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    Legend of Zelda Campaign Guide and PHB
    • Greetings, I found in the depths of this section of the sight a Hyrule Campaign guide someone had created for D&D which was most interesting. However while most of the setting information was well put together the mechanical aspect for things like Hyrule races and items under a D&D stat marks were both light on content and in some cases badly balanced. Here I want to create a comprehensive Campaign Guide, Player's Handbook, Monster Manuel and Item Compendium that converts all the major races, enemies and items to custom D&D specifications so that anyone can run a Zelda D&D campaign with a full resources to consult.

      For the moment I only have a transcription of the majority of the original guide that I found as well as a link to the guide and to the post I found it on however with a little elbow grease that should soon change. If anyone would like to contribute or have any comments on what I've included thus far feel free to let me know.

      Welcome to the World

      The year is 1554, the one hundredth year of the Age of Twlight. The second age of the Shaded era. The Fifth Era of Man. The Hero of Light reigns as King Regent of Hyrule. The first and greatest of the world’s kingdoms. Yet though his rule is just, all is not well.

      It is a time conflict and worry. Since the beginning of the last age, the Age of Men, the mortal kingdoms have been fractured and contentious. National lines have been drawn and redrawn in anger, and even Hyrule herself has been wounded by these wars of greed and pride.

      Worse still, the last hundred years have seen the return of that most grave of threats. From beyond the veil of the world, arcane dangers have returned from their aeons of exile and sealing. Hyrule has fallen twice in two generations to the forces of darkness. Recovering only through the strength of great men. The people live in fear of the susurrations of magic, and with good reason.

      And yet there is hope.

      When ancient terrors rise up, ancient secrets are brought to bear against them. When wrathful men march to take what is not theirs. Bright hearts stand in serried lines. For every torch that splutters and dies, a new light is born in the dark. Sometimes these lights are pale candles only just holding out against the shadows. And other times they burn blinding white. A phosphorescent flare that scythes back the dark and raors its crackling laughter at the night which seeks to send it scurrying.

      This may be the last sunset of Hyrule, or maybe the sunrise is closer than it knows.


      Hyrule

      Stretching one thousand miles from the island of eventide to the Cliffs of Hebra. Hyrule is an old, old kingdom. Founded more than one and a half millennia ago. It is a kingdom steeped in history and myth, and often has difficulty distinguishing between the two.

      Much of its past lies shrouded in mystery, with records of its heritage being long since lost to time and strife. None truly know the deepest truths of Hyrulian history. Was the kingdom really founded by humans descended from the heavens as legend states? What was the extent of the old empire and did it even exist? How many Heroes have come and gone, immortalised in song and scripture before being lost to time? These are secrets lost to time, perhaps never to be rediscovered.

      The people of Hyrule are quiet, god fearing people. They prize kindness and charity, but find both hard to supply in these grim times. Most of the country is farmland, broken up by villages and the occasional great city. The greatest being the capital is Acre Nova, more commonly referred to as Castle Town, a great bastion that has stood through generations of strife and battle. It is from here the divine Princess Zelda rules through her Regent, King and Father, the ageing Hero of Light. She dictates the path of a kingdom that stretches from the Snowtop Mountain Range to the shores of Lake Hylia, and decides the fates of both her people and those across the world, from Arcadia to the Labrynna, Gamelon to Holodrum.

      Hyrule is the centre of the world. While it stands, the world stands. If it falls, all of creation will not be far behind it. Though the times may seem grim, there is always hope, so long as the kingdom remains.


      Races of Hyrule

      The Hylia
      Hylians are the most common race in Hyrule, and comprise most of the nobility. As a human subrace, their physiology is comparable to other humans, although there are differences, such as their pointed ears that they believe allow them to hear their gods more clearly.

      Hylians most commonly worship Hylia in her incarnation as the Queen of Hyrule, the intermediary goddess appointed by the Golden Goddesses during their departure. Their preferred Golden Goddess is usually Farore.

      The Gorons
      Gorons are a bizarre race, Tall mono gendered stone men who live unagingly in their mountain communes, harvesting rock for consumption. Without need for such humans things as meat, grain or water, they are often welcomed to Hyrule openly. Gorons have a strange, communal culture. They worship the fire dragons of Death Mountain, and through those dragons the Golden Goddess Din.

      The Zora
      Zora are sometimes considered cursed due to the multitude of sorrows that have befallen their race. They are a serene people, living graceful, artistic lives largely below the surface of the water. Their presence is tolerated in Hyrule, although many find their appearance somewhat worrying. Zora have a largely conventional culture. They worship the Titan Fish, and through those Fish, the Golden Goddess Nayru.

      The Humans
      Humans, true humans, are a common race in Hyrule. They make up a disproportionately large number of the country’s farmers and peasants, but very little of its nobility. They are generally content with this situation. Generally. Strictly speaking, humans are forbidden from worshipping Hylia, although this ban has not been enforced since the Civil War of 1198. A superstitious people, they usually worship local spirits and forces. The Jovian Faith, and of course the Golden Goddess, Farore.

      The Gerudo
      Gerudo are an all-female race uncommon in Hyrule, and unlike most humans subspecies, often distrusted when they do appear. Hailing from the deserts west of the Kingdom, their culture is caste-based, with the purebred Gerudo at the peak as the priest caste, Hegrud (Gerudo Half-Bread) in the middle, and slaves at the very bottom. The Gerudo faith system is extremely complex, combining aspects of the Jovian Faith, the worship of Din, and other less savoury practises associated with the Nihil Alliance.

      The Sheikah
      Sheikah are a strange, enigmatic race. Their history is old and secretive, even by Hyrulian standards. They are loathe to share it with outsiders. Their aptitude for illusion and misdirection is well known, and the glint of their blades is feared. They have only a small population and poor relations with the Gerudo due to almost being exterminated during the Nihil and Civil Wars. The Sheikah culture and faith are both well-kept secrets. It is known that they pay open respect to the Golden Faith, and that they dislike the Jovian Faith, and violently oppose all worship of demons.

      The Kokiri
      Kokiri are a rare sight in Hyrule. Bizarre, child-like entities, their odd ways of living and speaking confuse and worry most people of the kingdom, who are often relieved when the pixie-like creatures move on as they always do.

      The Kokiri have many prominent positions in Hyrulian folklore, closely tied to the enigmatic fairies who accompany them. Their own deity however the Great Deku tree, sometimes called Yggdrasil, who they serve and guard with their kin the Deku Scrubs.

      The River Zoras
      Zola, sometimes called River Zora, are a deeply unpopular race in Hyrule, although since they infest many of the country’s swamps and lakes they remain a common enough sight. They are considered violent, barbaric and brutish, largely because they are. Zola faith revolves around local spirits and superstitions. As they are a Nihil Race. This likely involves demonic forces, although such elements are rarely open and frank.

      The Darknuts
      Darknuts are a canine race that can be found in small numbers throughout Hyrule. Though their homeland is far to the west. Mercenaries have always made their way into the kingdom, their skills honed by the incredibly militaristic and unspeakably ancient darknut culture. Although many Hyrulians believe that darknuts worship demons as a Nihil Race, darknut faith holds a unique god named Set, the God Who Left, as its sole deity. This often brings it into conflict with other faiths.

      The Alifos
      Alifos are a reptilian race that can be found anywhere the forest is too thick for a horse, or the desert is too rocky for a camel. Violent and aggressive, they are rarely tolerated in Hyrule due to the their threatening manner and unpredictable behaviour.

      A dispossessed people, the Alifos have little of their own culture or faith. Many Alifos are deeply, deeply Nihilistic, and openly worship the Faith Demonic, but others follow local religions of spirits and the like.

      The Goblins
      Goblins are a bizarre and disparate race. From the towering megablin, to the diminutive miniblin, from the muscular Moblin to the rangy Bokoblin. They are a people united largely by the tribal society, a shared history of living on the boundaries of civilization and often a hatred of the races of the Goddesses many. But crucially not all Goblins are consider themselves Nihil above all else.

      The Undead
      Undead are common enough phenomenon in Hyrule. Whether from some dark curse, defiled burial, voluntary experimentation, or simply a refusal to take their demise lying down. The undead can be a great boon or a terrible scourge. Generally they are feared regardless of their intentions, but more than one town has been saved by a Redead ex-inhabitant putting itself between a goblin horde and the settlement gates.

      Deities of Hyrule

      A realm as dripping with myths as Hyrule has many gods. The most important of which are listed here.

      The Golden Faith is the most common faith in Hyrule. Adhered to in some way by most of its citizens. It holds the Golden Goddesses as the creators and protectors of the world, as outlined in its holy tome, the Book of Mudora.
      • Farore is the Goddess of Courage, life and the Forests. She brought life tot he world in its infancy, and is the youngest of the three sisters. She is the patron of humans and the Great Heroes. Her domains are life and nature.
      • Nayru is the Goddess of Wisdom, law and the oceans. She brought the law to the world after its creation, and is the middle sister. She is the patron of Zora, many nobles, and almost all mages. Her domains are knowledge and tempest.
      • Din is the Goddess of Power, earth and fire. She crafted the world for her sisters, and is the eldest of them. She is the patron of Gorons, Gerudo, and warriors the world over. Her domain is War.
      Hylia is the intermediary goddess, whilst the Golden Sisters have long vacated the world, Hylia remains active in its governance and mediating between the patron deities. She is incarnated as the Queens of Hyrule, and her domain is Light.

      Minor Deities
      Minor deities only enjoy marginalized or local worship. In some cases the practicing of their faiths can e persecuted. This may or may not be justified.

      Patron Deities uphold the interests of the three noble races, Goron, Zora and Human. On a celestial level, they are the Infernal Dragon, the Titan Fish and the Great Deku Tree, respectively. The Patron Deities are, like Hylia, not immortal, and instead pass their title down through generations.

      Jovianism is an extremely old, somewhat obscure, and quite strict monotheistic faith. Worshipping a single deity in his three aspects, along with his angels and prophets. Jovianism is mostly worshipped by humans, true humans, and the poor, who believe Jove guards humanty from demonic forces. The Jovian and Golden Faiths have many parallels, and explicit passages regarding tolerating each others’ presence. If not open advocation.

      Setianism is the ancient faith of the Darknuts. Brutal and uncaring, the Jackal -headed Set demands only the peaks of strength and courage from his followers. And the darknut culture reflects this. Set himself is a largely unknown quantity to Hyrulians, but his title of “The God Who Left” raises questions.

      The Faith Demonic is the faith absolutely forbidden in Hyrule, as it praises and serves forces absolutely inimical to order and life- even knowledge of it is surpressed. No matter the punishment however, the worship of daemons, devils, shades, gorgons, fiends and primordials remains ever seductive to those looking for power or revente, and elements of the Faith Demonic are always seeking inroads into legitimate religious practices.


      [spoiler=Myth, Magic and Legend[/spoiler]
      The Great Heroes
      When great threats arise to threaten Hyrule and the world, the Goddesses will often- but not always- appoint a Great Hero to push back the threat and restore peace. There have as of 1554, been Eleven Great Heroes, about many of whom little or nothing is known save for their name. They are in order:
      Heroes of the Imperial Era

      Heroes of the Nubian Era
      • The Hero Who Was Emperor
      • The Everking
      • The Hero of the Seal
      Heroes of the Royal Era
      • The Hero of Men
      • The Hero of the Unseen
      • The Hero of Four
      Heroes of the Shaded Era
      • The Hero of Time
      • The Hero of Twilight
      • The Hero of Light
      The current great hero is the Hero of Light, who reigns as King Regent of Hyrule.

      The Tome of Gaepora lists eleven heroes, as shown above. The Green Chronicle lists sixteen by name, but omits several found in the Tome, and more than half of its listings are not corroborated by other sources. The Book of Mudora states there will be altogether twenty-one Great Heroes, but fails to name them.

      Author’s Note:
      The Hero of the World is the protagonist of Skyward Sword. The other protaganist Heroes are the Unseen, Four, Time, Twilight and Light, who are the protagonists of Minish Cap, Four Swords, Ocarina of Time, Twilight Princess, and Four Swords Adventures respectively. Some of these names are offical. Others are not.

      The Heroes of the Seal and Men are alluded to in Canon, but never physically appear themselves. The Seal is the Hero who first fought Demise alongside Hylia in the backstory of Skyward Sword, and Men is the Hero who sealed away an army of demons in the backstory of Minish cap. They are… somewhat canon.

      The Hero who Was Emperor, the Everking and the Hero of the Reach are completely noncanon. However they are also ancient enough that not knowing of them should be no real concern. Note also that the events of Majora’s Mask remain unknown to almost everyone.

      Games and other forms of Zelda media not listed here have not necessarily occurred in this universe- the Child Timeline. For any Zelda Buffs amongst you- or may or may no be canon here at all.

      The Seven Elements
      Seven is a holy number to followers of the Golden Faith, the second most holy number after three. There are seven divinely accepted deities, seven planets in the sky, and seven elements that make up the world. These are Light, Life (Forest/Wind), Fire, Water, Shadow, Spirit (Earth), and the over element of Time. All magic is in some way related to the manipulation and balancing of these elements.

      Each element also has a Sage, an immortal scholar devoted to harnessing its power and performing any number of tasks to keep Hyrule alive. These Sages dwell in secret, in other planes of existence, or far from civilization. Their counsel is valued beyond measure, but it can be extremely hard to obtain.

      The Three Virtues
      Power, Wisdom, and Courage. There are according to the Golden Faith. Three virtues a man must follow, and in balance. What is power without wisdom to direct it? What is wisdom without the courage to act? What is Courage if it has no Power to enable its bravery? These three questions, and their answer, nothing, are considered the msot fundamental and core tenet of the Book of Mudora.

      The Triforce
      An ancient artifact of impossible power, either created or found by the Golden Goddesses. The Triforce is the most holy artifact of the Golden Faith. Pilgrims travel for months to see the smallest glint on the King-Regent’s hand. Knights quest across the known world, fighting and searching for the tiniest fragment with which to empower themselves. It is beyond holy, and beyond dangerous.

      The Triforce has three components, three golden triangles, power, wisdom and courage. Each alone gives preposterous strength and ability to those who wield them, but its true power lies when it is unified, and touched by one whose heart is in prefect balance. The Triforce then will grant its user one wish, flawlessly executed, and with infinite power to change the world.

      Currently the Wisdom component is held by the Divine Princess Zelda, and the Courage component is held by the King-Regent. The location of the Power component is unknown. Furthermore. Fragments of all three pieces -called Force Gems- can be found throughout the world. The tiniest shards from its previous fracturings. The power of these fragments varies, but is always enormous.

      Demons
      What exactly is a demon? What is the true nature of the malicious spirits that lurk beneath this world? From whence do they come? On what do they feed? These are excellent questions. But not ones that should be asked lightly. Demonologists furtively study the subject but it is a dangerous field, not least for the entirely practical rasons of imprisonment and execution, and such much of the truth remains shrouded by time and secrecy. True names and thaumological terms are scratched furtively into black tomes. Always in code. And not often in ink. The titles of archdemons burn themselves into paper and men on the edge of sanity bicker with themselves about how Exactly a shade differs from a devil. The nnight’s sky crackles with angery thunder as names like Demise, Colerin and Onox escape tight lips. Few things can be agreed upon by these secretive scholars but on those they are unanimous, demons are powerful, dangerous and beyond malicious.


      Politics and Mortal Affairs

      The Divine Appointment
      Contrary to what an external observer may assume, the King is not the ruler of Hyrule. Instead, all power in the country is ultimately held by the Queen, who is percieved to be the incarnation of Hylia by the people of Hyrule. Making her position simlar to being both the head of curch and its messiah simultaniously. It is from this divinity, know as the Divine Appointment, that all legitimate power in the world, including the power of the king himself and the right to exist of all other nations, ultimately derives.

      The right to rule, title of Goddess-Incarnate, and possession of the Triforce of Wisdom, are passed dwon from mother to daughter, specifically to the first born. If the first-born dies, or there is no female heir then a new nearer of the Triforce will be selected, passing back along the line of dead bearers until a suitable descendant can be found.

      The most notable example of this is the inheritance of the Triforce after the Gamelonian Invasion, when the Triforce was inherited by a nun in the nunnery of Moruge, a small town west of Nucluda. Extensive geneological research would eventually conclude that yes, the nun was the first daughter of the second daughter of the first daughter of the Countess of Moruge, who was well known to have been the younger sister of the Queen Lucille Harkinian.

      Rupees
      Rupees are the currency of Hyrule. Tough little gems that naturally form into precise geometric shapes. The value of a rupee depends on the specific colour of rupee crystal from which it is formed. Green rupees are the baseline, being worth one of itself. Other common demoninations are blue rupees, worth five times as much. Yellow ones ten times, and red ones ten times. Much rarer are purple, silver and gold rupees, worth one, two and three hundred times as much as a green rupee respectively.

      The Nihil Alliance
      What manner of creature fights for its own destruction? The Nihil.

      The Nihil is the modern term for the races that threw their lot in with the demons during the great invasion, and now regularly fight for invading forces, Ganon, Zant, Vaati… any force that brings down the world is a good leader for the Nihil.

