Race Descriptions

Discussion in 'Suggestions & Ideas' started by WillowtheWhisp, Mar 12, 2011.

  1. WillowtheWhisp

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    Northern Hylian
    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 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 largely built, focusing more upon mental prowess and intelligence.

    However, this does not mean that the Hylians 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 spellcraft. 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.

    In short, they are notable for having a proficiency for magic, a taste for the arts, and are generally considered to be relatively clean, rich, noble, and of 'high society'.

    Northern Hylians gain a bonus point to Wisdom.

    Bonus Spell: Regardless of a Hylian's Wisdom score, they start with an additional level zero Wisdom spell of their choosing.

    Sense: Hylians 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. (Ever notice how the music changes when an enemy draws near Link in the 3D games?)
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    Southern Hylian

    The Southern Hylians are split up into two sub-backgrounds; Eastern Caves and Ruto Southern Hylian, and Western Caves Southern Hylian.

    Residing in the Eastern Caves, these Southern Hylians are refugees from Ganon's dark armies. Fighting off hordes of monsters using guerrilla tactics, the Southern Hylians have had to adapt to their environment. As such, the Southern Hylians had like since abandoned any notion of fine living, their lives governed by efficiency and the need for survival. 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.

    Eastern Caves and Ruto Hylians gain a bonus point to Power.
    Western Caves Hylians gain a bonus point to Courage.

    Bonus Spell: Regardless of a Hylian's Wisdom score, they start with an additional rank zero Wisdom spell of their choosing.

    Sense: Hylians 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. (Ever notice how the music changes when an enemy draws near Link in the 3D games?)
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    Goron

    Torn from their homes, 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 strength, in both body 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.

    Gorons receive a bonus point to Power.

    Goron Roll - Rollin', rollin', rollin'...
    Stone Skin - Heat immunity, no need to breathe, hard flesh, etc.
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    Zora

    Living in the depths of Lake Hylia and the Eastern Island, 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 orb 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, where rumors of strange descendents of the Zora have been told..

    Zora receive a bonus point to Wisdom.

    Amphibious
    Aura Shield
    Boomerang Fins

    Kokiri

    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.

    The Kokiri gain a bonus point to Courage.

    Eternal Youth

    Language of Land - Kokiri hold the ability to magically open a channel of communication to any nearby animal, plant, or monster, with the ability to silently send and receive thoughts as if speaking any human language. For any individual with which they are familiar (e.g., relative or close friend), they may open a channel within a several mile radius. Just an idea.

    Fairy Companion - Most Kokiri are aided by a small, intelligent fairy. It cannot do much in the ways of battle or spellcasting, but is an invaluable aid and loyal confidant.

    Deku Scrubs

    The Deku live in both the Lost Woods and the Kokiri Forest. Protectors of the forest, the Deku serve as guardians to the Great Deku Tree, protecting the Kokiri Forest from the flames of war. Migrating from the Lost Woods to the Kokiri Woods, the tribe living within the Kokiri Forest differs little from those within the Lost Woods. Courageous warriors, the Deku have struggled to keep their lands safe from the impending darkness that is Ganon. Made of wood, the Deku are usually even shorter than the Kokiri, but, like the children of the forest, the Deku more than make up for their lack of strength with natural agility, dexterity, and skill.

    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 compensate for this by being able to skip across the water several times.


    Deku Scrubs receive a bonus point to Courage.

    Deku Bubble - Pew pew, I shoot you with a bubble.
    Deku Production - Spit Deku Nuts, man.
    Water Hop - Hop across the surface of water.
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    Gerudo

    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.

    Gerudo gain a bonus point to Power.

    Bonus Skill: Regardless of a Gerudo's Power or Courage score, they start with an additional rank zero Power or Courage skill of their choosing.


    Rito

    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.

    Rito gain a bonus point to Courage.

    Flight: Yeah, they can fly. And it's even more awesome than that sounds.

    Korok
    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.

    Koroks gain a bonus point to Wisdom.

    Mixology: Having a vast knowledge of the land and its fruit, Koroks are able to identify and create using herbs for which they have foraged.
    Bearer of Wind: Koroks are given a Deku Leaf at the beginning of their journey, to assist them in times of trouble.
    Language of Land: Kokiri hold the ability to magically open a channel of communication to any nearby animal, plant, or monster, with the ability to silently send and receive thoughts as if speaking any human language. For any individual with which they are familiar (e.g., relative or close friend), they may open a channel within a several mile radius. Just an idea.)
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    Skull Kid

    Agents of chaos, Skull Kids live only for themselves, living their unnatural lives beholden only to their own goals and morale code. When a child or a Kokiri wanders too long in the Lost Woods, they do not die. At least, not in the traditional sense. They are transformed into mysterious and ghastly creatures, sentenced to walk the forest for eternity. A few lucky ones might some day escape, but will return to a world that has forgotten them, with their old body long gone. Creatures not entirely dead, but not entirely alive, Skull Kids are ageless. However, their bodies are frail, made mostly of wood—excepting their head. Their faces are usually shrouded in shadow, eclipsed by their signature straw hat, and the only features one can make out are a pair of glowing, yellow eyes, and occasionally a beak instead of a mouth.

