since this is not only their food supply but also the basis of their entire economy as currency.

    One thing I agree with, is at least aesthetically, Subrosians are probably tribal. If you look at their houses in-game, they are very small and hut-like, and relatively spread out(though you could argue this is simply due to the limitations of the hardware, which I think to a certain extent it is). It's shown in this concept art here, to support that. A theory I came up for this is due to the lack of need for structured houses among Subrosian. If you think about why we have houses, Subrosians have little need for them for those reasons; They do not suffer from weather conditions, their environment and temperature is at a constant, they don't really have to deal with animals or prey attacking them at night. The only issues they really have to worry about are volcanic eruptions, which the lava would be a minor inconvenience to them at worst(though falling rocks may be an issue, but you'd think they'd have more protection for just walking around in that case), or other Subrosian assaulting them or stealing from them. On the latter, many of the Subrosian huts, at least in game, lacked doors or any sort of protection. This leads to the idea that there was great trust among Subrosians, which I think supports the idea of them being 'tribal'.

    Which leads me to my idea. There are major Subrosian cities, such as well, Subrosia Village, which are centers for trade and government as you said at the end of your post, Cat. However, many Subrosians don't tend to live in these cities; they are used more as social spots for interaction between different tribe members. Instead, Subrosians tend to live in their own, close-knit tribes, where they live and trust one another as brothers. There would be great inter-mingling between tribes due to their dance halls(where there could be competing tribes too), the lava hot springs, and with the trade of minerals and ores. Due to the constant interaction and connection, chiefs from each tribe, at least within a certain area, would also likely commune at these major hubs, discussing their tribe's needs, possible laws, and other things. As such, there would still likely be some form of universal connection and law, at least within certain ranges depending on how big Subrosia actually is; however, while similar in some regards due to the constant connection and unified chiefs, each tribe would still probably have its own unique personality to it, and would still be governed and ruled on a smaller scale by their local chief, rather than having a strict unified government. In this regard, you could either look at the 'knights' as a specialized group set up by the many chiefs, or perhaps even their own special tribe that accepts any who wish to enter and are capable of passing the training, those who succeed either returning to their original tribes to act as guards or warriors of their tribe, or possibly staying and working with the knighthood.

    That's basically the jist of my idea. If anyone has anything they'd like to add, please post! Discussion is always great. Even if you agree with what Cat said, like I did, posting alternative ideas you might have can still lead to cool additions, possibly, so don't be shy about posting them even if that's the case.
  13. Cataphractoi

    Cataphractoi Nanase is rebooting reg

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    Honestly, I really cannot say I like the idea of the Subrosians being a tribal society from an overarching cultural and historical viewpoint. It matches some of the data we have on the Subrosians, but it really doesn't match very well with historical trends or the other points of data. Making them more tribal actually removes some of the chaotic silliness from them as well and actually makes them a lot more ordered. A tribal chieftain has a lot more power than a council- they're actually more on the level of kings than councils, and they represent an unchanging and consistent form of leadership. Plus, dance halls are a civilized structure that speaks to a certain level of societal progression- effectively dedicated entertainment centers, rather than a simple tribal gathering place. We don't see that kind of structure or dedicated space until a certain level of advancement has been achieved- the minimum requirement is probably a society similar to ancient Greek city-states.

    The other problem is that giving them that form of government is that it robs them of a lot of their uniqueness, especially once the Gorons are finished. The Gorons are well documented as being a tribal and fraternal society in canon (and I'm bending their realism like crazy to preserve that), with a clear deference to elders and chieftains. Since the Subrosians aren't outright said to be that sort of society, I'd prefer to interpret them a different way. We have a number of tribal-based races already, so this ad-hoc form of government seems to me a nice departure and special detail of the Subrosians.
  14. Cataphractoi

    Cataphractoi Nanase is rebooting reg

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    Recommended Origin

    Leaf-Magician

    Whatever you once were, as a Skull Kid Leaf-Magician, you’ve found yourself to possess a strange affinity to leaves. You can utilize them for all manner of tricks, from puppeteering to teleportation. Perhaps another Skull Kid taught you, or perhaps your sole company has been your leaf puppets. Escaping the Woods will be a difficult task for you, but should you accomplish it, your leaves will serve you in good stead.

    A Skull Kid of this origin with a PWC of 1/2/2. Its racial perks include Undead, Deku Leaf, Leaf Puppet, and Leaf Warp.