      Many Nihil races harbour a deep hatred in their hearts for humanity, as well as the Gorons and Zora. This is often due to the destruction of their own civilizations by theses races, who mercilessly crushed opposition and competition to their own regimes during the Imperial Era. The Lizalfos, for example, once ruled an enormous swathe of the deep forests before the human empire cast their creations down. And they will do anything to reclaim that glory. This includes marching under the banner of the darkest of lords, and performing the cruellest of acts in support of those terrible leaders.

      Feudalism and Republcanism
      Hyrule is, like all land under the sun, the rightful property of the queen. As such, she decides who controls it in her absence, who governs it, when she is incapable of doing so. This is the Feudal System, and it functions similarly to on other worlds- the Queen delegates power to the King, who in turn divides the country and peasantry into Duchies, and doles out power to the Dukes. The Dukes split their land and peoples into counties, and appoint Counts to rule these lands. The Counts give power to Barons, who rules a castle and the area around t. Clergymen, who control land designated the property of the Curch, and Mayors, who rule the cities. In exchange for land, each level of ruler supplies their liege with soldiers and money. And their liege uses this to secure the realm. This way all power is guaranteed by the queen, and therefore the Goddesses. The system works, largely.

      One thing the people of Hyrule, especially the peasantry, absolutely do not have any truck with is Rupblicaism- the name under which the vile scourge of democracy pinfiltrates peoples’ minds. Such a thing is only appropriate on a very small sacle. In local groups and for the election of Mayors. The Queen is infallible, and to suggest that the people know the ruling of the kingdom better than her is to speak with extreme impiety.

      The Duchies of Hyrule are Akkala, Nucluda, Tolemac, Kakariko, and Arcus. The Latter being owned directly by the Queen. There are thirty three counties, and countless baronies, towns and chapels.

      The Writ of Dissolution
      In 1220 during the Age of men and in light of the massive strfe brought on by the Civil War and the Nihil War, the Queen of Hyrulecreated the Write of Dissolution, this was and is a document that split Hyrule’s holdings into seven seperate states- Hyrule (comprising the original core territores of Lanayru, Eldin and Faron), Calatia, Ordona, Signum, Hytopia, Gamelon and Arcadia.

      The document guarantees their independence until such a time as Hyrule believes it can once again shoulder the burdens of such vast territories. Crucially it also passes divinely ordained right to rule from the Goddess-Queen onto the states listed (and several other states that have formed in the years since). Every Queen of Hyrule has been a signatory on coming to power.

      Gor Gorona is the home of the Goron race. Stretching from one end of the Death Mountains- the volcanic region northwest of Hyrule- to the other. It is honeycombed with the mines that make the Gorons famous, and spotted with the communal cities in which they make their homes. Most are welcome in Gor Gorona but few find the inhospitable environment worth persisiting in.

      The Domain contains the many lakes that feed the River Hylia. Also known as the Zora River for those who lvie in and around its source. A diminutive nation, the icy lakes of the Domain are a home for any Zora who wish to call them such.

      Ordona is often known by its nickname, the breadbasket of Hyrule. It’s a rustic nation of farmers and herders. Dominated by the fields and the enormous expanse of Lake Ordona. It is considered extremely loyal to Hyrule, and many of its people consider themselves practically Hyrulian.

      Sarios is extremely similar to its eastern neighbour, although its land is harsher and its divide with Hyrule is greater. Formerly part of Ordona, it was given independence some hundred and fifty years ago, and took the name of its patron saint. The Sage of Wnd, Saria.

      Arcadia is a large, wild country, sparsely habited and densely forested. Although its border is nominally on the Tamia River, its influence waxes and wanes through the Green Frontier and the endless grasslands beyond.

      Calatia, Raal, and Unstis were all formerly part of the signatory nation of Calatia, but fractured in the Civil War in 1299, Calatia is comparatively cosmopolitan, but Unstis remains largely untamed wilderness. Resting between them and bordering two major trade routes from the Death Mountain to the Hyral Sea, Raal has extremely good reatlions with the Gorons along its northern border, and has a land that both prospers and suffers from heavy industry.

      Signum, Morias, and Trajo were all formed after the Signum Civil War of 1272. The first war mortal nations fought against one another since the Numbian Era. Even now the three countries are a plentiful source of ambitious Dukes and Greedy Kings, and the borders between the three are perpetually being drawn and re-drawn.

      Hytopia is a rich, cosmopolitan state. Many international traders who do not want to pay exorbitant Gamelonian taxes travel through the country, exchanging several more weeks of travel time for thousands of rupees saved. The people of the country are often considered haughty and aloof, but are producers of great art and culture.

      Gamelon and Koridal, like Ordona and Sarios, split peacefully in the fourteenth century. Unlike the farming states however, Gamelon granted Koridal independence primarily because it was disinterested in it. The richest trading state in the known world, cash is king in Gamelon- literally, since money buys votes in this island republic- and Kordal, being a heavily forested, underdeveloped little island was considered too much of a drain to persist with.


      Chronology

      The Years of Man
      A Hyrulian year lasts for exactly three hundred and seventy two days and consistes of twelve months of thirty one days. Each month is comprised of four seven-day weeks and ends with three feast days, one devoted to each golden goddess. The Hyrulian calendar counts year 0 as being the year in which Hyrule was founded. Years before this are negative, or given the suffix PF (Pre-Founding).

      Months: Exus (Spring), Ascendancy (Spring), Numeration (Spring), Bilas (Summer), Yeshu (Summer), Arbitration (Summer), Ditch (Autumn), Sammael (Autumn) King’s (Autumn), Saga (Winter), Nehemena (Winter), and Genus (Winter).

      Days: Incensday, Geraday, Arpersday, Mordiday, Yuxday, Octisday, and the rest day of Temporsday.

      The Ages of Man
      An age is a group of years, defined by a single consant theme or series of events. There have been many ages, although as they are a comparatively modern invention only the Royal and Shaded Eras are divided in this way.

      The Eras of Man
      According to legends, all of time can be divided into five distinct eras. Each beginning or ending with a momentous event. They are, in order: The Mythic, Imperial, Nubian, Royal, and Shaded Eras.

      The Mythic Era (???? - c.3000 PF)
      An era entirely lost to time, little to nothing is known of the Mythic Era. The Era in which the world enjoyed its genesis. Many of Hyrule’s greatest and most dangerous dungeons and temples were built in this time. Now crumbling edifices to forgotten gods. The Lizalfos believe that they lived in great prosperity during this era, and the goblins hold that they ruled the world. Zora legend also holds that they ruled an empire in the Mythic Era. Even older and grander than that which they possessed during the Imperial Era. Jovian Priests swear blind that their faith was present during these distant years. At any rate, only the Darknuts and Gorons possess records of this time.

      The Imperial Era (c.3001 PF – c.1000 PF)
      Little more is known about the Imperial Era than is known about the Mythic Era, but records do survive. It was at the dawn of the Imperial Era that the Golden Goddess Farore appeared tot he Hero Who Was Emperor, and gave him the first Divine Appointment. It was a time of incredible prosperity and advancement. Sadly ended by the first great Demonic Invasion, when demons appeared on the world for the first time and destroyed all of civilization before being stopped by the Everking, the Father of Snakes, the Hero of the Seal, and the First Incarnation of Hylia.

      The Nubian Era (c999 PF – c.1 PF)
      Although some records survive of the Nubian Era (from the Imperial word Nubis, literally Of Clouds). Few are considered reliable or impartial. The Tome of Gaepora holds that humanity literally lived in the clouds, raised there by Hylia at the end of the Imperial Era. However, much of the Tome has been found to be largely allegorical and this is widely considered to be one such segment.

      The Royal Era (c.1 – 1197)
      Following the alleged “descent” to the surface at the end of the Nubian Era (held by many historians to represent a spiritual or moral, rather than physical descent), the then-current Great Hero and incarnation of the Goddess Hylia wed one another before founding and ruling the Kingdom of Hyrule, a kingdom that remains standing today. Although the dynasty of the Royal Famly has changed from the Gaeporans to the Gustans, the Daltans, and finally the two most recent Harkinian dynasties, the Royal Family maintains an unbroken lineage back to this frst pair of King and Queen.

      It is not just Hyrule itself that can trace its creation to the Royal Era. The Sages, the Maidens, Labrynna, the Light Spirits, Holodrum, the Dominion… some of Hyrule’s greatest assets and allies can trace their formal creation to a point in the Royal Era.

      Unfortunately, many of Hyrule’s greatest enemies can also find their origins in the Royal Era. The Interlopers, Vaati, Ganon, and the Gerudo Shahdom he called his own, all sprang from the strifes of the Royal Era.

      Ultimately the Era was ended by the Civil War and shortly afterwards, the Nihil War that followed.

      The Shaded Era (1198 – Present [1554])
      Lasting from the Civil War to the current day, the Shaded Era is a time of upheaval and worry amongst Hyrule’s population. The years have been hard on the kingdom, but the people still face the future with cautious hope, knowing that it only takes on Hero to shift the scales of fate, as long as they know where to place their thumb.

      As much of Hyrule’s population knowns the Shaded Era by heart, it is recounted in full here:

      The Rise of Ganon (Micro Age: 1198 – 1211)
      1198 – 1206: The Civil War
      After a major dispute over territories, the Zoras and Gorons once again march to war. The bloodshed is still far inferior to the thousands of years of blood, but is is terrible nonetheless.

      Hyrule proper attempts to stay impartial but constant pressure from the (mostly human) members of the King’s military adisors to join the Gorons (who had both a better history of trade with Hyrule and a higher likelihood of victory) forces the King to pick a side. Fortunately for the Zora, but unfortunately for the human, he elected to support the Zora due to the Queen’s counsel. In his anger at being denied and ignored, the King’s chief military advisor leads the Human elements of the army in revolution, and the Hyrulian Civil War properly begins.

      1206 – The End of the Civil War
      Ganondorf and the Gerudo join forces with the Hyrulian Royal Family, and quietly remove the most vocal supporters of the War on both sides. Effectively ending the war as it peters out with no political support. The Gerudo King earns a special place on the Hyrulian Court for his actions.

      1209 – 1210 The Nihil War
      During the Ceremony in which Ganondorf is to be crowned Duke of the Badlands, a child appears in the midst of the procession, as if by magic. Although he is briefly imprisoned, he is visited by the King, and they have an unrecorded conversation. The King attempts to apprehend Ganondorf, but the Gerudo King escapes and launches a new war against Hyrule. Back both by the demons and by the Nihil Alliance. A confederation of races marginalised and persecuted by humans over millennia. War ravages the land, Castle Town is razed, the Infernal Dragon, Dora Dora and the Titan Fish Jabu Jabu are slain. The Deku Tree succumbs to a withering curse and in the final battle the Hero attempts to use the Triforce to destroy Ganondorf as the Master Sword remains nonfunctional without the Sages of Spirit and Wind, killed preemptively by Ganondorf, to power it. He is incapable of doing so however and shatters it into its components. Eventually Ganondorf is overpowered and defeated. He is taken for execution at the Arbiter’s Grounds and the boy is given the title of Hero of Time, to the displeasure of many.

      The Age of Men (1211 – 1453)
      1211 – Departure of the Failed Hero
      The Hero of Time is not a popular Hero. He is seen by many as a bad omen, a harbinger of failure. Many hold him responsible for the Nihil War, and his inability to effectively utilise the unified Triforce is considered a major failing. He departs North, vowing to become a hero again. He is never publicly heard from again.

      1215 – Draconic Politics
      Following Dora Dora’s death in the Nihil War, the dragon families finally end the long series of negotiations, arguments and outright warfare that signify the choice of a new Infernal Dragon, the one they call the Flame Patriarch. The Eventually recipient of the honours is the dragon Vyorsoth of the Tolemac Dynasty, taking the name Warbane as he bathes in the Spring of Power.

      1216 – Sprouting and Hatching
      A shimmering in the magical winds across the world indicates the germination of a new Great Deku Tree and the hatching of the Titan Fish Jabun, patron deities to replace the ones lost in the Nihil War.

      1220 – Peaceful Dissolution
      Hyrule’s formerly monolithic, centralised power begins to fracture, and the reigning King makes formal decisions to begin a dissolution. Although Hyrule retains the four core provinces and remains the greatest power, other smaller nations form like Ordona, Gamelon, Calatia, Arcadia and Signum.

      1223 – Keystones Laid
      The First stones of the new Hyrule Castle, Acre Nova, are laid. Although modern Hyrule is weaker and pooer than its previous incarnations, changes in technology, artistry and desire will ensure that this will be the greatest Castle built since the Imperial Era.

      1272 – Wars of Men
      Signum enters a civil war that will produce the nations of Marias and Trajo, the first war between men of multiple nations in centuries.

      1288 – Completion
      Hyrule Castle is completed, Acre Nova will not be fully built until 1297.

      1449 – Gamelon Invades
      Gamelon, a rich trade city in the Hyral Sea, besieges and attempts to take Hyrule Castle. As the Castle looks set to fall and give victory to Dandolus Onkled, the Serene Patrician of Gamelon, Princess Lucretia casts herself form the castle’s highest tower. The War ends instantly. The Triforce of Wisdom and title of Hylia are inherited, through complex familial chicanery, by a nun from the Town of Moruge. As her own family name is considered inappropriate for royalty, the nun takes the surname Harkinain, the name of the previous dynasty.

      The Age of Twilight (1454 – Present [1554])
      1454 – Twilight Spreads Forth
      Zant invades Hyrule, finally forcing open the Twilight Mirror from the far side, which should in theory have been impossible. With the Hyrulian military largely posted along the border and occupied with massive simultaneous Nihil attacks, he successfully conquers all of Hyrule, subsuming much of it into the Twilight Realm, allowing creatures native to the Twilight to run rampant across the country. Once the Twilight Veil is pushed back the Great Hero significant Nihil elements manage to penetrate the country’s defences and strike across the Kingdom, causing severe casualties.

      Zant is eventually defeated by the tenth great hero, the Hero of Twilight, and his mirror is destroyed. The involvement of Ganodorf, Zant’s deitylike Patron, in these events in never revealed to the public.

      1471 – A Mirror Unearthed
      The Duke of Ordona discovers another Twilight Mirror. Unable to destroy it, he instead seals it inside an ancient temple deep in the forests.

      1502 – Dark Clouds
      A Gerudo King calling himself Ganon uses the Twilight Mirror to summon an army of Shadow Simulacra, and with them frees the ancient, long-forgotten wind mage Vaati. The Pretender Ganon attempts to use the Trident of Power and Vaati’s magic to truly become Ganondorf, but is defeated by the eleventh Great Hero, the Hero of Light.

      1504 – The Royal Wedding
      Upon her eighteenth birthday, Princess Zelda Harkinian declares her betrothal to her childhood love, Link Jaichen, the Hero of Light, grandson of the Hero of Twilight. They are married in 1506 in a grand ceremony. They have four children together. Rusl, Vincolo, Dorian and Rindovus in order of birth. As the children are all male and the Princess has no sisters, concerns begin to foment about the future succession of the Divine Appointment.

      1528 – A Queen Ascends
      The reigning Queen Midna Harkinian dies of heart palpitations, and her daughter Zelda ascends to the throne. As she has still yet to provide a female heir to the throne at her current age of 42, she sends for her mother’s cousin Duchess Amara of Signum, to be brought to Hyrule to prepare her family for the likely event of their inheritance of the throne.

      1536 – A New Princess
      Against all expectations, the reigning Queen Zelda gives birth to a princess, also named Zleda by her thankful and astonished parents. The political situation experiences something of an upset, especially to the Duchess of Signum. She inherits divinity at the tender age of four, when her mother succumbs to the heart palpations as her grandmother did.

      1554 – Present Day
      Modern Hyrule is a country of mixed fortunes. The King-Regent has ruled for fourteen years, but his health is failing and his staggering personal power that has kept the lords of Hyrule in line for so long is dwindling. Princess Zelda stands on the cusp of adulthood, and will have to choose her King at last. Which will finally end the careful political dance her father has been performing. Mfany whisper that she is too headstrong for her position, swayed by her youngest brother towards nationalism. Will such a queen prove unwilling to sign the Writ? Can Hyrule afford the wars that would follow?

      Arcane threats remain constant. The Pretender Ganon rails at his prison. Vaait’s return is expected by many, and considered inevitable by the pessimistically inclined. More Mirrors of Twilight, unbreakable without the treat of their queen, undoubtedly remain. Eldritch mists touch the shores of the Great Bay, and peasants whisper of Ghost Ships plying the moonlit waves. Winged Dragons, ever the servants of the Demonic Forces, are seen flying over the land. The psychically inclined dream of staring yellow eyes and deep, cackling laughter.

      Delvers plumb the tombs for lost powers. Knights travel the lands, saving the innocent and crushing the villainous. Hunters follow and slay beasts that prey upon men. Hyrule spins towards tomorrow on the labour of a thousand thousand virtuous men and women. Now, as ever, Hyrule needs heroes.


      Mechanics

      Racial Rules

      Humans

      Ability Score Adjustments: Two different ability scores of your choice increase by 1.
      Size: Humans are utterly conventional. They are around five and a half feet tall, and weigh around one hundred and thirty pounds. Your size is medium.
      Speed: Your base walking speed is 30 feet.
      Practical Skills: You may select an additional feat at character creation.
      Languages: You can speak Hyrulian.