    While they have gained puppet-like bodies, Skull Kids have unnaturally sharp minds, and do not fear death, having had experienced it once. Skull Kids are naturally crafty and are gifted with potent magic, even if they are not a practitioner of the arcane arts. Most Skull Kids pose a large problem for wanderers within the forest, as Skull Kids are afraid of adults, usually striking out at them. Due to their lightness of feet, and magic, Skull Kids are nearly impossible to catch; and just when you think you've caught one, you realize that you were grasping only wind. Skull Kids may also summon a wooden guardian, which, although weak, provides a significant distraction to the unfortunate wanderer.

    Skull Kids gain a bonus point each to both Wisdom and Courage.

    Eternal Youth

    Leaf Warp - At any given time, a Skull Kid may drop a single, specific leaf onto the ground. At any point, they may leap up into the air and spin, then be instantly teleported exactly to where that leaf was dropped, within a radius of about half a mile. Upon landing, the leaf is burnt up, and a new one must be dropped. (Note the 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.) Only one warping leaf can be set at any given time; creating a new one replaces the previous.

    Leaf Puppet - A Skull Kid may throw a specific (and different) 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 hand 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 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.
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    Subrosian

    Hailing from strange places, the Subrosians are people are heat and magma. Living miles beneath the world's surface, in a molten countryside surrounded by a sea of lava exist a peculiar and mysterious race known as Subrosians. They are peaceful, but intelligent and formidable. Rarely seen on the surface, they seldom emerge except through the mouth of a volcano (many Subrosians came through Death Mountain, and since Ganon took control of the mountain, many have been unable to return to their home of Subrosia), and generally see Hyrule with the same eye a Hylian would see Subrosia. They consider the surface extremely cold, and thus often wear very thick robes to keep warm--as such, rarely anything is seen by surface-dwellers but their large, glowing eyes. The average one stands only about four feet tall.

    Despite their small stature, the Subrosians are a strong race, strengthened by the greater gravity below the surface of Hyrule. However, belaying their strength is an unexpected intelligence, giving them the ability to become potent mages as well. Because of this, Subrosians are more powerful than most races living on the surface of Hyrule. But, they have one deadly weakness; having had adapted to the searing temperatures below Hyrule, Subrosians are extremely weak to cold temperatures. In contrast, Subrosians are innately extremely hot, their skin sometimes able to even cause fires.

    Subrosians gain a bonus point to both Power and Wisdom.

    Inferno Heart - Subrosians are completely impervious to all forms of heat or fire, and generally find it rather comfortable. By contrast, there are extremely weak to cold. 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 (Scrubs).
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    Tokay

    Tokay are a somewhat primitive but feral and powerful race of lizard-like humanoids. They live on Crescent Island, located far off the coast of Hyrule within Crescent Island. They have only the most basic of sea-going vessels, so it is extremely unusual to find one in Hyrule. Living simple lives on Crescent island, most Tokay have not even heard of Ganon's invasion of Southern Hyrule; isolated from the world, most of the denizens of Hyrule don't even know of their existence. In fact, most mistake the Tokay for relatives of the dangerous Lizalfos and Dinalfos that serve Ganon; however, the Tokay are distinct from those deadly lizards due to their smaller jaws and rounder heads. Many Tokay even have round bellies as well, giving the Tokay a far more harmless appearance.

    However, appearances can be deceiving. Although most Tokay are not gifted with much magic, the Tokay are strong of body and of heart, and are quailed by very few enemies. The few Tokay that have been seen by both the good people of Hyrule, and by Ganondorf's minions, have been known to be strong and courageous, utilizing both their strength, as well as strange seeds from their homeland in order to overcome any foolish enough to challenge them. The Tokay are also amphibious, and although they are not quite as fast as the Zora, the Tokay make even more frightening of opponents underwater.

    Tokay gain a bonus point to both Power and Courage.

    Amphibious

    Mystical Collector - Tokay have a bit of an obsession with Mystical Seeds, which grow plentifully on their home of Crescent. As such, they all seem to have an adequate supply of Ember, Gale, Scent, Pegasus, and Mystery Seeds on their person at all times.
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    Picori

    Also known as the Minish, these tiny humanoids are roughly an inch tall, with pointed ears and feather-like tails. They live hidden away amongst forests of grass, in the walls of Hylian homes, or even in a hollowed-out cavern of a mountainside. Few full-sized creatures even know of their existence, but have more likely than not found a Rupee or two hidden away by the generous little creatures. Very little is known about this race of miniatures, the Picori going largely unnoticed. However, the Picori, while small, are just as advanced as the other races of Hyrule; the Picori some of the most able smiths and crafters living within Hyrule, though their goods are obviously much larger. Size not withstanding, the Picori are one of the most fascinating races living in Hyrule, perhaps one of the most blessed by the Goddesses.

    Although the Picori have no means of growing larger, they are a well balanced people; healthy of body, mind, and heart, the Picori should not be taken lightly. The Picori are not lacking in any area, and given enough time, a Picori can fell an opponent hundreds of times their own size. Size has not hindered most Picori in any way; there are Picori warriors, mages, and rogues, and some that are indistinct between all three. And yet, the Picori are able to fill each of those roles perfectly, using the gifts they are given to fight the forces of darkness.

    Picori gain a point in Power, Wisdom, and Courage, but have no means of overcoming their diminutive size.

    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 extremely unusual places.
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    Thanks to Guy for getting all the races down, and some basic descriptions which I only had to add to.