    One with the Lost Woods

    You are particularly attuned to the magics of the Lost Woods, which seem to aid you rather than hinder you. Its twisting paths unfold within your mind’s eye, taking you exactly where you wish to go rather than sending you in circles. Perhaps you’ve already left and visited the outside world- or perhaps you even reside outside the Lost Woods, in a welcoming environment like the Monster Village or other collection of monsters. Regardless of your location, it seem the Lost Woods will always remain in your mind, guiding you to your destination like a beacon.

    A Skull Kid of this origin with a PWC of 1/2/2. Its racial perks include Undead, Heart of the Forest, Leaf Warp, and Navigation.

    Physiology:

    Not even Skull Kids know where they come from, although most if not all of them originate in the Lost Woods. Like Stalfos, they need never eat nor sleep nor drink nor breathe, although some seem to enjoy emulating these behaviors. Skull Kids never age nor sicken either, and will live indefinitely unless killed by some third party or accident. Also like Stalfos, Skull Kids seldom remember their former lives, although they display childish personalities and seem to retain some aspects of who they were before death.

    Skull Kids are, physically, the unholy union of a scarecrow and a Stalfos. Animated by unknown means, but no more alive for that fact, Skull Kids are more like golems than living beings. No matter what race a Skull Kid belonged to before their untimely demise, they appear as scarecrows with a height akin to Kokiri and flesh of straw or cloth. Straw Skull Kids usually display prominent beaks, like Rito, while cloth Skull Kids have disturbingly wide mouths lined with sharp teeth. Their eyes vary, but are usually either glow or appear painted on. Fitting with their scarecrow motif, Skull Kids almost always manifest garbed in clothing reminiscent of, well, scarecrows, though nothing seems to stop them from changing their clothes later.

    Oddly enough, Skull Kids do seem to have bones of some sort, even those which were once Dekus or Koroks.

    Culture and History:

    Skull Kids are unique in that literally no one knows how they are made. There is a correlation between dead children in the Lost Woods and Skull Kid manifestations, but how this happens is a complete mystery. They simply…are. No one has ever raised a Skull Kid personally, not even Ganon.

    Since most civilized peoples consider Skull Kids ghastly at best, they are seldom found in the company of the living. Some pop up in locales such as the Monster Village or Ikana occasionally, but most will never leave the Lost Woods- whether it is because they cannot escape at all or because they choose not to. Skull Kids are generally not opposed to each other’s company, but are not known to form actual communities, and Skull Kid gatherings seldom exceed even six in number.

    Yeah so I shat out a Skull Kid page because it was infinitely easier than figuring out where the hell Gorons come from. Maybe they just divide like amoebas or a kargorok flies them to their parents idk.

    I didn't really know where to go with the Skull Kids, because they're undead. I think it came out alright, but if anyone has any ideas to add, I'm open to suggestions.
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  15. Cataphractoi

    Cataphractoi Nanase is rebooting reg

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    Naturalist

    Kikwi are known for their skills at hiding; conversely, this skill is why no one even knew they existed until recently. As a Kikwi naturalist, you may be one of those still living in the Lost Woods, or simply someone who was into their adulthood by the time your race revealed its existence. Either way, you are used to manipulating your race’s natural talent for hiding.

    A Kikwi of this origin with a PWC of 1/2/1. Its racial perks include Camouflage, Dowsing, and Illusionist.

    Kikwi Gigantor

    Some Kikwi occasionally grow to incredible heights. Where most your race is considered short by most comparisons, few beings can stand shoulder to shoulder with you. It’s a lot harder for you to hide, but why would you need to? You’re the size of a boulder.

    A Kikwi of this origin with a PWC of 1/2/1. Its racial perks include Compaction Bud, Giant Kikwi, and Heart of the Forest.

    Adventurer

    Some Kikwi are more interested in learning about this exciting new world they’ve been exposed to than sitting at home and hiding. Kikwi Adventurers eschew the habits of their ancestors for a more dangerous life, practicing skills that are useful in dungeons rather than forests. You are one of these strange few, who aim to overcome their short stature and lack of physical strength in order to satisfy their overwhelming curiosity.

    A Kikwi of this origin with a PWC of 1/2/1. Its racial perks include Compaction Bud, Dowsing, and Heart of the Forest.

    Physiology:

    Kikwi can be considered, in some ways, a natural counterpart to Wizzrobes. They are both avian races, but one is from nature and the other from magic. Kikwi are fully capable of natural reproduction, and most mated pairs produce exactly one egg each year in the spring, which hatches some time in fall. This cycle repeats like clockwork, allowing Kikwi parents to predict when their chick will hatch with extreme accuracy. For Kikwi this is extremely important, as the chick will imprint on whoever is present as its parents; Kikwi hatchings are highly private affairs as a result. Kikwi eggs will not hatch unless fertilized by the male parent, allowing them to choose when to have children.