      Hylians

      Ability Scores Adjustments: every one of your ability scores increased by 1, except for two of your choice which increase by 2.
      Size: Hylians are comparable to humans of slender but tall build. They tend to be around six feet tall, and weight around 115 pounds. They have less sexual dimorphism than true humans and tend towards mild androgyny. Your size is medium.
      Speed: You’re base walking speed is 30 feet.
      Chosen of the Goddesses: You can cast one clerical cantrip in addition to any spells you may otherwise know. Wisdom is your casting ability for this cantrip.
      Languages: You can speak Hyrulian and one other language of your choice.



      Sheikah

      Ability Score Adjustments: Your Dexterity score increases by 2 and your Intelligence increase by 1.
      Size: Except for their blood-red irises, there is no physical difference between a Sheikah and a Hylian. Your size is medium.
      Speed: Your base walking speed is 40 feet.
      Shadow dweller: Sheikah automatically have proficiency in blowguns, darts, hand and light crossbows, and daggers. They also have proficiency in the Dexterity (Stealth) and Dexterity (sleight of hand) skills.
      Darkvision: You can see in dim light as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey.
      Devilproofed: You cannot be charmed or mentally dominated in any way. You have advantage on rolls to discern illusions of all types.
      Languages: You can speak Hyrulian and any two other languages, as well as the secret sheikah language of Serpentine.


      Gerudo

      Ability Score Adjustments: Your Dexterity ability score increases by 2 and your Charisma increase by 1.
      Size: Gerudo have extremely similar physiology to Hylians, but have much more pronounced gender characteristics, similar to those of humans. They can only be female barring special circumstances. Your size is medium.
      Speed: Your base walking speed is 40 feet.
      Desert Dweller: Gerudo have advantage on all Intellegence (Survival) checks involving deserts or arid terrain. They automatically have proficiency in the animal handling skill.
      Cursed to one: You cannot be charmed or mentally dominated in any way. You have advantage on rolls to discern illusions of all types.
      Languages: You can speak Takalmma and one other language of your choice.
      Choose a caste:
      • Warrior: You have proficiency in light armour, all bows, slings, daggers, glaives, and the scimitar.
      • Priest: You have proficiency in the Intelligence (religion) skill. You can cast one clerical cantrip in addition to any spells you may otherwise know. Wisdom is your casting ability for this cantrip.



      Hegrud

      Ability Score Adjustments: Your Charisma ability score increases by 2 and any other two scores increase by 1.
      Size: Hegrud are physically almost identical to gerudo, only paler. They can be male. Your size is Medium.
      Speed: Your base walking speed is 40 feet.
      Lingering curse: You have advantage on any saving throws against being charmed or otherwise mind controlled.
      Relics of choice: You can cast one clerical cantrip in addition to any spells you may otherwise know. Wisdom is your casting ability for this cantrip.
      Languages: You can speak both Takalmma and Hyrulian.



      Gorons

      Ability Score Adjustments: Your Constitution score increases by 2.
      Speed: Your base walking speed is 20 feet.
      Damage Immunities: You are immune to poison and necrotic damage.
      Damage Vulnerabilities: You are vulnerable to thunder and acid damage.
      Fireborn or Iceborn: You are immune to either fire or ice based damage, but vulnerable to the damage type you did not select for immunity.
      Stone Skin: You count as a construct for the purposes of calculating damage, do not need to breathe, and sink in water.
      Stone Eyes: You have blindsight to a range of thirty feet, and Tremor Sense to within sixty feet, but cannot otherwise see. You cannot distinguish colour or shades in any way, and as a result cannot discern ink on parchment or similar. You can see heat sources, the reflection of heat, and via echolocation.
      Alien: You have advantage on all charisma (Bluff) rolls and disadvantage on all Charisma (Persuasion) rolls when dealing with people unfamiliar with Gorons.
      Pick a subrace from the list below:
      Subraces
      • Brother
        • Ability Score Adjustments: Your Strength score increases by 1.
        • Size:Brother gorons are rotund humanoids of varying heights, made of igneous stone with silicon circuitry providing their nervous system.They can be anywhere between five and seven feet tall, and weigh between 450 to 700 pounds. Your size is medium.
        • Custom Plate: You can only wear armour made for Gorons which costs half again as much as normal armour.
        • Clumsy:You have disadvantage on all Dexterity (Stealth) and initiative rolls, as well as all dexterity saving throws.
      • Father
        • Ability Score Adjustments: Your Strength score increases by 2.
        • Size:Father Gorons are extremely tall and wide, but are otherwise similar to Brother Gorons. They are between ten and fourteen feet tall, and can weight up to 3000 pounds. Your size is large.
        • Custom Plate: You can only wear armour made for gorons which costs half again as much as normal armour.
        • Oaf:You automatically fail all Dexterity (Stealth) checks and go last in the initiative order. You cannot use your dexterity bonus to increase you AC. You automatically fail all Dexterity saving throws.
        • Massive:Your health is increased as f you had the toughness feat. This does not prevent you from taking the feat.



      Zora

      Ability Score Adjustments: You Wisdom score increase by 2, and your Charisma score increases by 1.
      Size: Zora are slender and elegant creatures, but not especially tall. They tend to be between four and a half and five and a half feet, and weight around one hundred pounds. Your size is medium.
      Speed: You’re base walking speed is 30 feet.
      Subaquatic: You can breathe underwater, and have a swim speed equal to double your walking speed. You also have proficiency on all Wisdom (Survival) rolls involving water.
      Damage resistances: You are immune to ice damage, and can be frozen alive without suffering in any way. You are also resistance to lightening damage.
      Damage vulnerabilities: You are vulnerable to fire damage and poison damage.
      Alien: You have advantage on all Charisma (Bluff) rolls and disadvantage on all Charisma (Persuasion) rolls when dealing with people unfamiliar with Zoras.
      Electroshock: You can attempt to discharge your bioelectric pouches at any time as an attack, as if it were a weapon you had equipped. Every creature within melee range must make a DC 10+ (your DEX modifier) dexterity check or take d8 lightning damage, increasing to d8 at level 6, d10 at level 10 and d 12 at level 14. Underwater this counts as a reach weapon.
      Languages: You can speak Hyrulian and Piscian
      Dry Drowning: Every eight hours zoras go without drinking a significant quantity of water, they accrue a level of fatigue. Their fatigue does not reset until they can immerse themselves in water.



      Zola (River Zora)

      Ability Score Adjustments: You Wisdom score increase by 2, and your Charisma score increases by 1.
      Size: Zola are large muscular, brutish creatures, closer perhaps to a crocodile than a fish. They are around six to eight feet tall, and weigh around three hundred pounds. Your size is medium.
      Speed: You’re base walking speed is 30 feet.
      Subaquatic: You can breathe underwater, and have a swim speed equal to double your walking speed. You also have proficiency on all Wisdom (Survival) rolls involving water.
      Damage resistances: You are immune to ice damage, and can be frozen alive without suffering in any way. You are also resistance to lightening damage.
      Damage vulnerabilities: You are vulnerable to fire damage and poison damage.
      Alien: You have advantage on all Charisma (Bluff) rolls and disadvantage on all Charisma (Persuasion) rolls when dealing with people unfamiliar with Zolas.
      Fire breath: You can shoot small fireballs from your mouth through use of your flammable bile. You are always equipped with the following weapon.
      Fire breath: 1d6 fire, finesse, thrown, (range 20/60)
      Feral: You cannot read. However you gain access to the ranger class feature Natural Explorer. You cannot pick additional favoured terrain unless you would be granted it by a source other than Feral. You have proficiency in all survival checks in your favoured terrain, as well as proficiency with all social rolls with animals native to your favoured terrain. If you would have Natural Explorer from another source as well, you may pick an additional favoured terrain.
      Languages: You can speak Zola, and Hyrulian if you wish.



      Kokiri

      Ability Score Adjustments: Your Dexterity score increases by 1.
      Size: Forester Kokiri appear to be Hylian children. Almost. There’s always a little error, usually their eyes. Lost One Kokiri on the other hand look to be made of wood, twisting vines emulating the size and shapes of a child. They don’t blink enough. Your size is small.
      Speed: Your base walking speed is 25 feet.
      Damage vulnerabilities: You are vulnerable to fire damage.
      Nimbleness: You can move through the space of any creature that is of a size or more larger than yours.
      Blessed: When you roll a 1 on an attack roll, ability check or saving throw, you can reroll the die and must use the new roll.
      Forest folk: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist or other natural phenomena. You have a bonus equal to your proficiency bonus in all survival checks in woods, forests and jungles.
      Languages: You can speak the Fae Tongue, Boka, and Hyrulian.
      Choose one of the following subraces:
      • Forester:
        • Ability Score Increases:[/b] Your Charisma score increases by 1.
        • Fae:You are permanently accompanied by a sprite, as per the monster manual entry. The sprite’s personality and history are entirely up to the player of the Kokiri, and the pair are bonded for life. The kokiri player controls the sprite’s actions as a second character. At level four this sprite switches its profile for any CR 1 faerie dragon, and at level 8 it switches its profile for that of any CR 2 faerie dragon. At level 16 the profile switches to that of a flame skull. The appearance and personality of the companion does not change as a result of its profile changes.
      • Lost One:
        • Ability Score Increases: Your Constitution score increases by 1.
        • Undead Fortitude: If damage reduces you to 0 hit points, you must make a Constitution saving throw with a DC of 5+ (the damage taken divided by your level), unless the damage is radiant, fire or from a critical hit. On a success, you drop to 1 hit point instead.



      Scrubs

      Ability Score Adjustments: Your Constitution score increase by 1.
      Size: Deku scrubs are small, plant-based creatures, with skin of bark and hair of leaves. Luckily they don’t look human enough to scare people like Lost Ones do. They must rely on their violent tendencies for that… They tend to be around two or three feet tall, and weigh around sixty pounds. Your size is small.
      Speed: Your base walking speed is 25 feet.
      Damage vulnerabilities: You are vulnerable to fire damage.
      Nimbleness, You can move through the space of any creature that is of a size larger than yours.
      Forest folk: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. You have a bonus equal to your proficiency bonus in all survival checks in woods, forests and jungles.
      Expectorate: You can shoot large seeds from your mouth through use of rapid expansion of air pockets. You are always equipped with the following weapon.
      Expectorate: 1D6 bludgeoning, finesse, thrown (range 30/90)
      Photosynthesis: You count short rests as long rests as long rests, as long you have access to a supply of water, soil, and sunlight. However if you do not have access to these things you cannot gain the benefits of a long rest, with the exception of reducing your fatigue as normal.
      Feral: You cannot read. However you gain access to the ranger class feature Natural Explorer. You cannot pick additional favoured terrain unless you would be granted it by a source other than Feral. You have proficiency in all survival checks in your favoured terrain, as well as proficiency with all social rolls with animals native to your favoured terrain. If you would have Natural Explorer from another source as well, you may pick an additional favoured terrain.
      Languages: You can speak Boko, and one other language of your choice.
      Choose one of the following subraces:
      • Deku
        • Ability Score Adjustments: Your Dexterity increase by 1, and your charisma increases by 1.
        • Planted:You can at-will spend an entire action to plant yourself. Whilst planted you cannot use your move action, but can re-roll any check to avoid compulsory movement and cannot be knocked prone. You have disadvantage on any dexterity saves while planted. You can also use your expectorate weapon twice per attack whilst planted. You can end your planted state at any time as a bonus action.
      • Business
        • Ability Score Adjustments: Your Wisdom increase by 1, and your charisma in crease by 1.
        • Born to buy: Business scrubs receive half again as much starting gold as they otherwise would, calculated after summing all starting gold from all sources. From level 2 all purchases in settlements well known to them costs only half as much as they normally would.
        • Lingua Franca: You can choose two additional languages and can read.
      • Mad
        • Ability Score Adjustments: Your Strength increase by 1.
        • Ferocious:Mad scrubs can rage as a barbarian, getting one rage per long rest.If a mad scrub has levels in the barbarian class then they instead have one more rage than is listed on their class features.


      Languages

      Hyrulian (spoken by the kingdom of Hyrule and its successor kingdoms)
      Goruah (the language of the gorons)
      Piscian (the language of the zoras)
      Takalmma (language of the Gerudo)
      Setian (the language of the darknuts)
      Vordic (the language of the zuna)
      Rosara (the subrosian language)

      There are also the living languages spoken primarily by the uncivilized peoples. These have no written form or standardisation, and can vary widely between locations.

      Binnic (the language of the goblins)
      Zolan (the language of the Zola)
      Saurian (the language spoken by most tribal lizalfos)
      Boko (the language of the deku tribes)

      Finally we have the dead or eldritch languages. These have no native speakers, or if they do have them then they are some strange, almost mythical people.

      The fae tongue (spoken by Kokiri)
      Imperial Human (found in ancient human ruins)
      Raaloren (spoken by dragons)
      Twili (spoken by the Twili)
      Demonic (the language used to summon and commune with demons)


      Original Thread
      Zelda D&D Campaign Setting Document

      Actual Document
      yumpu.com/document/view/59195535/dragonsong
      "The Oathkeeper's Dawn"

      Game In Progress - It has been thirty years since the Dawn of the New Day when without a hero to rescue them champions of the people were forced to rise up and save themselves. Now, on the eve of the 130th Carnival of Time strange rumours circulate the land. Will your wits be enough to discover what has taken hold of the land?

      Any help on this project would be appreciated. I want to make it in Solarus which means a 2D ALttP style. However if you don't want to provide technical help there are a range of pieces to work on. Sprites and artwork, music, level design or if you like simply brainstorming and suggesting alterations to the ideas I have currently compiled would be more than welcome.

      The post was edited 3 times, last by TriforceHolder ().

    • Campaign Setting

      Languages

      Standard Languages
      Language | Typical Speakers | Script
      Common | Humans
      Hyrulian | Hyrulians
      Goruah | Gorons
      Piscian | Sea Zoras
      Talamakan | Gerudo
      Setian | Darknuts
      Vordic | Zuna
      Rosarian | Subrosians

      Monstruous Languages.
      Blinnic | Goblins
      Zolan | Zola
      Boko | Deku Tribes

      Exotic Languages
      Faerish | Fairies, Kokiri and Koroks
      Ancient Hylian | Ancient Hylia people
      Imperial Common | Ancient human people
      Raaloren | Dragons
      Excelsian | Celestials
      Twili | Twili
      Demotic | Demons


      Hyrule Castle Town


      Eastern District (nicknamed the Sands)
      The Gerudo need for males from outside their species in order to survive is well known and in response to this districts such as the Sands have cropped up in many major cities across the kingdoms. These districts are home primarily to houses of ill repute. Places where men can come and rent a room unnoticed and unidentified. In these places the Gerudo will slip in to procreate with their choice of guest before departing. The buildings are designed in such a way that the women can enter easily from the windows and depart again unseen. A red flag marker is use to indicate those rooms that are occupied from the outside. It is not uncommon for a murder to occur in the Sands houses. Most often because when staying if a Gerudo should come calling the men feel they are owed a night and if the Gerudo should decide they'd prefer someone else's company it can get violent. Most often these altercations end in the man's death due to the Gerudo's warrior culture making many of them capable fighters but every once in awhile it is a Gerudo woman who will be killed. Due to the nature of the district the town guards generally turn a blind eye to the goings on in the Sands, not least because many of their own men spent time at these houses. As a result other illicit activities often occur within the Sands, using it as a safe haven for those that don't draw too much attention.
      "The Oathkeeper's Dawn"

      Game In Progress - It has been thirty years since the Dawn of the New Day when without a hero to rescue them champions of the people were forced to rise up and save themselves. Now, on the eve of the 130th Carnival of Time strange rumours circulate the land. Will your wits be enough to discover what has taken hold of the land?

      Any help on this project would be appreciated. I want to make it in Solarus which means a 2D ALttP style. However if you don't want to provide technical help there are a range of pieces to work on. Sprites and artwork, music, level design or if you like simply brainstorming and suggesting alterations to the ideas I have currently compiled would be more than welcome.

      The post was edited 5 times, last by TriforceHolder ().

    • Races

      Player Races
      Humans

      Hylians

      Hylians
      "The Hylians's long ears enabled them to hear special messages and as the chosen people, they were also given special psychic and magical abilities that they in turn passed on to their descendants. Their extraordinary ears allowed them to not only hear the faintest sounds around them, but also words telepathically transmitted over time and space by other Hylians."
      -The Legend of Zelda: A Link to the Past Player's Guide; Nintendo Power, pg. 64)

      The bastions of civilisation. Wherever these spiritual people go communities are formed. Though respectful of the land they are very much apart from it, preferring great cities and castles of hard stone to the more integrated styles of other races.

      Physical Description: Graceful and Reverent
      The Hylia people are lithe in nature. They seldom grow as big or broad as humans are known to. The height of an average Hylian ranges from 5 feet to 6 and weight between 100 and 145 pounds. Slightly androgynous as a people the males are only slightly more heavy set than the females.

      Their hair colours encompass a wide range including brown, blonde, red, black and those shades that fall in between however gold is most common. Their skin tones can range within all the natural human hues but most commonly fall towards the lighter side of the spectrum and never get as dark as the desert dwellers.

      History/Racial perspective
      Hylians live only a few decades longer than humans, the oldest Hylians never growing past 120 years. As such they are the most short lived of the land's major races, surpassed only by the humans in brevity of life. As such the Hylians strive to accomplish much in the time they are given erecting great kingdoms in their effort to leave an impact on the world.

      They are represent the nobility and the high middle class of a their kingdom. Because of this they are usually accommodating but often haughty towards those of lower social standing, usually humans.

      Society/Natural lands


      Why they might adventure
      Across the history of the Hylia people and their kingdoms live legends of heroes wielding enchanted blades. Many Hylians aspire to match these legends and set out in search of ancient blades with which they may strike down evil. It is common place to see Hylian adventurers who wish to mark their place in the annals of history as a hero of legend. The Hylia are also a spiritual people, believing themselves the chosen of the goddesses of creation many fall into holy work and go on long pilgrimages in the hopes of meeting one of divine nature or possibly one of the Seven Ancient Sages. More mundane though are the Hylia that cannot find their place in society. Finding it too restrictive they set out to find their own desires.

      Hylian Names

      Hylian Traits
      Ability Score Increase: Your Charisma score increases by 2 and your Dexterity score increases by 1.

      Age: Hylians reach maturity around age 15 and rarely live more than a century.

      Alignment: Hylians are the chosen people of the goddesses tasked with watching over and cultivating the land. Most take this duty very seriously. As a result most tend towards a more lawful structure though their self righteousness often leads some down the path of evil rather than good.

      Size: Hylians range from under 5 feet to over 6 feet tall and have slender builds. Your size is Medum.

      Speed: Your base walking speed is 30 feet.

      Zealous Devotion: You have proficiency in the Religion skill.

      Chosen by the Gods: You have advantage on checks pertaining to your interaction with Celestials.

      Voice of the Chosen: You can cast the spell: Message at twice the range with double the material restrictions for blocking the spell.
      Message

      cantrip transmutation

      Casting Time: 1 action
      Range: 120 feet
      Components: V S M (A short piece of copper wire)
      Duration: 1 round
      You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

      You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.

      Languages: You can read, write and speak Common and one other language.


      Sheikah

      Quote about race nature
      One paragraph summary of race
      Physical Description
      History/Racial perspective
      Society/Natural lands
      Why they might adventure
      Sheikah Names

      Sheikah Traits
      Ability Score Increase: Your Dexterity Score increases by 2, your ___ score increases by 1.

      Age: Sheikah reach maturity at the same time as humans but live much longer, usually around 200 years.

      Alignment:

      Size: Sheikah average around 6 feet and are by the standards of other races almost unhealthily slender. Your size is Medium.

      Speed: Your base walking speed is 30 feet.

      Darkvision: You are used to moving You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of gray.

      Languages: You know common, and Tridelian

      Subrace: Many generations ago there was a schism amongst the Sheikah people. Those that dissented with the Sheikah way of life were thrown out. This resulted in two subraces: The Sheikah Tribe and the Yiga Clan. Choose one of these subraces.

      The Sheikah Tribe

      Vision
      Resistance
      Immunity
      Conditional Advantage
      Proficiency

      Extra Language: You know an additional language of your choice.

      The Yiga Clan
      During the Hyrulian Civil War many Sheikah broke with the Royal Family. This sect was ultimately defeated but the damage was done. The faith the Royal Family had in the Sheikah was shattered and steps were taken to ensure that the Sheikah would never again possess enough collective might that they would be a threat to Hyrule. Over several years some Sheikah become deeply resentful of their treatment and began to believe that those that had betrayed the Royals had the right idea. These Sheikah fled Hyrule and delved into the deepest darkest of magical arts. Such magicks that even the old Sheikah had feared to touch. It is believed that many of the Yiga have made pacts with ancient demons and no longer care about their own survival or the state of the world as long as Hyrule is left in ashes.
      They now operate as a terrorist sect on the outskirts of the major Hyrulian provinces and seek to destabilise or overthrow the current regime. It is believed their headquarters is somewhere in the depths of the Gerudo Desert but no one has been able to find them. They make themselves illusive while they strike against Hyrule.

      Ability Score Increase: Your ___ score increases by ___.

      Arcana of the Calamity: You have been trained in ancient magicks of deception and fear. You know the Minor Illusion cantrip. At higher levels you learn additional spells according to the table below. You can caste each of these spells once with this trait and regain the ability to do so when you finish a long rest. ___ is your spellcasting ability for these spells.
      3rd Level | Demonic Favour
      5th Level | Alter Self
      7th Level | Blink

      Demonic Favour
      1st level evocation
      Casting Time: 1 bonus action
      Range: Self
      Components: V S
      Duration: Up to 1 minute
      You call on demonic aid to empower yourself. Until the spell ends, your weapon attacks deal an extra 1d4 necrotic damage on a hit.



      Vision
      Resistance
      Immunity
      Conditional Advantage

      Trained for Terror: You have proficiency with glaives, longswords and blowguns.

      Languages: You know Demotic.


      Gerudo

      Quote about race nature
      One paragraph summary of race
      Physical Description
      History/Racial perspective
      Society/Natural lands
      Why they might adventure
      Gerudo Names

      Gerudo Traits
      Ability Score Increase: Your Dexterity score increases by 2, your ___ score increases by 1.
      Age
      Alignment
      Size
      Speed
      Languages

      Corruptible: You have disadvantage on Wisdom saving throws against spells meant to subvert your free will such as Command, Charm Person, Dominate Person etc.

      Vision
      Resistance
      Immunity
      Conditional Advantage
      Proficiency


      Gorons

      "Thank you, Brother! I really appreciate what you did. I thank you on behalf of the entire Goron race! You turned out to be a real man, just as I thought you would! By the way, I, the wild Darunia, turned out to be the great Sage of Fire... Isn't that funny, Brother? Well, this must be what they call destiny. Nothing has made me happier than helping you seal the evil here! Hey, Brother, take this! This is a Medallion that contains the power of the fire spirits--and my friendship." — Darunia (Ocarina of Time)

      One paragraph summary of race

      Physical Description

      History/Racial perspective

      Society/Natural lands

      Why they might adventure

      Goron Names

      Goron Traits:
      Ability Score Increase: Your Strength and Constitution scores increase by 2.

      Age: Gorons reach maturity around 20 and have an average lifespan of 150.

      Alignment: Gorons tend towards lawful neutral. They have a structured tribal society and though generally good hearted they are proud and prefer to handle their problems personally, even to their own detriment. They love freedom of expression and friendly competition.

      Size: Average gorons are between 8 and 9 feet tall and weigh between 1500 and 2000 pounds. Your size is medium.

      Speed: Your base walking speed is 20 feet. You are incapable of gaining a swim speed and sink instantly in liquid.

      Darkvision: You are accustomed to the low light of deep underground caverns. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of gray.

      Vulcanoid Defence: You are immune to non magical fire damage and have resistance to nonmagical bludgeoning, piercing, and slashing damage.

      Freezing: In freezing temperatures your skin becomes brittle giving you a weakness to bludgeoning damage which replaces the resistance granted by Stoneskin. You have disadvantage on dexterity saving throws and cannot add your dexterity modifier to your Armour Class.

      Hot Blooded: You are naturally adapted to hot environments as described in Chapter 5 of the Dungeon Master's Guide but are ill adapted to cold environments. The DC to resist exhaustion is +5. Cold weather gear won't protect against Extreme Cold as gorons don't generate body heat.

      Earthbreaker: When attacking structures you deal double damage.

      Custom Plate: You can only wear armour made specifically for gorons which costs half again as much as normal armour. Magical armour made for humanoids will not conform to a goron form.

      Strong but Clumsy: You have proficiency in the Athletics skill but are unable to gain proficiency in Acrobatics. You have disadvantage on Stealth checks.

      Powerful Build+: You count as one size category larger when determining your carrying capacity, the weight you can push, drag, or lift and against grappling, or shoving actions.

      Goron Roll: As a bonus action, you can enter a roll. When you roll, you gain the benefits of taking your choice of either the Dash or the Disengage actions. Rolling is a dizzying experience. If you've moved at least 10 feet while rolling this turn you make attack rolls and ability checks at disadvantage and you can't use this trait again until you move 0 feet on one of your turns.

      Gorons who fall prone, naturally curl into a tight ball; protecting their vital areas. Melee attacks made against you while your are prone are not made with advantage. Additionally, curled gorons are able to move nimbly by rolling. Crawling does not cost you any extra movement.

      As an action, you can enter a roll that lasts until the end of turn. When you enter the space of another creature that is not at least one size larger than you while rolling you make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check. When successful, you either knock the target prone or push it 5 feet away from you.

      Languages: You can speak, read, and write common, and Goronic.


      Zora

      Quote about race nature
      One paragraph summary of race
      Physical Description
      History/Racial perspective
      Society/Natural lands
      Why they might adventure
      Zora Names

      Zora Traits
      Ability Score Increase: Your Wisdom score increases by 1.

      Age: Zoras reach maturity around age 15 and can live up to 200 years.

      Alignment: Sea Zora tend towards lawful good. As guardians of the waterways, their culture pushes them towards order and benevolence. The River Zoras conversely tend towards chaotic evil, their main cares are hedonistic and violent. They have a drive to occupy as much underwater territory as possible and often come into conflict with the Sea Zoras as a result.

      Size: Your

      Speed: Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.

      Darkvision: Accustomed to the darkness of deep oceans or swamps you can see with little light. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.

      Thermal Equilibrium: You are weak to cold damage.

      Languages: You

      Subrace: Two subraces of Zoras exist: Sea Zoras and River Zoras. Choose one of them for your character.

      (Sea Zora)
      Zoras born to the sea, they are at birth a saltwater aquatic species. As they grow and gain the ability to breath air they also become accustomed to fresh water. Though it is never as comfortable as the saltwater of their ocean homes. Most Zoras reside in great cities built off the cost that combined above and below water elements. Though it is not uncommon for Zora colonies to be built on great freshwater sources in an effort to stem the invasive settlement of Zolas in waterways.

      Ability Score Increase: Your Dexterity score increases by 2.

      Amphibious: You can breathe air and water.

      Bioelectric: As an action you can discharge bioelectric energy stored in your body to defend yourself. When in water the electricity encompasses a five foot radius centred on you. When on land it affects anyone that makes physical contact with you including through a weapon they are holding. When another creature comes into contact with the field they must make a dexterity saving throw. The DC for this saving throw is 8 + your dexterity modifier + your proficiency bonus. A creature takes 1d6 damage on a failed save and is forced backwards five feet from the field. They take half as much damage on a successful save and don't have to move. Any creature that ends their turn in contact with the field has to make the save again. The field lasts for 1d6 rounds. The damage increases 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level.


      Resistance
      Immunity
      Conditional Advantage
      Proficiency

      Zola (River Zora)
      The Zola are Zoras born in rivers, lakes and swamps. They born a freshwater species but gain the ability to process saltwater at the same time they learn to breath air. The Zola prefer

      Ability Score Increase: Your Strength score increases by 2.

      Limited Amphibiousness: You can breathe air and water, but need to be submerged at least once every 4 hours to avoid suffocating.

      Flaming Bile: You can use your action to exhale a ball of bile that ignites on contact with air. When you use this ability, each creature in the area of the exhalation must make a saving throw. The DC for this saving throw equals 8 + your ____ modifier + your proficiency bonus. A creature takes 2d6 + your Constitution modifier in damage on a failed save, and half as much damage on a successful one. The damage increases 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. At the start of your turn once you have used this ability roll a d6. Your flaming bile regenerates on a roll of 5 or 6.

      Resistance
      Immunity
      Conditional Advantage
      Proficiency


      Rito

      Quote about race nature
      One paragraph summary of race
      Physical Description
      History/Racial perspective
      Society/Natural lands
      Why they might adventure
      Rito Names

      Rito Traits
      Ability Score Increase
      Age
      Alignment
      Size
      Speed
      Languages
      Subrace

      Vision
      Resistance
      Immunity
      Conditional Advantage
      Proficiency


      Kokiri and Koroks

      Quote about race nature
      One paragraph summary of race
      Physical Description
      History/Racial perspective
      Society/Natural lands
      Why they might adventure
      Racial Names
      Racial Traits

      Ability Score Increase
      Age
      Alignment
      Size
      Speed
      Languages
      Subrace:

      Vision
      Resistance
      Immunity
      Conditional Advantage
      Proficiency


      Scrubs

      Quote about race nature
      One paragraph summary of race
      Physical Description
      History/Racial perspective
      Society/Natural lands
      Why they might adventure

      Scrub Names

      Scrub Traits
      Ability Score Increase
      Age
      Alignment
      Size
      Speed
      Languages
      Subrace: Three subraces of Scrubs exist: Deku Scrubs, Business Scrubs, and Mad Scrubs. Choose one of them for your character.


      Vision
      Resistance
      Immunity
      Conditional Advantage
      Proficiency


      Minish/Piccori

      Quote about race nature
      One paragraph summary of race
      Physical Description
      History/Racial perspective
      Society/Natural lands
      Why they might adventure
      Racial Names
      Racial Traits

      Ability Score Increase
      Age
      Alignment
      Size
      Speed
      Languages
      Subrace

      Vision
      Resistance
      Immunity
      Conditional Advantage
      Proficiency


      NPC Races
      Keaton
      Kikwi
      Dragon
      Fairy
      Light Spirits
      Oocca
      Mogma
      Parella
      Subrosian
      Twili

      ---

      Template
      Race Name
      Quote about race nature
      One paragraph summary of race
      Physical Description
      History/Racial perspective
      Society/Natural lands
      Why they might adventure
      Racial Names
      Racial Traits

      Ability Score Increase
      Age
      Alignment
      Size
      Speed
      Languages
      Subrace

      Vision
      Resistance
      Immunity
      Conditional Advantage
      Proficiency[/quote]
      "The Oathkeeper's Dawn"

      Game In Progress - It has been thirty years since the Dawn of the New Day when without a hero to rescue them champions of the people were forced to rise up and save themselves. Now, on the eve of the 130th Carnival of Time strange rumours circulate the land. Will your wits be enough to discover what has taken hold of the land?

      Any help on this project would be appreciated. I want to make it in Solarus which means a 2D ALttP style. However if you don't want to provide technical help there are a range of pieces to work on. Sprites and artwork, music, level design or if you like simply brainstorming and suggesting alterations to the ideas I have currently compiled would be more than welcome.

      The post was edited 19 times, last by TriforceHolder ().

    • Items

      Legend of Zelda
      The Wooden Sword
      -The first sword that Link obtains when he talks to the Old Man in the cave North of the Origin.

      The White Sword
      -The second most powerful sword in The Legend of Zelda. It is given to Link by the Old Man above the Waterfall when Link has five or more Heart Containers.

      The Magical Sword
      -The most powerful sword in The Legend of Zelda. It is given to Link by the Old Man in the Graveyard when he has twelve or more Heart Containers.

      The Small Shield
      -The Shield Link starts off the game with. It can block standard projectables but not fire balls

      The Magical Shield
      -The strongest shield in the game. It can be bought from a Merchant and can block both standard projectiles and fire balls but cannot block the big fire balls used by bosses.

      The Bow
      -Found in Level 1. Unlike most games, Rupees are used as ammunition instead of arrows. However, Link will need to buy his first arrows from a merchant before he can use the arrow. A more powerful Silver Arrow can be found in Level 9.

      The Arrow
      -Found in shops from a Merchant. Unlike other games, each arrow is equivalent to one Rupee; Link only needs to get one arrow before he can use Rupees as arrows. A more powerful Silver Arrow can be found in Level 9.

      The Silver Arrow
      -A sharper, stronger version of the Arrow found in Level 9 (Spectacle Rock). It is the only way Link can defeat Gannon, and would later be replaced in series by the Light Arrow.

      The Blue Candle
      -Can be bought from many merchants within Hyrule. It is used to light up dark rooms, but the flame will expire after a given amount of time and it can only be used once per room. If Link leaves the room and reenters it, he can reuse the flame that he can only use once.

      The Red Candle
      -Will light up a room and send a flame out the same way as a Blue Candle, however a Red Candle can be infinitely used.

      The Bomb
      -Link can find bombs basically anywhere within the game. It is used to break rocks in walls as to go inside of caverns and caves.

      The Boomerang
      -Thrown by Link to kill small enemies like Keese and stun larger enemies like Moblins.

      The Magical Boomerang
      -Acts the same way as the Boomerang, except it can travel a greater distance. Link finds the Magical Boomerang at Level 2.

      Food/Meat
      -Can be bought by a few merchants within Hyrule. It is needed to lure the Hungry Goriya from the door which it is blocking.

      The Letter
      -Found from the Old Man. The Old Man appears in different places for the first quest and second quest; in the first quest Link can find the Old Man in the cave by the Money Making Game; In the second quest he is found in Death Mountain. The Old Man instructs Link to give the letter to the Old Woman, when he does so the Old Woman sells Link Life Potion.

      Life Potion (Blue)
      -Sold to Link by the Old Woman when he gives her the Letter. This blue potion is sold for the price of 40 Rupees, and restores all of Link's health.

      2nd Potion (Red)
      -Essentially two helpings of Life Potion; when this blue potion is used, all of Link's hearts are restored, leaving a second helping of Life Potion for later use. It costs 68 Rupees.

      The Magical Rod
      -Allows Link to cast spells like a Wizzrobe. The exact nature of the spell is unknown, but it does inflict damage on its victim. When given the Magic Book (found in Level 8), the spell will result in flame when hitting a solid object.

      The Book of Magic
      -Found in Level 8. It serves an "expansion pack" to the Magic Rod, making it turn into flames when it actually hits something solid. This function is similar to that of a Blue Candle or a Red Candle.

      The Recorder
      -Found in Level 5 and serves many uses. In the dungeon that it is found in it is used to defeat its boss, Digdogger. The Recorder is required to access Level 7, which is hidden beneath a fountain in Hyrule. When used in the Overworld randomly it will warp Link to any other dungeon he's visited and completed.

      The Power Bracelet
      -Allows Link to push larger boulders in the Overworld revealing holes and Grottos in the ground.

      The Blue Ring
      -Can be bought for 250 Rupees in a shop found beneath an Armos in the southern parts of Hyrule in the First Quest. Wearing it will reduce all damage done to Link by one half.

      The Red Ring
      -Cuts down all damage done to Link by 3/4, unless he already had the blue ring, in which case will cut it down by 1/2.

      The Stepladder
      -Allows Link to cross one block of space that he normally couldn't, such as spaces of lava or of water. The Stepladder is found in Level 4. Similarly to the Raft, Link does not need to do a specific action like hitting a button. He only needs to walk up to the point he needs to cross.

      Small Keys
      -Allow Link to open any locked doors in The Legend of Zelda. Unlike other games, they can be used anywhere. The small key can only be used once unlike the Magical Key.

      The Magical Key
      -Found in Level 8. The key serves as a master key, allowing Link to go through any locked door anywhere at anytime. Link can use this key infinitely unlike the Small Key.

      The Raft
      -Found in Level 3. It is used to go between an expanse of waters and can be used on the few docks in Hyrule. It is required to go to Level 4, as Level 4 is on a peninsula.

      Rupees
      -Serve as the unit of currency in The Legend of Zelda. Unlike most other games, Rupees only come in two colours, Blue and Yellow. Blue Rupees serve as five Rupees, and yellow Rupees serve as one.

      The Wallet
      -Can hold up to 255 Rupees, as this is the maximum amount the Nintendo Entertainment System could hold. This is much like later Zelda games could hold up to 999. Link has only one wallet throughout the course of the game.

      The Compass
      -Has a very simple role in this game, revealing where the Triforce is and how to get to it.

      The Dungeon Map
      -Will display all of the screens that can be located, though it will not show which one holds the Triforce of Wisdom, Link must get the compass to do that.

      Hearts
      -Can basically be found anywhere in the game, more so from enemies. It restores one heart of Link's energy, in this game he can obtain 16.

      Heart Containers
      -Allow Link to add a heart to his Health, thus making it possible to have more energy. The maximum number of hearts that Link can get in The Legend of Zelda are 16 including the original three hearts and the eight bosses. Unlike other games this game does not have Pieces of Heart, making it much easier to gain health.

      The Clock
      -Has a slim chance of being found whenever Link kills an enemy. If Link does find this Clock when killing an enemy and use it, all enemies on the screen will be frozen until Link leaves the screen, allowing him to kill them while he has the chance.

      The Triforce
      -Referred to as "Magical Golden Triangles". Ganon took the Triforce of Power and gained his reign over Hyrule, and the Triforce of Wisdom was shattered into eight pieces hidden in eight dungeons. When Link finally got all eight pieces, they combined to form the Triforce of Wisdom.


      Zelda II: The Adventure of Link
      Magical Sword
      -Damages enemies.

      Magical Shield
      -Defends against enemy attacks.

      Candle
      -Allows Link to see in dark caverns.

      1-up Doll
      -Gives Link an Extra Life.

      Bagu's Note
      -Gives Link access to the bridge leading to Death Mountain from the Water Town of Saria.

      Hammer
      -Destroys roadblocks and chops down trees.

      Handy Glove
      -Enables Link to break certain stones with his sword.

      Raft
      -Used to sail between the Western and Eastern sections of the Overworld.

      Water
      -Used to gain access to a house where Link can learn the Fire Spell.

      Kidnapped Child
      -Used to obtain the Reflect Spell.

      Boots
      -Allows Link to walk over certain bodies of water in the Overworld.

      Flute
      -Used to destroy a monster and to reveal a previously hidden area in the Overworld.

      Cross
      -Allows Link to see certain invisible enemies.

      Magical Key
      -Can unlock any door.


      A Link to the Past
      Fighter's Sword

      Master Sword

      Tempered Sword

      Golden Sword

      Fighter's Shield

      Red Shield

      Mirror Shield

      Hero's Clothes

      Blue Mail

      Red Mail

      Magic Bottle

      Magic Jar

      Mushroom

      Green Medicine

      Red Medicine

      Blue Medicine

      Magic Powder

      Bug Collecting Net

      Bombos Medallion

      Quake Medallion

      Ether Medallion

      Bombs

      Boomerang

      Magic Boomerang

      Bow and Arrow

      Silver Arrows

      Magic Cape

      Cane of Byrna

      Cane of Somaria

      Fire Rod

      Ice Rod

      Flute

      Hookshot

      Lantern

      Shovel

      Magic Hammer

      Magic Mirror

      Moon Pearl

      Power Glove

      Titan's Mitt

      Zora's Flippers

      Pegasus Boots

      Book of Mudora

      Pendants of Virtue

      Crystals


      Telepathic Tile

      Telepathic Tile, Wonderous, Very Rare
      Prerequisite: Hylian Racial Trait: Voice of the Chosen
      You can use the Voice of the Chosen racial trait to cast Message with no range limitation. Any measure that would prevent or detect a scry spell in progress can also detect or prevent the message from reaching its target. Any race can be contacted but the target can only respond to the message only if they also have the Voice of the Chosen racial trait. The caster knows if the message has reached its target.


      Ocarina of Time
      The Kokiri Sword
      -The basic sword that Link is able to use while a child. It is needed to enter the Great Deku Tree. One acquires the sword by going through the hole in the back of the Kokiri Forest at the very start of the game. It is the basic weapon in the game and inflicts 1 unit of damage per standard hit.

      The Master Sword
      -The sword pulled from the Pedestal of Time by Link and wielded after his seven-year slumber. The master sword is located behind the Door of Time within the Temple of Time. The master sword deals 2 units of damage per hit. This sword is also called the "Legendary Blade", or "The Blade of Evil's Bane." The sword is said to be the only tool against true evil.

      The Giant's Knife
      -Purchasable for 200 Rupees from Medigoron, a smith in Goron City, as adult Link. Since the sword is so big, the player must hold it with both hands and cannot use his shield at the same time. The sword breaks after 100 slashes on regular enemies or three strikes with walls or other hard objects. When unbroken, it deals 4 units of damage per hit; after it breaks, it becomes a Broken Giant's Knife that deals 1 unit of damage per hit. It disappears when Link receives the Biggoron Sword.

      Biggoron's Sword
      -Received from Biggoron after the completion of a rather long and complicated trading sequence. The sword is a reward to Link for getting Biggoron the World's Finest Eye Drops to cure the eye irritation caused by the fumes from Death Mountain. It deals 4 units of damage per standard hit and will never break.

      Deku Nuts
      -They are natural stun grenades and can be used by Link regardless of his age.

      Bombs
      -They can kill enemies and knock down fake walls. Link is able to use them as a child or adult.

      Bombchu
      -A bomb in the shape of a mouse. When used, the fuse is lit, then when he releases it, it will travel for a while then explode. Bombchus will travel on any surface, including walls and ceilings.

      The Boomerang
      -A curved weapon found inside Lord Jabu-Jabu. It is used to attack or stun enemies at a distance as well as grab or strike distant objects. The boomerang is best used while targeting with the Z button. It can only be used by child Link.

      The Hookshot/Longshot
      -Spring-loaded, trigger-pulled hooks attached to lengthy chains. They are found in Dampé's crypt in Kakariko Graveyard and the Water Temple, respectively. They can attack enemies at a distance, retrieve certain remote items and attach onto certain surfaces (like wood) to pull Link across large distances. The Longshot has twice the length of chan as the Hookshot.

      The Fairy Slingshot
      - Found inside the Great Deku Tree. It fires Deku Seeds that Link can use to hit enemies or switches at a distance. It can only be used by child Link.

      The Fairy Bow
      -Found inside the Forest Temple. It shoots arrows that Link can use to hit enemies or switches at a distance. It can only be used by adult Link.

      Fire Arrows
      -Arrows that burst into flames and burn enemies upon contact. These are received by following the instructions inscribed on the plaque on the island in Lake Hylia.

      Ice Arrows
      -Arrows that leave their target frozen solid. These arrows are the prize for completing the Gerudo Training Ground.

      Light Arrows
      -Shining arrows of light that can pierce pure evil. They are needed to defeat Ganondorf and are automatically received as a gift from Princess Zelda after Link completes all five temples.

      The Deku Seed Bullet Bag
      -Comes with the Fairy Slingshot and is used to store the Deku Seeds for ammunition. It originally holds 30 Deku Seeds, but can be upgraded in the Lost Woods and the Hyrule Castle Town Shooting Gallery to hold 40 and then 50 seeds.
      • The Bomb Bag is what Link uses to store his bombs. It is the big treasure in Dodongo's Cavern. It originally holds 20 bombs, but can be upgraded in the Bombchu Bowling Alley and Goron City to hold 30 and then 40 bombs.
      • The Quiver comes with the Fairy Bow and is what Link uses to store the arrows he can have on hand. It originally holds 30 arrows but can be upgraded in the Kakariko Village Shooting Gallery and the Gerudo Archery Range to hold 40 and then 50 arrows. When Link is a child, the Quiver is replaced by a Bullet Bag.

      • The Deku Shield is Link's first shield in the game. It is a wooden shield (and therefore flammable) with a red design resembling the Kokiri Emerald carved on it. It must originally be purchased in the shop in Kokiri Forest but can be found later in the game if lost/burnt. Link can use this shield only as a child. Once the Master Sword is grabbed and Link reawakens as an adult, the Deku Shield is replaced by the Hylian Shield, assuming Link has it.
      • The Hylian Shield is a large, adult-sized shield (though Link can use it as a child) made of wood overlaid with metal and bearing the crest of the Hylian Royal Family. It can be purchased at the Bazaar in Hyrule Castle Town or found in a tomb in Kakariko Graveyard. As a child, Link can only crouch down and use the shield to protect above himself (his back), as he is too small to use it normally.
      • The Mirror Shield is a large shield made of highly polished metal inscribed with the symbol of the Gerudorace which can reflect magical attacks, in addition to light, but not physical projectiles, such as Octorok'srocks. For this limited use, it does not replace the Hylian Shield in Link's inventory. It is the big treasure in the Spirit Temple. Link cannot use this shield as a child. In the original Ocarina of Time for Nintendo 64, the Mirror Shield had a Crescent Moon and Star symbol on its face. For the re-released versions (post-September 11, 2001) of Ocarina of Time for the Nintendo Gamecube, this symbol was changed to a brand new symbol so as to not cause controversy.
      Magic Spells Edit
      • Din's Fire uses up 6 magic points when cast. The spell unleashes fire in all directions, severely damaging anything it contacts. It can also be used to light torches. It is found at the Fairy Fountain at the dead end at Hyrule Castle.
      • Farore's Wind uses 6 magic points when cast. The spell, when first used, places a marker in the dungeon you're in. When used again within that dungeon, Link will warp back to that spot. It is found at the Fairy Fountain in Zora's Fountain.
      • Nayru's Love uses 12 magic points when cast. The spell erects a temporary barrier around Link, protecting him from the damage, but not recoil of enemy attacks. This is obtained outside the Spirit Temple, between two palm trees.
      Other Edit
      Tunics and boots Edit
      • The Kokiri Boots are the standard boots with which Link begins the game. They fit him as both a child and an adult.
      • The Hover Boots look like a pair of standard brown boots with two golden wings attached to their soles. They have little traction - making it difficult for Link to walk without sliding everywhere - but if he walks off a ledge, he can hover in the air for a moment before falling. Link can wear these boots only when an adult. They are the big treasure in the Shadow Temple.
      • The Iron Boots look like a pair of standard brown boots with two slabs of metal attached to their soles. These boots are very heavy, making it impossible for Link to run while wearing them. However, they allow him to walk on the bottom of a body of water, and provide extra traction on ice. Link can wear these boots only when an adult. They are the big treasure in the Ice Cavern.
      • The Kokiri Tunic is the standard tunic in which Link begins the game. It is green and apparently quite flexible as it fits him as both a child and an adult.
      • The Goron Tunic is red instead of green and can only be worn by adult Link, but looks otherwise identical to the Kokiri Tunic. The tunic may be made from woven Bomb Flower fibers, or Dodongo hide and makes the wearer immune to the effects of extreme heat, like that encountered in the Death Mountain Crater and the Fire Temple. The Goron Tunic is received after stopping the Goron from rolling about on the second floor of Goron City as an adult.(It can also be purchased in the shop in Goron City for 200 Rupees.)
      • The Zora Tunic is blue instead of green, but looks otherwise identical to the Kokiri Tunic. It only fits adult Link. The tunic is made from fish gills and confers upon its wearer the ability to breathe underwater. The Zora Tunic is received as a reward for melting the Red Ice around King Zora. It can also be purchased in the shop in Zora's Domain for 300 Rupees.
      Dungeon items Edit
      • Dungeon Maps are found in every dungeon and mini-dungeon. They show which rooms Link has visited, and which room he is currently in. When paired with a compass, they show which rooms contain chests, which rooms have not yet been visited, and the dungeon boss' room.
      • The Compass allows the player to see the locations of treasure chests in the dungeon, and show the direction Link is facing, as well as where he entered the room.
      • The Small Key unlocks certain regular doors within dungeons, and is usually found within chests. These are only needed when Link is an adult and for the Treasure Chest Guessing Game in the Market as a child.
      • The Boss Key unlocks the dungeon boss' room, and is usually the last item to be found in a dungeon. These are not present in mini-dungeons, and the dungeons Link completes in his youth.
      Miscellaneous Edit
      • Heart Containers are found at the end of every dungeon (with the exception of Inside Ganon's Castle), as a reward for defeating the boss. They add another heart container to the end of the player's life gauge, and completely refill Link's health.
      • Pieces of Heart can be found all over Hyrule. If four are collected, another heart container is added to the end of Link's life gauge. At the moment Link finds one, his health is refilled.
      • Link can collect up to four Bottles to hold various items in from various errands. These include, but are not limited to: fairies (to serve as extra lives if Link dies in battle), various potions, Lon Lon Milk, Poes, bugs (useful for scaring Gold Skulltulas out of holes), blue fire, and fish. A programming glitch allows the player to hold more than four bottles at one time at the expense of other items. Both child and adult Link can use bottles and their contents.
      • Bottle Locations:
        • Prize for winning the Super Cucco Game at Lon Lon Ranch
        • Under Lake Hylia, near the entrance to Zora's Domain
        • Obtained by recovering the 7 cuccos at Kakariko Village
        • Prize for catching all 10 Big Poes in Hyrule Field
      • Magic Beans can be purchased from the Bean Seller sitting at the gate at the mouth of Zora's River. They are initially 10 Rupees each but each successive purchase raises the price by 10 Rupees as they become "more popular". As a child, Link can plant them in pre-dug plots of soft soil. As an adult, Link can return to a planted location and will find a large plant has grown over the seven years he missed. Link can use the plant by standing on it to ride it around the area he is in in a short time. The plant follows a predetermined course. Ten such plots are scattered around Hyrule.
      • The Goron's Bracelet is a bracelet made of gold with the symbol of the Goron race on it, and is received as a gift from Darunia as thanks for cheering him up with Saria's song. The Goron Bracelet strengthens the wearer, granting young Link the ability to pick Bomb Flowers. Only child Link can wear the Goron's Bracelet. It is superseded by the Silver Gauntlets.
      • The Silver Gauntlets are the big treasure in the child portion of the Spirit Temple. The Silver Gauntlets greatly improve the strength of their wearer allowing him, or her to lift, or push most rocks and boulders. They can only be used by adult Link and they disappear once he receives the Golden Gauntlets.
      • The Golden Gauntlets are the big treasure in the Shadow Room of Ganon's Castle. The Golden Gauntlets further improve the strength of their wears allowing them to lift or push almost every object in the game. They can only be used by adult Link.
      • The Lens of Truth is a special eyepiece resembling a magnifying glass found in the Bottom of the Well of Kakariko Village. It can reveal false objects like fake walls and floors, as well as detect invisible monsters and obstacles. It can also reveal a treasure chest's contents before it is opened. Link can use the Lens of Truth as a child and adult.
      • The Silver Scale is an aptly named silver scale encased in a blue sphere of water that Link receives as the prize for winning the Zora's Domain diving game. It allows Link to dive for up to 6 seconds, and can be used when he is either a child or an adult. It disappears once Link receives the Golden Scale.
      • The Golden Scale a gold scale encased in a green sphere of water that Link receives as the prize for catching a 20 pound (9 kg) fish at the Lake Hylia fishing pond. It allows Link to dive for up to 9 seconds and supersedes the Silver Scale.
      • The Fairy Ocarina a memento given to link by Saria when Link leaves Kokiri Forest for the first time. Link is able to play songs on it until he receives the Ocarina of Time and it disappears.
      • The Ocarina of Time is a gift from Princess Zelda as she and Impa fled from Ganondorf . Link must use it, along with the three spiritual stones and the Song of Time to enter the Sacred Realm. It replaces the Fairy Ocarina.
      • Deku Sticks are long wooden branches that can be swung by using the assigned "C" button. They inflict 2 units of damage per hit, making them the most powerful weapon available to Young Link. Deku Sticks can be acquired by destroying Deku Babas while it is in the upright position, as well as pots and shops. The only downside of the Deku Sticks is their lack of durability; they break on impact. They can also be used to carry fire from Torches to other objects that require lighting.
      • The Wallet is the key item Link uses to hold his Rupees. Link begins the game with a Child's Wallet which holds up to 99 Rupees. Collecting 10 Gold Skulltula Tokens earns Link the Adult's Wallet which can hold up to 200 Rupees. 30 Gold Skulltula Tokens earns him the Giant's Wallet which holds up to 500 Rupees.
      • Gold Skulltula Tokens are the retrievable tokens that appear after Link kills a Gold Skulltula. He must collect them to prove he has killed the Gold Skulltula of that location. Once he has 50 tokens, he can visit the House of Skulltula in Kakariko Village to receive a Piece of Heart. Once he has collected 100 the Fabulously Rich Family will supply him with a Huge Gold Rupee worth 200 rupees that can be received indefinitely. Just exit the house and re-enter to get another. Note: There is a glitch that allows Link to collect more than 100 tokens.
      • The Stone of Agony is received after getting 20 Gold Skulltula Tokens and visiting the cursed house in Kakariko Village. When Link is standing near a hidden hole, the Stone will cause the controller to shake (if it is equipped with a Rumble Pack). Hidden holes can be opened with a Bomb, the Megaton Hammer, and/or by playing The Song of Storms.
      • The Megaton Hammer is found in the Fire Temple , and is required to defeat Volvagia. It is also useful in opening hidden holes, and defeating Dark Link. It can only be used when Link is grown up, and requires the use of both hands, so using a shield while wielding it is impossible.[/spoiler]
      "The Oathkeeper's Dawn"