    A Kikwi chick is very small, even next to its diminutive parents, and its sex about as random as that of Hylian children. Kikwi children are born mostly without plumage, and will frequently molt until they reach adulthood and the process stabilizes at about once per year. They are also hatched without plants growing on their head or back; these structures are actually symbionts, which the chick will acquire later sometime in their childhood. The chick’s plant is usually supplied by their parents as a cutting from one of their own. Kikwi reach adulthood at sixteen years of age.

    An adult Kikwi is usually about three to four feet in height, with a black beak, stubby limbs, a rotund and pear shaped body, and a black ‘facemask’ structure formed from their natural plumage. Kikwi plumage is very fine, given that they are flightless and hail from a temperate environment. Most non-Kikwi cannot tell the difference between Kikwi feathers and mammalian fur. Although rare, some Kikwi continue to grow after reaching adulthood, usually to a height around ten feet. The reason for this phenomenon is unknown.

    Culture & History

    The Kikwi were born in the Lost Woods, but no one knows exactly when due to their skill at hiding. They typically credit a deity named Kikwi for giving the first of their race their symbionts, and claim to have named themselves for this goddess. Hylian scholars, in particular, generally credit Farore for this act due to similarities between their own myths and other Kikwi mythology. It is widely accepted by Hylians and Kikwi both that Farore and Kikwi are one and the same, which has aided both races in accepting each other.

    The Kikwi have only recently emerged into modern society, and are still assimilating into Hyrule. Their economy and government have largely merged with those of Hyrule; even the Kikwi still living in the Lost Woods count themselves as part of this larger nation. Why they made this move so easily is unknown, but posited to be related to the rise of Ganon.

    Most of their race has readily accepted the Hylian way of living, so Kikwi living in Hylian settlement usually dwell in Hylian-style homes scaled to their own size. Kikwi dwellings in the Lost Woods typically do not exceed one (Kikwi-sized) story in height for purposes of camouflage, but are otherwise very similar. The common thread in Kikwi housing of all types is that it tends to be very warm and well insulated so that they need not incubate their eggs personally.

    Kikwi culture has undergone massive upheaval due to their sudden emergence and unification with Hyrule, so customs vary depending on location. Kikwi populations in Castle Town, Nabooru, Impa, and the Lost Woods have all been observed practicing very different cultural norms, as if they are all participating in a massive social experiment. Whether this is coincidence or not is for the Kikwi to say.

    Kikwi! Yay? I've never actually played Skyward Sword, but hopefully this is acceptable. If I missed anything as a result of that, feel free to point it out for revision.
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  16. Guy

    Guy Admin admin

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    Kikwi, Subrosians, and Skull Kids have all been expanded accordingly. Subrosians and to a lesser extent Kikwi have been tweaked a bit so as to be more similar to canon (or how they seem to be interpreted from canon so far on HC). Will's and SM's suggestions were taken into account, and Subrosians were hopefully made to feel somewhat less organized, though still far from tribal. Skull Kids were also expanded slightly.

    (This should go without saying, but criticism is welcome for those races, as well as any other part of the Library.)
    Last edited: Oct 28, 2015
  17. Cataphractoi

    Cataphractoi Nanase is rebooting reg

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    The Subrosians seem a fair compromise. I mourn the loss of their knights, but oh well.

    Show Spoiler

    Recommended Origin:

    Resident of Mogma Ridge

    The people of Mogma Ridge have lived undisturbed for longer than anyone can discern, peacefully farming and hunting treasure. Even today your people have had little contact with the outside world, though you have certainly heard of its existence through other tribes in the Western Caves and on Dragon Roost Island. The tunnel network in Mogma Ridge is very well developed, so you likely have little experience in digging, but this lack of need for expansion has given your people much time to pursue other interests. You may well be the only Mogma to have begun dabbling in magic, though you still have much to learn as a people.

    A Resident of Mogma Ridge begins with a PWC of 2/1/1. Its racial perks include Claws, Down to Earth, Nightvision, and Quicksand.

    Physiology

    The Mogma are a race of sapient, humanoid moles hailing from the aptly named Mogma Ridge, south of the ruins of Kakariko. Unlike most intelligent races, Mogma produce litters of children which range from four to eight in number. Because of this, Mogma families rarely produce multiple litters, and most Mogma siblings are the same age as each other.