      Game In Progress - It has been thirty years since the Dawn of the New Day when without a hero to rescue them champions of the people were forced to rise up and save themselves. Now, on the eve of the 130th Carnival of Time strange rumours circulate the land. Will your wits be enough to discover what has taken hold of the land?

      Any help on this project would be appreciated. I want to make it in Solarus which means a 2D ALttP style. However if you don't want to provide technical help there are a range of pieces to work on. Sprites and artwork, music, level design or if you like simply brainstorming and suggesting alterations to the ideas I have currently compiled would be more than welcome.

      The post was edited 6 times, last by TriforceHolder ().

    • Monsters and Bosses
      "The Oathkeeper's Dawn"

      Game In Progress - It has been thirty years since the Dawn of the New Day when without a hero to rescue them champions of the people were forced to rise up and save themselves. Now, on the eve of the 130th Carnival of Time strange rumours circulate the land. Will your wits be enough to discover what has taken hold of the land?

      Any help on this project would be appreciated. I want to make it in Solarus which means a 2D ALttP style. However if you don't want to provide technical help there are a range of pieces to work on. Sprites and artwork, music, level design or if you like simply brainstorming and suggesting alterations to the ideas I have currently compiled would be more than welcome.
    • Temporary info dump from DanD Wiki, will delete when finished.

      For Reference
      Let's start where all homebrew material should start: The concept. You have to know what your thing is before you can go about representing it. Remember, a race is nothing more than a way of mechanically representing a type of person/creature that exists in the game setting. Every race is more than just one tool in a player's character creation toolbox and is far more than a set of useful traits and bonuses to interact with the world. Every single race is a part of the worldbuilding process. If included in a game, that race should be justified as existing in that setting. They should have some impact, or effect, on your world, and there should be more than one in existence unless there is some story-driven reason that would prove otherwise. Incorporating a new race into a previously existing campaign setting, or using it as an element when making a new one, is a very big decision because it means the DM is going to have to do an awful lot of work to make it make sense there. As such, your race should contain as much information as possible to describe your concept clearly, and to make the race as easy to adapt to a setting as possible. It is always better to be overprepared for a disinterested DM than it is to be underprepared for an interested one. A disinterested DM can still make use of a detailed and thorough race by just ignoring all the stuff he doesn't care about, but an interested DM may find a vague, ill-conceived race to be so much extra work to flesh out for her campaign that she simply bypasses it entirely. Remember that the interested DM is the one who is so interested in your idea, they are going to spend hours weaving your creation into their imagination, rather than treating it as another pile of numbers and functions for PCs and NPCs to hit stuff with. It doesn't really matter much what style of DM you personally are either because your audience could potentially contain every style of DM in the world. Aside from the race's importance as a part of the world, it is also an important roleplaying element! Your race is the nature half of the equation that makes a character who they are! Your race is what you are in the game, not just during combat, but the whole time you are playing. Regardless how a DM works a race into their setting, characters of that race will have a unique cultural perspective or world-view, even if by virtue of being so much as subtly physically different in some way. Such differences in culture, perspective, or even history are essential tools in writing a thorough, believable, and interesting backstory, and for the delivery of a genuine and entertaining performance of the character. As an author of a race, it is your responsibility to provide enough information for it, such that a DM or player can incorporate it to create a round character.
      If your race is conceptually or mechanically identical to an existing race in some way, chances are your concept doesn`t fit as a new race entry!
      • If your idea is just a reimagining, reskin, or repaint of an official race, go ahead and add it to the 5e Races Reimagined page!
      • If your idea is only a slight change to an existing race, like a new ethnicity, or an elemental variant, or some such, then it would likely work best as a subrace.
      • If your idea is a significant change to an existing race or a variant of a race which lacks the subrace trait, then it may work better as a racial variant.
      • If your idea is more about where you came from and who you are than what you are, then it will likely work better as a background.
      • Finally, if your idea is more about what you do than what you are, it may possibly work better as a class. (Be cautious about making that leap, however- a class is a LOT of work, and not to be taken lightly.)
      Physical Description
      This section matters far more than you probably think.
      OK. Look. I get that you're excited about your idea. We are too! We can hardly wait to see what you're planning to share with us! However, we are not mind-readers. Although the game mechanics do a pretty good job of explaining how a thing works when push comes to shove, they are a terrible descriptive tool. Racial traits tell you how to shuffle numbers around and roll dice, not what you look like, even if the trait is labelled something like "fiery orange aura of horrible screaming death".
      Now, I know it may seem boring, and I know previous editions have drilled it into your head that this section is just useless "Fluff", but try to hear me out on this! What's easier to balance: A race with three racial traits providing them with three different natural weapons, (sharp teeth, claws, and a tail) or, a race with 1 trait that allows their unarmed strikes to deal slashing damage instead of bludgeoning, and says in the description that they have sharp teeth, claws, and a tail? Obviously, the single trait is much easier to balance mechanically, and it still represents those teeth, claws, and tail, all at once, very elegantly. And that should be your goal: Use as few traits as possible, and as few words as possible per trait, to describe and represent your thing as best as possible. Aim for elegance. The description section is your most powerful tool in creating a race as elegantly as possible because it saves you from having to try and represent every single little property in game terms alone.
      Everything in D&D is intended to actually represent a realistic thing. Just because a thing doesn't have mechanical rules for every physical property it possesses, doesn't mean those properties don't exist. For example, a race with a prehensile tail technically has an extra free hand. That doesn't even technically need to be written in the racial traits because there's no precedent for it. That means they could hold two weapons and a shield, just because they want to. That means they can hold a wand and a shield and a dagger at the same time. That means they can grapple three people at once. That's a big deal. That's a lot of power- and it comes entirely from the description of what you are trying to represent. In general, if a descriptive quality implies certain significant changes to gameplay, (like the prehensile tail example) it is best to make a racial trait which makes note of these, just so people are aware of it. However, even something as benign as your race being hairy could be used as good justification for a player to suggest to their DM that they don't need to purchase winter clothes to climb the frozen mountain.
      Remember: words have power through their implications. The description of a race is more than just appearances or aesthetics, it is the root of implicit power in a race. A potent description can even make a race imbalanced under certain circumstances! So be careful with your words here.
      See? I told you descriptions matter more than you thought!
      Human-Centricism and Racial Anatomy.Classes and backgrounds assume that the PC is humanoid in shape. Wizards need to write in their spellbooks. Spellcasters need a free hand for Somatic components and need to access spell component pouches or hold a focus. Monks catch arrows in an empty hand, rogues use thieves' tools, paladins and fighters need to don and remove their armor, bards play musical instruments. A PC's primary attacks are a function of a class, and things become awkward when a race's anatomy overrides this. An excellent example is the spell burning hands[1], which states in its description that a caster must press their thumbs together as the somatic component. Any race lacking thumbs will likely be unable to cast this spell under many DMs. Monks can run across water, but how do you represent this effect for a race which lacks legs? As such, try to justify how your race is able to interact with the setting in a manner equivalent to a humanoid figure.History
      I already know what you're thinking.
      "History? What the heck does that mean? Doesn't the DM just make that stuff up themselves? I don't know how to write a history of my race that would fit into every single campaign setting ever! And what if they have different independent cultures amongst themselves like humans? What if my race is just a crossbreed or something- how can they have a history?"
      And you're right. That's a darn good question.
      Think of a race's history as being more similar to a character background than a literal historical record. The purpose of a race's history is to describe the circumstances which caused them to develop the societies they live in. It could be the root of their entire species from the dawn of time or even a description of how they individually come into existence and how that has impacted them as a group. For example, the history of humans is one of fragmentation and infighting, the history of tieflings is one of an ancient evil ritual, and the history of half-orcs is one of many instances of immense cruelty or forbidden love and the lingering feelings its progeny perpetuate. None of the core races tells you about specific human nations rising or falling, the date or time period the first tieflings were born in, or gives names of specific half-orcs. Nevertheless, they feel real, they have a sense of permanence in their world, because they have historical meaning, even if it is abstract, mysterious, or generic. This is what you want to produce with your race's history. Having a well-written history section makes it much easier for a DM to incorporate a race into their setting because it gives them some sort of context to justify their society. With that context available, it makes it easier to tweak their detailed history during worldbuilding to suit the new setting, because it states clearly what makes their race tick. It also gives the DM a clear picture of how such a race would impact and alter their world. The races do not exist in a bubble, they interact with each other. This section can be a big clue as to what those various interactions might look like in any given setting, with any given combination of other races.
      Players can also make use of the history section. A character of a given race likely has some understanding of their history. How much do they understand? How accurate is their historical knowledge? How do they feel about their history- are they proud or ashamed of their ancestors? What does their history mean for their future? How do they personally fit into that history? These kinds of questions and more can be used by a player to write more rich, complex, meaningful characters and stories.
      In addition, the History section is a great place to show how a race achieved, gained or developed particular mechanical effects that their race is known for. For example, a dwarves smithing ability, a drow's superior darkvision, a tiefling's fire resistance, etc.
      It is also good to consider the following:
      "So why is your race innately better at doing that thing that all other races that are known for being good at that thing?""Idk man they just are!"This isn't a good answer. Instead, try detailing a story of perhaps how a particular member or your race as a whole received such a gift from a divine being of that thing such is the case with elves or writing of the unique environmental circumstances that allowed your race to develop that thing such is the case with goliaths. Of course while still abiding by the standard detailed in this article.
      Society
      This is a good way to describe how your race interacts with each other and can be used to see how your race might interact with others. For example, if your race is timid and tends to live alone when you go into a public place you may be very shy and stay away from crowds. Put some thought into this category and don't just skim over it and ignore it, I use this all the time when I play D&D! It really helps me when I don't know how my character would react to a situation and is just plain fun!
      An important example of this is the kender race from 2nd edition. It is the subject of widespread hostility across the tabletop community, not for its mechanical imbalance, but simply because of how its description steers players to play such characters. It described them as being lovable, and that everyone should appreciate their presence, even though they were a race of unpleasant little kleptomaniacs. Another good example is the aarakocra from 5th edition, which describes aarakocra as having little to no connection with the societies of the material plane and then gives them claustrophobia to discourage them from dungeon crawling. Given these negative examples, we can make a short list of things to avoid during racial descriptions.
      • Describe how your race feels about other races and why. Avoid talking about how other races feel about your race.
      • Do not include descriptive content that would discourage a character from participating in adventure, after all, if you don't have a reason to team up with these misfits, why would you?
      • Avoid specific content that would put pigeonhole the race into being at odds with other characters in the party.
      • Try not to include descriptive content that would make characters of your race incompatible with normal society.
      Racial Names
      Names Matter.You may feel that people will never use your racial names and instead name their character whatever they want. You probably feel this way because that's what you do. As such, you probably feel that creating a large selection of names is a waste of breath. (I'll assume you don't actually feel character names are meaningless Fluff. If you do, then you need to seriously reconsider your priorities in playing this game.) If this is the case, you are wrong. A character's name, especially in a medieval setting where naming traditions can be elaborate and interesting, can be a powerful story-writing tool! A name can be a sentimental keepsake from your family- like the title of a legendary ancestor, or the name of your dead father! A name can be a sign of the culture you came from! A name can indicate something interesting about your identity! A name can be part of a prophecy or a curse! Your name can even represent your marital status or relationship history! Names really do matter- to the point that a person's name can mean life or death. Go read Romeo and Juliet and tell me it would make just as much sense if their culture didn't have surnames as a part of their naming conventions! One last note, there is a chance that you do not value names because you do not value your own name. If that is the case, that is a shame, and I feel deeply sorry for you. By underappreciating your own name, you are ignorant of the grand legacy of human history that is your very existence, the massive achievement of your ancestors that is your heritage.A name is not an alias.An alias is an arbitrary personal identifier. Your username on this wiki, for example, is an alias. We use it as an arbitrary tool to communicate with you effectively, without any of us having to release our true identities. Real names are not just identifiers, and they are not just personal. A name is a cultural element. Every name has a history- a sort of root or etymology. Names aren't just invented sounds, they are the fingerprints of your cultural heritage- whether you are aware of it or not! By including a detailed list of example race names, you are creating some of the most fundamental elements of a culture. Any player can use that as material to play their character more appropriately. The more detail you give to where the names come from, or what they mean, or how they're chosen, the richer and more subtle the abstract culture and history of your race, the race's cultural identity, becomes. That is a very good thing, and something worth working towards. Giving a race extremely empty, nondescript fluff is not "enlightened thinking", nor is it good design, it's just lazy.Races aren't just for players.Do you think the only people who will ever use your name list are newbie players? You are absolutely wrong. There's this other guy at the table, you might remember him, he's called the dungeon master? Yeah, he runs the whole game. Makes it all possible in fact. Indeed, he creates the entirety of the setting! He uses every single piece of content the game has to offer, even that stuff you aren't supposed to read, like the monster manual! One of the things he has to do when making a setting is decide what races exist there and then justify their existence there. When making a homebrew race, the obvious objective is to create and present the idea in a manner that is exciting, interesting, and easily used by players. For it to even get any use by a player at all though, it must first be useful to a DM. The naming conventions of a race can do a lot to tell a story about that race, to describe their nature, and give a lot of story-writing inspiration that can be incorporated into this process. Not having that information makes a race distinctly less useful to a DM, because instead of potentially inspirational notes, they get a one-liner that amounts to being a commentary on how lazy the writer was. If they want to use the race, they now need to sit down and invent naming customs for that race. Why would a DM need to do that, you ask? Well, it's simple: If a player can make a character of a given race, that character must have origins, and the existence of a race in a setting at all presumes that they must have existed before the PC came into existence. All of this means that there must be more members of that race in the setting somewhere. If there are other members of that race, then that means there are NPCs of that race, and NPCs need NAMES. NPCs are useful and powerful story-writing tools for both the DM and player, so making it easier to create them is always a good thing. Having a big pile of thematically valid names for a DM to pull ideas from, or even just borrow shamelessly, makes NPC creation for members of your race far easier, and again makes your race more useful for a DM. Remember, if a DM likes your race, they will use it. If a DM uses it for a while, then eventually players will use it too. Further, keep in mind that NPCs will always far outnumber PCs, meaning DMs actually make far more use of race entries and details than even an entire table of players ever will.I'm going to level with you now: all that being said, there is a very good reason for why people tend to hand-wave this section: It is both difficult and boring to write. No two ways about it, this section is no fun during the creation process. In fact, it can be a primary source for writer's block! It takes an awful lot of creativity to fill this section out well, and you have to stay awake long enough to write it! Don't even get me started on the tedium of keeping the names alphabetized, too! From a writer's perspective, the naming section is a dragon to be slain, and trust me, it does not go down easy. But nothing worth doing is easy, so it's time to roll up our sleeves and get doing! Here are some tips on how to make the most of this section!
      ResearchMaybe you feel unsure about where to start. What do you know about the naming conventions of other languages and cultures? Maybe you didn't even realize those were a thing! Well, fear not, for we are on the internet, my friend! If it can be known, it is known out here! Even better, some very nice people have gone to the trouble of compiling most of what needs to be known in one place!Personal Name is a good introduction to what names actually are and how they work. It also has a useful portal that sends you to dedicated pages for all of the most interesting naming traditions the real world has to offer! You can use these as scrap for recycling, either mixing them together or cannibalizing them whole, you can alter them slightly, or even use them as inspiration to write your own original naming traditions from scratch!Given Name talks about individual personal identifiers. Gives a great overview of how language slowly distorts over time and mispronounced archaic words become names.Middle Name is nice for extra details, but adds little to the discussion.Surname talks about familial nomenclature, which is far more important for world-building and storytelling than you may now realize.Maiden Names is also an important page to read, if you'd like to see one example of how and why names can change over time.Have you ever given your character a nickname? Perhaps your race has a rich culture surrounding the use of nicknames- or maybe they're outright offended by them!LinguisticsLanguage and naming conventions are intrinsically entwined as one. A naming convention spawns and grows forth from its linguistic roots. Take a look at the naming of characters in The Lord of the Rings in detail, and you'll discover that many of the characters names are more than just historically noteworthy or a piece of foreshadowing. Many of them have unique and complex linguistic roots! That's unsurprising, given the author, but this can be true of pretty much any language. If your race has their own language, it is likely that they have unique and interesting naming traditions to reflect the nature and structure of that language. As a crafty and inventive person, this is a great place to start if you actually want to start creating a language! Start making naming traditions and names, and from there start working out how those names and traditions came into existence. Those roots are the roots of language and can be expanded upon to create a historical foundation for building a language that just "sounds right" when characters start talking to each other.Don't rushYou don't need to write this section all at once. You don't need to write it in one sitting. You don't need to write this section in the order it is presented on the page. In fact, it is best if you simply take a look at this section, jot some notes down about what you'd like to see from this section, and move on. Keep it in your mind, and if you get inspiration for more names or naming conventions, add it immediately! Eventually, you'll have the race mostly written out, and this will probably be the last thing left to do. Go back to the other sections, especially their society and history sections, and think about the kinds of names and traditions that background could have created. Let your own work be your inspiration.Writer's blockbustingSometimes, yeah, you hit a wall. We all do from time to time. It sucks. DO NOT let your idea stall out dead in the water just because you're stuck in an over-sized brain-fart! Set it aside for a while, work on another project, give yourself a scheduled time, and come back with fresh eyes. Write a detailed story about your race, or a specific individual of your race. Make more material for you to gather inspiration from. Search around the net for inspiration techniques. Watch movies, read books, and read other people's races for inspiration! Just keep trucking, and eventually, it will fall together.The Exception
      Some races are not a people. Some races represent a thing which can not have had a cultural upbringing unique to its physical being. Good examples are, as seen in the PHB, halfbreeds. Other good examples include enlightened animals/monsters, or constructs. In these cases, precedent says it is OK to handwave naming to the surrounding cultures. Even so, given the benefits of having a naming section for a race, it is encouraged that you at least try to include something. Even just examples of the kinds of names they commonly invent for themselves is more useful than having nothing at all.
      <Race Name> Traits
      Now we get into the hard part: the mechanics of the thing. Go read Help:Balance for a detailed explanation of how to identify and resolve the many different types of imbalance a piece of content may have.
      Summarysummary= A note on the summary line: It is the first listed trait. It appears on the 5e Races list, to give people an at-a-glance understanding of what your race is all about. The summary can be as vague or detailed as you like, but it should nevertheless be on-topic and brief. (Lengthy summaries break the table, and entries with no summary tend to disappear in the crowd)
      Ability Score Increase. In 5th edition, races typically only grant ability score increases (ASI), as is implied by the phrasing of racial traits in the PHB, and by the precedent set by the officially published races. If you must include an ability penalty, it is acceptable to include it here as shorthand. We will not demand you make a separate racial trait just for that. The precedent is for a race with subraces to grant +2 from the core race, and +1 from each subrace, while races which lack the subrace trait typically have more unusual layouts for ability adjustments. The highest official ASI is the human, with a total of +6 distributed across all 6 ability scores. The correct structure for your ASI should be something like this: "Your Strength score increases by 2, and your Constitution score by 1."
      Age. While most consider this just fluff it can have some significant impact on games where implications have an impact. For example, elves, being able to live a millennium, can potentially be very dangerous in the hands of a creative player, as he could choose to be a very old elf, and then insinuate himself into the history of the campaign. A short lifespan can have equally unforeseen consequences. For example, a 20-year-old character with a 40 year lifespan could find his DM saying "you die of old age" after spending enough total play time and downtime to meet that 20 year deadline! It depends a lot on whether your DM and group actually recognize and utilize age, or if you just play it as ageless videogame-human-ish heroes. Alternatively, you could think of races as being tied to their connection with the nature world, races with a high attunement to the natural world like elves, dwarfs and gnomes have naturally longer life spans then races like humans, halflings and half-orcs. Going by this general rule of thumb you can approximate the average lifespan of most races.
      Alignment. Don't get too bent out of shape over the whole alignment thing. It's only there to show if your race has an innate tendency toward a certain alignment. It's only a restriction if you explicitly make it so. You can always just say "They don't tend towards any particular alignment," like the PHB does with humans!
      Size. So far, all officially published races are medium or small. Even the Goliath and the UA minotaur which, let's face it, are kind of stretching the boundaries between size classes. In essence, while being bigger than medium comes with a suite of explicit advantages and only nuisance disadvantages, being tiny comes with a suite of nuisance disadvantages and no meaningful advantages.
      Why Not Large?The biggest reason is threat area, which is not an official 5e mechanic, but is still a very real effect. If a character's unarmed strikes reach out to 5ft, (an area of 25ft2) and an enemy cannot end their turn within the square a creature occupies, (threatening an area of 225ft2) then a large PC "controls" an area of 400ft2, in which enemies are at a risk of being attacked, and have their movement options at least slightly diminished. Give that creature a weapon with reach, and they now threaten an area of 900ft2, which coincidentally covers a straight 30ft path, the most common movement speed. In 3D combat, that becomes 20ft high, which is enough to cover most rooms. This would make such a PC extremely difficult to avoid and get away from. For any melee character, this is a bonus due to the area they can control, particularly for tanks aiming for crowd control.Normally, you can't move through the space of a hostile creature unless there is difference of 2 sizes between you [2]. As such, your small allies can move through you just fine, and you can easily move through them, letting them move to safety as you approach. (Note that it's still difficult terrain but doable). So you act as a pathway for them should they ever get in trouble. It also means that small creatures (which can also be high CR) can't stop your movement in any way except by slowing you down a little bit. It also means that a Huge creature, which can normally move through PCs, can't move past you, again offering greater control.Then there's the madness when you add feats. Let's start with sentinel. Suddenly that area of control really becomes yours, and enemies really struggle there. Merely occupying more squares makes it easier for your allies to be adjacent to you, so you can easily protect them. And the extra reach means enemies simply moving around in that area have trouble. Polearm master can be added for even more control.Next we come to the benefits to grappling. Grappling is an amazing battle tactic. Grapple a target with one hand, then shove prone. Speed is 0 when grappled, so they can't stand up. While prone, they have disadvantage on all attacks, and all incoming attacks within 5ft are at advantage. As I said, occupying more squares means you can easily be adjacent to more creatures, and allows you to grapple and knock prone two creatures either side of you (IE 15ft away from each other) with ease. (Keep in mind, each grapple and shove is an attack, but any creature with extra attacks becomes very quick with this maneuver) Though it is important to note that attacks further than 5ft on prone creatures are at disadvantage, so it doesn't work as well with reach weapons unless you move closer.When grappling, you can only grapple things up to 1 size larger. As a Large creature, you become able to grapple Huge creatures when others can't. So when the party faces a literal Big bad, you can grapple and knock prone that big bad to shut them down, and the party can then focus fire easily.If you read the encumbrance rules, [3], you see that your carry and lift capacity is doubled for each size larger than medium. This means you can carry far more than others can. Encumbrance (even the basic version) is an important part of game to encourage the use of STR. But for combat, it means that a grappler can drag and lift heavier opponents around. Being able to forcefully move Huge creatures into better positions is also great, such as away from the party and ready for a fireball to the face, or into a cloud of daggers, or through a wall of fire repeatedly. And, of course, outside of combat, the increased encumbrance limits have massive advantages. Players don't need to worry about getting a horse to pull the wagon- the large PC can do it himself! A large creature with high enough strength can also leverage this information to perform incredible acts of environment manipulation, uprooting small trees, knocking down old wooden walls, among other interesting tricks that can be used to build traps or prepare a battlefield.Large creatures can use large-sized weapons, [4] which deal double damage dice. If the DM assumes weapons scale to a creature in the same way armor is typically treated, this is an automatic damage bonus.Being inherently large can then be combined with magic; the Enlarge/reduce spell or a potion of growth could make you a Huge creature. This means an even greater area of control (25ft square or 35ft square with a reach weapon), even greater drag capacity, and the ability to grapple and knock prone Gargantuan creatures. Huge and Gargantuan creatures use their size to their advantage, or more precisely, the difference in size. Removing that makes them significantly easier to deal with. Though it is possible to become Large with magic, that is a limited duration, costs resources (spell slots) to do, and usually concentration. These benefits require deep knowledge of the rules to use but are still potent, so cannot be excused.Finally, a large PC could voluntarily act as another PC's mounted animal, which introduces some unusual game mechanics quirks that new DMs are ill-equipped to handle. If a PC race is to be large, it should be detailed in a racial trait, and it will take quite a bit of counterbalancing to make it stable in play.There are of course downsides to being Large. You can't move through small gaps, and moving through medium gaps requires you to squeeze [5]. This is indeed a problem should you enter 5ft corridors and going through normal doors, but once you enter a room or go outside you have no hindrances. So these problems only occur if the DM presents them. And even then, they can be worked around. Additionally, large creatures have four times the food and drink needs of a medium creature, though this only becomes an issue if your DM actually bothers to track the PCs' diets and impose exhaustion when they reach their starvation point. One final weakness regards cover and stealth. It is much, much harder for a large creature to gain sufficient cover to become and remain hidden or to gain a meaningful cover-based AC bonus when fighting at range.In order for a large race to function, the designer will have to be very harsh. Many of the things that make large PCs desirable are dysfunctional in the hands of a PC. To balance a large race, they first can not have any bonuses except for their size. Second, the dysfunctional elements of being large must be negated by equivalent penalties which either explicitly remove those qualities, or reduce the effectiveness of multiple qualities. This must not interfere with the race's capacity to function as a hero. For instance, trying to disempower a large creature by preventing them from using the squeeze rules to play up their cumbersome size actually makes the race more problematic, because now they can either prevent the party from advancing or face being left behind half the time. One effective solution is to reduce their exploration advantages and then laterally shift some of the combat power into exploration and social power to even it out. This reduces their battlefield dominance while making the race more round and fulfilling to play in all aspects of the game. There is a variant rule available for Large player characters though.Why Not Tiny?So why are no official PC races tiny, or even approaching it? Because tiny creatures are basically non-functional as heroes. Their greatest advantages are being able to squeeze through 1'3" gaps and needing only half the food and water of another creature. Of course, they can do fun things like ride in someone else's inventory, or hide behind a large brass carafe on the bar room table, but other than these few moments of fun, a tiny race that cannot fly is in for a lot of difficulties. For example, where most PCs can simply ascend stairs, a tiny creature may have to actually climb each step. A tiny PC will likely have to swim in water of a depth greater than 3ft. Tiny PCs typically have very low weights, which means pretty much anyone who grapples them can toss them around like a rag doll. They have half carry capacity, which means they can't carry as much gear or treasure on an adventure, reducing their equipment options and value to the group. There is no official tiny weapons counterpart to the oversized weapons optional rule, so tiny creatures must use weapons sized for medium creatures.To balance a tiny race, you need to pair their inherent weaknesses with a system of bonuses which mitigate the problems of being <3ft tall. Flight is a simple solution to the most glaring issues; those which interfere with basic exploration. However, giving them other unique modes of movement might equally work, such as granting them spider climb, or stating that they travel by leaping up to 10ft in the air, rather than walking. These kinds of mobility traits not only fix the exploration problem, but are also typically so good, they also qualify as a regular bonus trait. This makes tiny races a prime opportunity to use empowering movement types. Outside of a unique movement type, it can be very hard to balance a tiny race to be fun in all areas of play beyond socialization- without going overboard. That is the key though, the entire process of balancing a tiny race revolves around trying to find all of the different ways it sucks the fun out of a game (Introducing new challenges doesn't suck the fun out of the game. Getting left behind or having nothing to say or do for hours of play does.) and trying to find workarounds. The Tiny Player Characters homebrew variant rule is a good resource when making Tiny player races.

      Speed. Your base walking speed is 30 feet. Almost every official race has a speed of 30ft. Remember, speed is a resource in 5e, it is consumed as you move, so it operates more like a speed-limit than an actual measurement of distance over time. An important point to note: speed is measured in 5ft intervals. This is to allow characters of this race to be compatible with grid-based tabletop tactics, which typically use 5 or 10 foot scale squares. Also note that the shorter races, (dwarves, halflings, and gnomes) have 25ft movement speed, and that the highest land speed is 35ft for the wood elf. This also applies to most humanoids, which means speed is determined almost entirely by anatomy. The highest official race speed is for aarakocra, at a 50-foot flying speed, which seems like a lot, but was done to allow the aarakocra to travel overland with the rest of the party by flying, without having to ride a horse with the rest of the group- that would look truly silly. When applying special movement speeds, you need to consider not only their combat implications, but also their implicit effects on the rest of the game, otherwise you'll wind up building fridge-logic into the game. (Again, perfect example: a nerfed aarakocra has to ride a horse to travel with his companions, despite being a bird-man from the elemental plane of air.) Considerations for creating a flying race are listed at the end of this section.
      Languages. Languages are patterns of speech, not modes of speech. Things like bio-luminescence, interpretive dance, or telepathy, if being used to communicate, are communication modes. The exact details of how ideas are expressed through that mode are a language. Special communication modes are unique racial traits and should be listed as such.
      Subrace. If your race has subraces, you should list them here. Subraces are a racial trait in this game, not independent content elements. The way we structure the wiki, giving new subraces for core races their own pages, can be misleading, but this was done to avoid transcribing non-OGC to the wiki, and to make the creation of core race subraces easier.
      OK, so let's talk racial traits. These problems keep popping up, so we'll just nip all of these off in the bud right now.
      Large or Tiny SizeIf they are not Medium or Small, the unusual size must be described as an independent racial trait, and the exact ramifications should be described in that trait.VisionAll creatures have some method of sight, whether it's darkvision, normal vision, superior darkvision, truesight, or tremorsense. Please take this into consideration when creating a race. Some DMs may not choose a method of vision for you, you will probably get blindness.ResistanceResistance halves damage from a specific damage type. As such, you can only have resistance to a damage type the character may ostensibly receive. Resistance to things like "bleed", "disease", or "pain", do not make any sense, and are not valid in play because the character cannot possibly take damage of those types. There are no monsters that deal those damage types. You can not have resistance to a condition. Instead, saying you have advantage on saving throws against diseases is far better as diseases actually exist within the game. They are a definable term.ImmunityYou can have immunity to a damage type OR a condition. These are insanely powerful traits, and there are people who would argue that even if a race had -6 ASA and no other traits, an immunity is still too overpowered for a PC. This mainly comes from very creative players doing things like, "Oh, I'm immune to fire? I set myself on fire to light the way in this dungeon so I can carry my sword and shield and don't need a torch." More importantly, though, an immunity is anticlimactic and boring. Gameplay wise, it's a dead-end. It closes doors, rather than opening them. It sucks the life and energy out of the game when it's on a PC because all it does is reduce the number of tactical situations the DM would even bother putting the character up against. They want to challenge the PCs while letting them occasionally shine; not throw endless mooks into the meat-grinder that is the party.Firearm ProficiencyFirearms are optional and campaign-dependent, so you need to explain what campaign this is for, or otherwise what firearms are available in addition to a variant trait accessible if firearms don't exist in the world granting normal proficiencies such as a spear.Character RestrictionsYou should not limit character option choices. Any race/class/background combo should be viable. 5e was based on the flexibility of build options to produce a much more balanced style of play. A restriction is a very 1st edition attitude and doesn't mesh well with the contemporary game. The exception here is race/class/background exclusive combos. For example, a dragon race which must use the dragon class and vice-versa. This is not justified by precedent but has been found to be a highly effective way of representing monsters as player characters.Universal AdvantagesAdvantage is a circumstantial benefit, you should not have it on all checks of a given type, saves of a given type, or all attacks. Any trait which provides advantage should have a fairly specific conditional requirement. It should also probably be beneficial outside of combat. The best version would be a trait which could be turned into combat use through extremely creative roleplay only, as that encourages a deeper, richer, more engaging experience.Granting Items or Gold as TraitsAccess to gold and items besides those granted by backgrounds and class, should entirely be left up to the Dungeon Master, as it is not fair to other players or to the Dungeon Master for you to gain additional gold or items beyond those regularly granted. It also doesn't make sense for you to automatically be granted gold or items. Where do the items and gold come from? How would all individuals of a certain race have a longsword for example?<Subrace Name>
      Negative Ability Score Adjustments

      Why no penalties?Every edition up to 3rd had races with ability score penalties; this was dropped in the 4th and 5th edition. This was a wise design change. A minus score to some ability makes that ability the "Dump Stat". You would put your 10 in Strength (or whatever), take the -2 penalty and have 8Str, 6Str, it doesn't matter, you'll be a wizard and some other PC will do the heavy lifting. A negative modifier is not a fair way of allowing some bonus elsewhere, because it pigeon-holes a race into specific class roles and reduces character variety, making Chargen harder to do right for newbies.But the NPC racial adjustments[6] have negative scores!NPCs are not PCs. NPC traits do not have to be balanced relative PC allies, only balanced as threats against characters of a given level. In addition, a humanoid race might have a trait that's fine for a monster but would need adjusting for a PC. PCs are protagonists and have every aspect of their effectiveness challenged; NPCs are temporary and typically do whatever it is the DM needs them to do.But I want consistency / I just want toThis is outside normal 5e PC design, but it's actually OK to have a negative ability score modifier. We can take a lesson from 3rd edition Unearthed Arcana's character traits. The penalty can be used to offset a benefit that is directly associated. For example, a -2 Dexterity modifier would principally effect Dexterity saving throws, skills and ability checks. If the race does something interesting with those (e.g. add double your proficiency bonus to Dexterity checks made to craft dice) this is a fair offset and flavorful.Random Height and Weight
      When you create a race, you take your base height and roll the dice in the height modifier section and add that to your base height to get your total race height. Random weight is calculated by multiplying the number rolled by your height modifier by the number rolled by your weight modifier and adding that to your base weight. See the 5e Player's Handbook pp. 121. Other examples can be found in Volo's Guide to Monsters pp. 120 and Guild Masters' Guide to Ravnica pp. 12.
      Base

      HeightHeight
      Modifier*Base
      WeightWeight
      Modifier**
      *Height = base height + height modifier

      **Weight = base weight + (height modifier × weight modifier)
      ′ ″+lb.× () lb.

      Suggested Characteristics
      This is a brilliant addition to the wiki, that was not present in the published books. It's entirely optional, so if you don't want to utilize this feature of the preload, feel free to delete it. Basically, this section allows your race to be used as a supplement to your background, giving you a whole new set of personality traits, ideals, bonds, and flaws to use, randomize, or just draw from as inspiration! For more information on how to make the most of this section, go check out the 5e Background Design Guide.
      "The Oathkeeper's Dawn"

      Game In Progress - It has been thirty years since the Dawn of the New Day when without a hero to rescue them champions of the people were forced to rise up and save themselves. Now, on the eve of the 130th Carnival of Time strange rumours circulate the land. Will your wits be enough to discover what has taken hold of the land?

      Any help on this project would be appreciated. I want to make it in Solarus which means a 2D ALttP style. However if you don't want to provide technical help there are a range of pieces to work on. Sprites and artwork, music, level design or if you like simply brainstorming and suggesting alterations to the ideas I have currently compiled would be more than welcome.

      The post was edited 2 times, last by TriforceHolder ().

    • Reference Post
      "The Oathkeeper's Dawn"

      Game In Progress - It has been thirty years since the Dawn of the New Day when without a hero to rescue them champions of the people were forced to rise up and save themselves. Now, on the eve of the 130th Carnival of Time strange rumours circulate the land. Will your wits be enough to discover what has taken hold of the land?

      Any help on this project would be appreciated. I want to make it in Solarus which means a 2D ALttP style. However if you don't want to provide technical help there are a range of pieces to work on. Sprites and artwork, music, level design or if you like simply brainstorming and suggesting alterations to the ideas I have currently compiled would be more than welcome.

      The post was edited 1 time, last by TriforceHolder ().

    • Top down design is hard to do well. It's hard because you can model every individual bit of an experience faithfully and still end up with rule set that doesn't play at all the way you envision.

      For example here: Goron roll gives a +4 against AoOs but also makes your character prone, meaning those AoOs will be made with advantage. These two effects compete against each other and generally cancel each other out so neither effect makes its presence felt in gameplay. I understand both choices individually but they lead to a whole which is less than the sum of its parts. You want to shoot for the opposite. Really good top down design actually often ends up including elements that would feel out of place or nonsensical on their own, but which combine to create a whole which plays out the way you envision. Top down design is, therefore, a holistic process - not a reductive one.

      (The overheat clause on thermal sensitivity similarly doesn't play the way you want. Even assuming a build that's dumping CON - and that's going to be like 1% of the builds with the race as written - the overheat temperature for a character is 84 degrees which is 64 degrees above the baseline ambient temperature which requires 128 points of fire damage taken over consecutive turns to reach. That's just... never ever going to happen. I understand wanting realistic baseline and overheat temperatures but the result of trying to simulate actual physics has lead to a do-nothing feature.)

      So... let's say we want the goron to have some racial movement trait. This is clearly doable - races like eladrin and tabaxi have movement traits with some real play to them. We want the movement feature to reflect rolling around on the ground in a self-protecting way. Again clearly doable - Satire bard has a class feature that does this.

      Let's start with something super simple:

      As a bonus action, you can enter a roll. When you roll, you gain the benefits of taking your choice of either the Dash or the Disengage actions. Rolling is a dizzying experience: once you use this trait, you can't use it again until you move 0 feet on one of your turns.

      This is a powerful ability, strictly stronger than the Tabaxi's feline agility and honestly comparable to Cunning Action, a level two class feature. To dampen a bit:

      As a bonus action, you can enter a roll. When you roll, you gain the benefits of taking your choice of either the Dash or the Disengage actions. Rolling is a dizzying experience! If you've moved at least 10 feet while rolling this turn you make attack rolls and ability checks at disadvantage and you can't use this trait again until you move 0 feet on one of your turns.

      Now we can attack and then roll away but not roll in attack (not well at least).
      Alternatively let's key on the "prone" aspect and write a slightly more defensive ability:

      Gorons who fall prone naturally curl into a tight ball, protecting their vital areas. Melee attacks made against you while your are prone are not made with advantage. Additionally, curled gorons are able to move nimbly by rolling. Crawling does not cost you any extra movement

      This is effectively a condition immunity. That's encouraging! Condition immunities are great racial traits. Lotsa races get condition immunities. It's reasonably powerful too - not just because prone is among the most common conditions in 5e but because it allows you to leverage the upsides of being prone (ranged attacks against you have disadvantage) without most of the associated downsides.

      What about an offensive option while we're here:

      As an action, you can enter a roll that lasts until the end of turn. When you enter the space of another creature that is not at least one size larger than you while rolling you make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you either knock the target prone or push it 5 feet away from you.

      After using this ability you cannot roll again until you complete a long rest

      I don't love having this key off strength - it restricts the number of builds that can use it effectively - but I also don't think we can depart to much from the shove rules as written. Racial traits that key off the race's +2 stat aren't unheard of anyway.

      I'm not saying any of these abilities is perfect as written but they have the benefits of
      (a) Having clear play patterns that actually feel like rolling around, powerfully, low to the ground
      (b) Being straightforward, unambiguous, and easy to rule on
      (c) Synergizing with a range of different builds so that race choice doesn't overly constrain class choice
      and, most importantly
      (d) Reading like 5e abilities rather than AD&D or GURPS rule sets.

      If that makes sense, then realize that basically everything you're doing can and should be simplified. Like take:

      You are susceptible to extreme changes in temperature and perform best in hot climates. Your temperature is dictated by environment and special conditions. In fair weather and standard conditions your ambient temperature is considered 20. Your DM will use this as a basis to determine a landscape's ambient temperature.

      Cooling Down: The sum of cold damage taken is removed from your temperature. When your temperature drops to negative numbers your skin becomes brittle giving you a weakness to bludgeoning damage which replaces the resistance granted by Stoneskin. You have disadvantage on dexterity saving throws and cannot add your DEX modifier to your Armour Class.

      Equalisation: On turns when you do not take fire or ice damage your temperature equalises towards ambient. In positive temperatures your temperature equalises by [(current temp - Ambient) /4]. In negative temperatures your temperature equalises by [(current temp + Ambient) /4]. Any decimals are rounded up. You can spend an action to reduce your temperature in this manner even if you've taken fire or ice damage in that round.

      Coldblooded: A goron doesn't generate body heat, instead taking on the temperature of the environment. Winter clothing will not allow a goron to heat up in cold temperatures but may help them retain heat from another source for a short period of time.

      Frozen Rock: You are ill adapted to cold environments. While in Extreme Cold you must succeed a DC 15 Constitution saving throw at the end of each hour or gain one level of exhaustion.

      I would rewrite this block as:

      Display Spoiler
      You are vulnerable to cold damage


      Trust your players a little! They can pull off role playing cold bloodedness without four paragraphs of rules. The basic play pattern you're trying to engender here is "avoid cold damage and cold environments". You can create that play pattern in 6 words. It's never, ever good design to do in 200 words what's possible in 6.
      ~~~
      Although postsocratics like St. Augustine and Judith Butler explored a diverse set of ethical and metaphysical ideas, their unifying feature as a movement was a principled refusal to speculate upon which of the four elements the world was made out of.
      ~~~


      boxes is the best human and I am going to get her a kitten or 2 kittens

      The post was edited 1 time, last by Foo ().

    • In fairness I copied the Goron Roll rules from a 3.5 edition Goron template on a D&D homebrew site. I edited out the stuff that was specific to 3.5 but didn't really get a chance to do much more. It did look a bit needlessly complicated but I hadn't gotten around to dissecting the specifics.

      As for the temperature thing. There's something of a long thought process there but essentially it started with a problem. In Majora's Mask when playing as a Goron, Link can walk straight through lava without suffering any ill affects. In D&D terms that would directly translate as a fire damage immunity. However I've been told by basically everyone that a damage immunity of any kind for a player race is a bad idea because it is too easily abused. The Thermal Sensitivity evolved as a reaction to that. The whole point of the overheat clause was that it was supposed to be something that almost never happens. It would be a catastrophic event for a volcanic dwelling goron to overheat. So I set the requirements high, like getting devoured by an ancient dragon high.

      You might be right in that it simply won't function the way I envision. That leaves me with the original problem, the games say something about the race that by D&D standards is a huge taboo. And a damage weakness is a really soft counterpoint to a damage immunity, it's closer to a negative resistance which leaves the Gorons with a massive advantage and very little that balances it.

      For the cold environments, amongst everything else I do think a higher DC for resisting exhaustion in extreme environments as detailed by the DMG is a good idea even if everything else should be discarded.
      "The Oathkeeper's Dawn"

      Game In Progress - It has been thirty years since the Dawn of the New Day when without a hero to rescue them champions of the people were forced to rise up and save themselves. Now, on the eve of the 130th Carnival of Time strange rumours circulate the land. Will your wits be enough to discover what has taken hold of the land?

      Any help on this project would be appreciated. I want to make it in Solarus which means a 2D ALttP style. However if you don't want to provide technical help there are a range of pieces to work on. Sprites and artwork, music, level design or if you like simply brainstorming and suggesting alterations to the ideas I have currently compiled would be more than welcome.

      The post was edited 1 time, last by TriforceHolder ().

    • "You have Immunity to non-magical fire damage" is a totally reasonable racial trait, but even if it wasn't...

      I hate to talk down at the "basically everyone" you've been discussing this with without them here to account for themselves, but people who want to start a discussion about design by pointing at "balance" or what is or isn't "overpowered" probably aren't the right people to talk to right now. The development of a fun game into a fair game is something that should happen long after the design of the fun game is complete, and it should happen through iterative play testing not theory crafting on the internet.

      Sure, you can and should target appropriate power levels in initial design but it's not a big deal if you miss. The stoneskin ability on your design is probably egregious in a power level sense but it hits almost every other principle of good design so whatever; it can be toned down a little later.

      Look at WotC's approach - they put out Unearthed Arcana month after month in general knowing that the power level on those designs is high. They outsource play testing and commentary to their millions of subscribers, collect that feedback and tone down the design power levels for official release. That's a good development schedule.
      ~~~
      Although postsocratics like St. Augustine and Judith Butler explored a diverse set of ethical and metaphysical ideas, their unifying feature as a movement was a principled refusal to speculate upon which of the four elements the world was made out of.
      ~~~


      boxes is the best human and I am going to get her a kitten or 2 kittens
    • @Foo I could use your thoughts on something. I've been doing a combination of researching already made Hyrule homebrew material and making my own from scratch. I found this one version of the Sheikah race that says the Sheikah aren't actually a unique race but a sect of Hylians that train to serve the royal family and eventually go through a ritual that replaces their racial features with Sheikah ones. Obviously that has no, or at least very little basis on actual game canon but it's a really interesting idea. Do you think it's a bad idea to introduce elements that aren't really supported by in game facts? So far I've been extrapolating race data from what is presented in the games. Now obviously once I get to the campaign setting I'm going to have to go a little more into headcanon territory but is it a bad idea to alter the way the races are portrayed for the sake of an interesting concept in the realm of D&D?
      "The Oathkeeper's Dawn"

      Game In Progress - It has been thirty years since the Dawn of the New Day when without a hero to rescue them champions of the people were forced to rise up and save themselves. Now, on the eve of the 130th Carnival of Time strange rumours circulate the land. Will your wits be enough to discover what has taken hold of the land?

      Any help on this project would be appreciated. I want to make it in Solarus which means a 2D ALttP style. However if you don't want to provide technical help there are a range of pieces to work on. Sprites and artwork, music, level design or if you like simply brainstorming and suggesting alterations to the ideas I have currently compiled would be more than welcome.
    • It's a tough call!

      Recently WotC adapted Ravnica for Dungeons and Dragons and as a previous fan of the setting I saw things I like and didn't like in every direction.

      There were large adaptation to DnD's style that I liked, notably the money system. Ravnica had a currency system established by a throwaway line in one of the Planeswalker's Guides published for MTG but it was pretty dumb. The coins were called "zibs" and "zobs", which is a pretty huge departure from normal Ravnican lanuage (which is serbo-croatian inspired so coins should be something like "Dinar" or "Kuna"). DnD adapted the economy to run on the standard CP/SP/GP/PP system but gave some really interesting and flavourful details about the minting of coins which fit the setting much better than zibs or zobs. Win on the part of the adaptation.

      There were adaptations to DnD's style that I really didn't like, notably the liches. Everyone who dies on Ravnica leaves a ghost behind, and Ravnican liches are just ghosts who have enough magic power left to animate and possess their own bodies after death. Accordingly, becoming a lich is not evil and Ravnican stories have liches across the moral spectrum. The adaption transformed the Ravnican lich to a DnD lich and changed all the liches - including some plot critical NPCs who were certainly not evil - evil. Personally not a change I appreciated. Big L for the adaptation here IMO. The definition of lich should have been rewritten for DnD to match the source material.

      So I think it's just a judgement call on each individual decision. You're not gonna please everybody all of the time - some fans of Ravnica might have the opposite opinion to me on both of the above issues - but ya just do what you can to please at many people as possible as much as possible.
      ~~~
      Although postsocratics like St. Augustine and Judith Butler explored a diverse set of ethical and metaphysical ideas, their unifying feature as a movement was a principled refusal to speculate upon which of the four elements the world was made out of.
      ~~~


      boxes is the best human and I am going to get her a kitten or 2 kittens

      The post was edited 1 time, last by Foo ().

    • Maybe I’ll split the difference. Have the Sheikah be the Hylians who stayed on the surface to protect Hylia. They were granted powers that on future generations could be replicated using a ritual. The generations difference between them and Skyloft led to divergent evolution. So I’d have three Sheikah subraces: Shadow folk which are the standard Sheikah who have unique racial traits to Hylians but none of the magical bonuses. Awakened Sheikah who have gone through this divine ritual to become an agent of the royal family and have some bonus abilities cause of it. And Yiga who are renegade Shadow Folk who have used dark magic to replicate the divine ritual which produces similar but far darker powers compared to the Sheikah counterparts.

      Does that sound like too far of a departure? I think it feels very in line with D&D standards and adds a bit of nuance to a rather underrepresented race. Plus the Zelda races other than Zoras don’t really lend themselves to having subraces so this would lean into a D&D staple that Zelda doesn’t really touch on.
      "The Oathkeeper's Dawn"

      Game In Progress - It has been thirty years since the Dawn of the New Day when without a hero to rescue them champions of the people were forced to rise up and save themselves. Now, on the eve of the 130th Carnival of Time strange rumours circulate the land. Will your wits be enough to discover what has taken hold of the land?

      Any help on this project would be appreciated. I want to make it in Solarus which means a 2D ALttP style. However if you don't want to provide technical help there are a range of pieces to work on. Sprites and artwork, music, level design or if you like simply brainstorming and suggesting alterations to the ideas I have currently compiled would be more than welcome.