    Mogma begin their lives small, blind, and hairless- their young are some of the most defenseless of any intelligent race, and must be carefully protected. By the age of two, most Mogma children can see and have grown their hair and claws, making them capable of limited digging. They will continue to grow until around fifteen years of age, which is considered to be the age of adulthood for Mogma.

    A Mogma adult is technically quadrupedal, but few Mogma ever even see the surface before they are adults, and long years lived purely underground leave Mogma with overdeveloped forelimbs and useless legs. Mogma rarely even sit on their legs, preferring to use their large tails for that purpose instead, and they move by dragging themselves along with their forelimbs. While they are theoretically as tall as Hylians, Mogma are practically incapable of standing on their legs, and so they generally reach only up to an average Hylian’s waist. Mogma fur comes in a variety of colors, but is usually restricted to earthen tones.

    As subterranean creatures, Mogma senses lean heavily towards smell, although their small eyes are often capable of nightvision. Their powerful arms and sharp claws allow them to dig at incredible rates and make them dangerous in a close-quarters fight. Mogma are omnivorous, and can easily sustain themselves solely on subterranean animals, roots, and fungi.

    Culture & History

    The Mogma have no written history and rarely visit the surface, so they had little concept of time or its passage until making contact with surface races. This makes it incredibly difficult to pin down the age of their race, as they could have been living underground as longer than Hyrule has existed and no one would have known. They are not a xenophobic race, but are still somewhat unused to the idea that other races exist at all, and this has left them wary of the surface world and its peoples. Strangely, they speak Hylian in spite of their first contact being only recently- it is possible that the Mogma once dwelled on the surface or came into contact with Hylians long ago, only to retreat underground later on.

    Mogma settlements, if they can be called that, consist of vast underground tunnel networks with family burrows denoted by simple sigils which have no linguistic meaning. These burrows never have more than one entrance, although if another were needed the inhabitants could easily dig one. The Mogma pay little attention to the type of land they live under, and their burrows can be found under almost any terrain.

    Life in Mogma settlements is simple. Few of their race have any profession beyond farming the various forms of food their kind consume, and Mogma have little use for tools or furniture. They do employ limited clothing and use bags, but the demand for these things is very low, so few Mogma need devote themselves to their manufacture. They often entertain themselves by hunting for gems and other treasures hidden in the earth, and have elevated such treasure hunting almost to the level of a sport.

    Mogma government is a very loose and informal affair, as Mogma families are enormous and tightly interwoven. Since most Mogma in a given area are at least loosely related to each other, they consider themselves massive family units and often follow local matriarchs or patriarchs in tribal fashion.

    The Mogma race was only introduced to the surface world when Ganon drove waves of refugees into the cave systems of South Hyrule. Mogma communities in the Western Caves initially avoided the unexpected intruders, but have gradually warmed up to them and welcomed them into their tunnels. Other Mogma have partially integrated into the Rito population on Dragon Roost Island. The Mogma residing in Mogma Ridge have only distantly heard of surface populations, and have no formal contact with them to date.

    Mogma!
    Only one origin this time, as I assumed it would be used alongside the existing ones. As with the Kikwi, feel free to edit this one as needed since I only know what I was able to find through research and may well have missed any existing information on the Mogma not hosted in the library.
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  18. Cataphractoi

    Cataphractoi Nanase is rebooting reg

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    And FINALLY, the Gorons! Thoughts? Their reproduction feels a bit rough, but I think it's a decent concept. It's sort of a blending of a few different ideas, each of which had merit but also some problems- notably that if the rocks that produce new Gorons didn't need activation, Goron infants might end up popping up in the middle of the wilderness and dying alone. And that's terrible. So I combined it with something else and this happened.

    Show Spoiler

    Colonist of Rolling Ridge

    Some few Goron clans were not content to sit in the slums of Castle Town and set out to find new territory. Rolling Ridge seemed a good location- it is a mountain range, and sparsely inhabited as the terrain is inhospitable to both Yetis and Hylians. These efforts are still young, so it is a hard life, but it is better than the slums. You likely grew up elsewhere, and personally made the decision to join the colonial effort. You could be a smith, or a miner, or even both- your settlement is young, and must do most things for itself. Your efforts are likely the best hope for your race to claim a new homeland of its own, however, and that has to start somewhere.

    A Colonist of Rolling Ridge begins with a PWC of 2/1/1. Its racial perks include Stone Skin, Goron Roll, Power Lift, and Smith.

    Physiology

    Gorons are one of the more peculiar known races. Their bodies are literally made from stone, and they have only a single gender. They technically exhibit both male and female aspects as a result, and each Goron produces all the components required for reproduction. Mature Gorons produce peculiar lumps of stone on the skin between their legs, which are commonly referred to as ‘rock buds’ as they are closer to seeds than eggs.

    These buds contain all the material necessary to produce another Goron, but remain inert until activated by a specific compound. This compound is only produced by a form of pseudo-sexual interaction with another Goron, which may then be applied to a bud. The activated bud is then planted into fertile soil, where it incorporates the surrounding soil over the course of the next full year. Gorons often keep pots full of soil for this purpose, and sometimes carry the pots around during the gestation period. If the mineral content of this soil is imbalanced, it can lead to physical deformations later in life such as hunched backs or oddly sized limbs.

    The Goron infant that emerges from the soil is much more fully-developed than most newborns. A Goron infant immediately starts learning to speak, and is capable of chewing and digesting food. Goron infants are roughly equivalent to Hylian three year olds- if given sufficient instruction, a newborn Goron will learn language and motor skills within a single year. They will not reach full size for at least twenty years, however.

    Adult Gorons stand anywhere from five to six feet in height, and typically weigh several hundred pounds. While they stand about as tall as most sapient races, they are much wider and more heavily-set, almost like living boulders- a good description given that all Gorons can literally roll up into a ball and roll as a means of transportation. Their skin is as hard as the stone it resembles, and its tone is usually some variation of brown. Some Gorons have facial hair, while others grow rocks on their scalps- often thought to be caused by variations in their birth soil. Because they lack obvious genitalia, Gorons seldom wear any clothing, and most do not even wear shoes.

    All Gorons consume rocks and gems rather than meat and plants, and they are perhaps the only race beside Subrosians known to do this. Notably, both races have similar taste in food as well, though Gorons must let Subrosian cooking cool and harden before they can eat it.

    Culture & History

    The primary structure of Goron society is the clan, and every Goron is a member of one. The customs of each clan vary, but can be accurately compared to Hylian collegiate fraternities. Indeed, Goron identification as an all-male race emerged due to this parallel; while they are functionally genderless, early Gorons saw clear similarities between their culture and the Hylian definition of masculinity, and began identifying as male shortly thereafter. Due to their possession of only a single gender, Gorons do not typically form romantic relationships, and come together only to reproduce.

    Perhaps the clearest example of this is the Goron custom of clan entry rituals. When a Goron becomes an adult, he must pass a test of some sort before being considered a clan brother. The requirements vary from clan to clan; some require a martial feat, for others one must endure the application of painful tattoos, and in some clans one must forge a weapon or piece of armor on their own. Until he has passed his clan’s test, a Goron may not be called brother by adult members of the clan nor use the clan name. Though rare, it is not unheard of for a Goron to fail his entry test and apply for entry into another clan.

    A Goron’s occupation is often determined by his clan, most of which are known for producing a certain type of professional, such as warriors or blacksmiths. This, in turn, is usually determined by what Goron gave his name to the clan. Clans are formed when a Goron achieves some incredible feat in their field, although this feat must differ significantly from the primary focus of his clan- a Goron from a prominent smithing clan might become a well-known general, for example. If a Goron’s achievements match the focus of his clan, the clan may instead choose to adopt his name; clans typically keep a record of their past names so that such honors are never forgotten.

    Goron clans are always led by one or more elders, and while younger Gorons may submit their opinions, it is the elders that hold the decision making power. The exact powers of a Goron elder are nebulous and typically defined by tradition. Large populations of Gorons consisting of multiple clans will usually form an elder council, the leader of which is elected from and by the council itself.

    The invasion of Ganon has largely scattered the Goron people to the winds. Many clans were eliminated entirely, and others are so dispersed that they no longer have any cohesive form. A significant chunk of the surviving population has settled in Castle Town, while a small number of clans have joined their brothers in Darunia. An even smaller number have decided to colonize Rolling Ridge in the north, but no settlement worth naming has emerged there yet.
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  19. Guy

    Guy Admin admin

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    Mogma and Gorons have now both been added.~ The Mogma descriptions were slightly edited only to make them more true to their Skyward Sword appearances; such as favoring mountainous terrain and being able to walk completely on their hands. Gorons gathered a tiny bit more flavor, and their birthing process was slightly altered to be a bit more vague. (I mean, unless the developers hint at a canon process for how single-gender rock-people breed, it's always going to be a little controversial and weird.)

    Good work as always, Cata. :ralts: