There are many legends of which the people speak...
Before time began, before spirits and life existed...
Three golden goddesses descended upon the chaos that was Hyrule...
Din, the goddess of power... Nayru, the goddess of wisdom... Farore, the goddess of courage...
Din... With her strong flaming arms, she cultivated the land and created the red earth...
Nayru... Poured her wisdom onto the eath and gave the spirit of law to the world...
Farore... With her rich soul, produced all life forms who would uphold the law...
The three great goddesses, their labors completed, departed for the heavens,
And golden sacred triangles remained at the point where the goddesses left the world
Since then, the sacred triangles have become the basis of our world's providence
And the resting place of the triangles has become the Sacred Realm
Time passed, and the world grew restless. Those who would use the sacred triangles for their own ends became jealous, suspicious, and malicious. Blood was drawn and the people fell into madness and war. The goddesses commanded their servants to intervene-and intervene they did.
The tribes were seperated and sent across the corners of the world. The Sacred Realm was sealed.
Ages passed again, and history was forgotten. Those who would use the power of the gods arose again. The goddesses, not wishing to destroy the world again, set out to solve this crisis in a gentler manner; and so the Hero Cycle was made. A single mortal hero would arise each time to protect the sacred triangles and save the people, each time drawing on the strength and legacy of all his predecessors to defeat the darkness. Each one a link in the timeless chain of the sacred trinity of villain, ruler and hero...
This is not one of those legends.
It is the year XXXXX HDS. (Hyrule Dating System) Hyrule, the ancient kingdom chosen by the gods, now an empire, leads the world in an age of freedom and prosperity. Trade and commerce has flourished and science and magic has grown in ways not even the primieval spirits would imagine. The Church has lost its stranglehold on society. A democratic Parliment has been established. General magic is available to almost all.
And yet the world is on the brink of war.
Rival nations quarell. Much of the world starves. Fanatical zealots commit murder in the streets. Wealthy merchants control the law and the poor are kept ignorant. There is speak of revolution.
Darkness spreads like a plague, infecting all with greed and malice.
There have been eight Heroes of the Cycle, each drawing on the might of one of the Nine Elements-Forest, Fire, Water, Wind, Spirit, Earth, Shadow, Light and Dark. Only the Hero of Darkness remains.
The Darkness has arrived.The White Triforce
Note that not all Zelda games are canon for this rp, nor is everything in the Hyrule Historia.
The setting is placed several hundred years after the events of Twilight Princess, the last incarnation in the Hero Cycle. Technology has increased only a little since then, a result of frequent wars and magic becoming more widespread and accessible. Weaker magic has become moderately commonplace in the countryside and extremely common in large urban areas. While the flow of information and ideas has slowed, material commerce has not, and shops and trade flourishes. Private mercenary guilds have greatly displaced loyal soldiers, increasing the number of sellswords and adventurers greatly. With production made easier with magic, many professions have been altered or disappeared, and the entertainment and news industries have skyrocketed in influence and importance. Racism and stereotypes are both rampant and being questioned to a greater degree than every before.
Of at least equal importance to adventuring, though, is the dynamic and horrific politics of the nation of Hyrule, now the worlds greatest superpower. An elitist, power-hungry aristocracy struggles for supremecy over Parliment, while the Royal Family, though still an absolute monarchy, rarely intervenes. The rights, or lack thereof, of the lower classes, foreign policy and more are constantly in a tipping point. The general trend, however, is that of a dwindling quality of life for the lower classes, even amongst such prosperity.Those who are not citizens of Hyrule have begun to resent their rulers even more fiercely. Nations, bands of monsters and the always-present forces of Darkness rally ever stronger. Amid this, some ignore the coming storm; others are terrified.
An entire Resistance faction has formed within Hyrule itself, besides those within occupied lands. Its members branch into every corner of Hyrule, from the aristocracy to the homeless street urchins, into every guild and church. Guerilla and intelligence warfare are the mainstay, having not yet broken into a significant amount of open, armed conflict. Mass hangings of those convicted of being a member of or even affiliating with the Resistance are becoming commonplace, with mixed responses from the moderate citizenry. Under the name of security, spying on the public has become 'normal,' and civil rights and liberties are trampled on with increasing speed and brutality. The moderate, better off public is largely complacent, viewing the government as an opposable force-if it should be opposed at all-and the insurgents as fanatical extremists.
Racial and ethnic stereotypes have become increasingly more prevalent, fueled all the more by popular media. Mainstream Hyrulians view themselves as the rightful masters of the world to varying degrees, immune to repercussions from their actions. Kokiri and Deku are thought of as nature-naive children and shady, cheating businessmen, respectively; both are thought of as nature-obsessed freaks, though less so the deku because of their business and political practices. Gorons are viewed as bumbling, gluttonous, stupid gentle giants, though certainly master craftsman. Zoras are percieved as arrogant, vain and snobbish, besides being physically pathetically frail. Twili are viewed with far-ranging degrees of mistrust, viewed by some as inherently twisted and corrupt. Gerudo are presented as treacherous false-fortune tellers and shameless performers, violent theives and the race responsible for the greatest criminal in recorded history, Gandondorf Dragmire. The goblin races are subject to perhaps the worst of it, viewed as all being dirty little thieves and stupid, enourmous lumbering slaughter on legs. The unfortunate truth is how much these views are only distorted twists on genuinely common traits, rather than the few that are wholly lies. Just close enough to being true so as to not be questioned, these ideas are played with by the military and nobility endlessly to manipulate the masses to their ends.
The Cycle of the Links is known as the Hero Cycle. During each episode, the King of Evil, Ganondorf, the Crown Princess of Hyrule, Zelda, and a risen commoner, always named Link, appear; Ganondorf raising another conquest upon Hyrule, Zelda the heiress to the Kingdom reaches out to a savior and finds the next child in the Hero Cycle. Each one is a new child, bound to a different one of the elements: Forest, Fire, Water, Earth, Wind, Spirit, Shadow, Light and Dark. The Hero of Time, less commonly referred to as the Hero of Light, is to this day considered the greatest ever: the Link involved in the refinding of the Twilight Realm, the Hero of Shadow, was the most recent. Only Darkness has never had a Hero-however, the official stance of the Church is that there never will be one, and the Hero Cycle completed when the Hero of Shadow slew Ganondorf Dragmire once and for all, opening Hyrule's era of empirical conquest.
The Kokiri are now banned, and killing them on sight with no provocation is not only not charged as murder, it is actually rewarded-provided there is evidence. They spoke out strongly against the hostile conquests of Hyrule, and eventually the conflict between the Empirialists and the Kokiri lead to fighting, and now the Kokiri wage guerilla warfare against the Empire, and the whole of the Kokiri Village was abandoned, rebuilt deep within the mysterious depths of the Lost Woods. Several dozen Kokiri have died in this four-year-old ongoing incident, with almost no Hyrulian fatalities. The mainstream view is that the Kokiri are mild terrorists, though they pose no significant danger to the state.
Lesser magic has become widespread under the increase of mercantilism and trade as an effect of empire. Craftsman often partner with mages to make production faster and easier, besides enchanting them with magical effects, from furniture of holding to sharpened farming plows. Various types of mages for hire now proliferate large cities, offering prophecy, repair, potions, and so on. The architecture of the streets themselves have shifted vastly in the largest of cities, becoming a relativity complex http://en.wikipedia.org/wiki/Relativity_(M._C._Escher) of streets, shops and dwellings.
Dirigibles http://s7.postimg.org/8v7lwghwb/303343649_640.jpg are able to ferry passengers from one planned point to the next with little spare fuel for straying, making them akin to sky-bound trains. Carts, carriages, and boats, hastened and made more rigorous by magic, are still the usual form of travel.
And amongst the whispers in the streets and inns, a quiet voice speaks blasphemy; that the gods they follow are malignant deceivers, and the whole of their religion is a lie. Instances of dark cults have grown, and some within the Church have spoken of the End in a way unlike before. And a mysterious young man, pale-skinned and white in hair and garb is mentioned in rumors, possessing wisdom beyond sagely, strange magics and artifacts, and protecting and leading seemingly random individuals to mysterious fates.
The world is approaching an uncertain fate as the balance of power comes is stressed. Hyrule seems poised to conquer a broken world, yet whether it is to unite or enslave is uncertain. Opinions on liberty versus security, free economics versus community and the entire societal system is debated, argued with ever-moer violent means.
The setting takes place in the Zelda universe, yet it is much darker. Low-level magic has become extremely widespread and massive urban centers have cropped up, and rare, ancient ones are falling into a few, select hands. Magic has replaced oil and electricity, making the setting an eerie blend of Renaissance, fantasy and our own. Adventuring, dungeon-delving/exploring and politics all play a part in this roleplay. The validity of both the Gods and the forces of 'evil' are questioned, with few clear answers for either.
I'm pretty relaxed on rules for Advanced.
- Post length-I have little concern for length so long as you maintain the Advanced standards. how much the post flows and adds into the story is more important than length, and some situations demand short posts. (like conversations)
- Post Frequency-once every 3-4 days is about the minimum I'm going to deal with. Players who post less frequency than this will be a much lower priority for me.
- Number of Characters-I'm going to set it at up to two 'main' characters per player for now. They may have a wealth of npc characters related to their individual story, though.
- Mature Themes-these will be present. Gore will not be withheld, though neither shall it be overplayed. It's a part of combat, not the point. Talking about sex is alright to a point. Smut is welcome, though ONLY in pms; in thread, you must be extremely vague (obviously imply without actually describing it) or fade to black. Be certain the other player is alright with rping such scenes beforehand every time.
- Language-This is Advanced; I expect decent English. Swearing is alright so long as it doesn't get so harsh and frequent that it's pushing the line of the forum rules, so use it sparingly.
- Out of Character Conversation-I will make an OoC thread for this. Post out-of-character discussions there.
On Character creationUntil I set up more exact rules about characters, here's some information for you to work with for creating your characters:
SpoilerName: state the character's name(s), titles and nicknames here.
Race: state the character's race, ethnicity and national origin here.
Age: state the character's age here. Most races' ages parallel humans'.
Appearance: describe the character's physical appearance here. Pictures are welcome in addition to a text description.
Totem: state the character's totem here. Yes, this will be important. You may leave this undecided until a later time.
Skills: list what skills and magic the character has and knows.
Equipment: list the character's equipment here.
Money: state the character's money here. In most of the Hyrulian Empire, the official currency are Rupees, elongated hexagonal crystals roughly 1.5 inches long, the color designating the value. Characters begin with 200 rupees to spend; the equipment they start out with is bought with this, whatever remaining being the number they put here.
Bio: tell about the who the character is here.
History: describe the character's backstory and major events in their life, before and during the rp.
SpoilerHumans: humans. They are the average in most capabilities of the sentient races. They are the most populous sentient race in the world, and span into all corners of it. The greatest human kingdom is (while, technically it is a multi-racial nation, humans are obviously it's 'master race') the Empire of Hyrule, a body that rules roughly a third of all civilized lands.
Element: Light, Dark
Deku: A tiny race of shrub, bush and tree folk. They thrive in swamp and forest environments, and make colorful, vibrant cities from wood and foliage. They are physically weak; however, they are skilled in many types of crafting and are usually quite skilled at language and persuasion, making them great orators, merchants and politicians-aside from their small height.
Kokiri: Tiny, human-like children who were claimed by the forest and never age. The look exactly like a human child around the age of adolescence and are always accompanied by an Orb Sprite Fairy. They oft bear the glee and playfullness of the Fair Folk, with a sense of morality and emotions that lie between the two. They once spent most of their time playing, only making simple wooden housing and tools to minimize they time they spent working. In recent times, though, they have become banned altogether from the Empire on pain of imprisonment or death, and all support or actively engage in the Resistance. Their home has been moved much deeper into the Lost Woods and has yet to be found by Hyrulian troops.
Goron: A bulky, well-humored race of beings who eat rocks and bear lively, cheerful dispositions. Roughly human in shape, much of their body is actually composed of rock; their backs are entirely covered in it. They bear immense strength and endurance, and while they walk slowly, they can tuck into a ball and rocket at ill-controlled high speeds. They generally live in mountains and caves, and are especially fond of volcanoes. They are master craftsman with stone, metal and crystal, and thus make some of the finest blacksmiths, architects and jewelers in the world-for those who aren't miners.
Zora: Looking like a cross between fish and human, the zoras are a race that builds fantastic cities in the rivers and seas. Weak and frail compared to humans, they vear a nimbleness and grace that befits the flowing waters in which they live. They are prude and refined, and even the commoners among oft act with all the coolness and diplomacy of a nobleman in court; indeed, they excel at politics, bringing grace and refinement to the room. They pride themselves on their intellect and taste in the arts, producing many musicians and painters, besides fishers.
Sheikah: A clan of humans who largely perished long ago, they knew many secrets of the world-supposedly, those especially of the greatest religious and spiritual truths. Many were assassins or guards, where others were mystics who knew secrets of life and death. Precious few survive now. It is speculated that Sheikah and Twili were the same clan and the Sheikah, unlike the Twili, did not abuse their shadow magic, and so were not banished to Twilight Realm, only lost much of their sorcery-thought not their knowledge.
Twili: A race of beings who were long ago banished to the Twilight Realm, an entire plane made of the essence of shadow. These beings vary as much physically as their human relatives-indeed, legend holds that they once were humans themselves who mastered shadow magic. While warriors amongst them exist, the usual are various bards, sorcerers and illusionists; most learn magic of some form. After the events around the Hero of Shadow, the link between the portals was soon opened permanently, and the Twili now fill the cities as high-end courtizens, politicians, or offer services as magicians for astrology, enchantment, potions, and so on.
Gerudo: A desert race of humans, they are often categorized as different from usual humans-and they may well be so. Save for once every one hundred years, the race is entirely female. They are all dark skinned and usually have either black or orange hair; on rare occassion, their hair is truly red, matching their golden eyes. They dwell in the desert and thieves, gypsies (not technically accurate, I just don't know another word to convey that stereotype) and bandits by proffession.
Koroks: Tree-like beings who hold nature dear. Only as much as three feet tall at most, they are gentle and kind creatures of lightly or uncivilized lands. They bear a strong connection to the natural rythyms of the forest and earth and often act as mystics, forest caretakers or gardeners. They love calm peace, though they do enjoy the occassional revelry.
Rito: A birdman tribe that live on the mountaintops. They are weaker and frailer than humans; however their gift of wings grant them precious flight. They are a gentle, if serious race. They frequently serve as messengers and supply the largest mailing system in the world.
Fairies: This misleading, though extremely common, name most often refers to Orb Sprite Fairies, a specific breed of the Fair Folk who are tiny, winged balls of a fuzzy luminescence. They tend to be either very gentle or very lively, and are filled with knowledge.
Goblins: A more ugly branch of the Fair Folk. They are generally brutish, filthy, violent, and possess little intelligence compared to the other sentient races. They largely lack magic, instead relying on numbers, backstabbing and cheating to make their way. They love to gamble and oft become bandits. There are various specific breeds, and they range in size, skills and demeanors.
Element: Dark (not eligable to become a Sage)
Dark/Shadow: Not truly a race, these beings are dark doppleganger-like creatures who were once the shadows of a human. They are the darkness inside a mortal made manifest with a will of its own, now detached from the originator. By dark magic, these shadows were detached from their natural human owners, taking with them all the skills and knowledge their owner had up until they become autonomous. Their personalities are always dark, twisted reflections of the human, though they are not necessarily evil. Only human shadows have ever been known to become autonomous; perhaps it is related to the human connection to Light and Dark?
Element: Dark (not applicable to be a Sage)
I'm open to other races. I'm more likely to say yes to something that has appeared in the Zelda games.
SpoilerThe types below simply represent the basic qualities of clothing, not particular type.
Clothes: Free. Plain clothes designed for mild weather, these are the most basic garments. They are of decent quality, made of basic materials and mostly brown and grey in color.
Fine Clothes: 35 rupees. The type of clothes worn by merchants and the higher middle class. Vibrant colors occur, and good wool, linen, leather and the occasional silk are included in this.
Noble Clothes: 100 rupees. Clothes worn by the well-to-do and lesser noblitiy, vibrant colors and excellent materials are used in these. Dress of this quality is generally the minimum in among society's social elites.
Royal Clothes: 300 rupees. These clothes are made of extremely high quality materials, often having precious gems embroidered right into the fabrics. Rare colors like indigo and vibrant crimsons are appear in strength here, and are worn by the wealthiest merchants, highest nobles and royals.
Empirial Clothes: Clothes of the quality almost never seen worn by anyone outside of the Royal Family of the Hyrulian empire, these are almost divine in craftsmanship and beauty. Aside from as looted treasuer by abandone ancient crypts and dungeons, most will never have access to these.
Arms, Clothing and Armor
SpoilerFirearms, aside from cannons, largely do not exist; gunpowder is restricted to bombs. However, the spread of magic has had a similar effect on the arms race as gunpowder-namely, rendering full-plate armor much less effective and vastly improving the strength of infantry over cavalry. Plate armor is hardly entirely obsolete; it merely is no longer a near absolute-defense. As such, knights, and the feudal system, have begun to decay, giving rise to large, medium-armored mercenary forces primarily armed with swords, maces, pikes, halberds, magically reinforced shields, bows and magic. Leather-plate hybrids like brigandine and half-plate are common; chainmail is an obsolete relic of the past.
Price discounts apply for new characters when buying multiple weapons and armor. The most expensive weapon or armor the character buys is bought at full price; all additional ones of equal or lesser value are bought at one-half (rounded up) of their usual price.
Dagger: 10 rupees. The most basic held weapon the world over, this is a small blade held in the hand. The uses are many, and it is universally versatile.
Arming Sword: 35 rupees. A double-edged, single-handed sword. Very versatile, can slash and stab and parry well.
Side Sword: 35 rupees. A hybrid between an arming sword and a rapier, these swords are lighter than arming swords and stronger than rapiers. They are not particularly popular.
Longsword: 50 rupees. Also called a bastard sword or a hand-and-a-half sword, these swords have longer handles, making them designed for either one or two-handed use. They can be used as a longer, heavier sword, or in manner almost like a quaterstaff.
Greatsword: 70 rupees. Swords as tall or taller than a grown man, these are wonderful for breaking the tips of polearms and enemy lines.
Rapier: 40 rupees. Thin-bladed swords focused on thrusting. They are popular for civilian duels and are rarely used in the military, though they are effective at piercing plate armor.
Falchion: 35 rupees. Straight, single-edged blades as long as an arming sword. They produce stronger slashes, yet mostly lack thrusting attacks.
Messer: 20 rupees. A type of war-knife generally used as a tool-weapon by peasantry. They range from the length of shortswords to longswords, and even a few 'great messers' have been known. They are similar to falchions, save a little lighter and less durable.
Sabre: 35 rupees. Curved, single-edged blades that are light and fast. They are popular amongst the Gerudo and other 'exotic' regions.
Katana: 60 rupees. A rare type of curved longsword from a far-off kingdom. It is better suited for slashing, and while more resistant to tiny nicks, the blades are prone to snapping rather than bending and snapping back into place under intense pressure like local arms. They are angled as such to be able to be drawn extremely fast; indeed, they are shaped for exactly that purpose in mind.
Gauntlets: 35 rupees (for a pair). Mainly used by large goblins and gorons, only the most physically strong can turn metal gloves into genuinely deadly weaopns. In the hands of such beings, they can send concussive force through plate armor.
Goron Elbow/Fist Blades: 50 rupees. Blades strapped so as to run along the outer edge of a goron's forearm and pata punching-swords, these are suitable only for massive gorons and goblin thieves. The arm-blades slash through lighter-armored foes and the punching blades pierce through full-plate like rapiers.
Spear: 20 rupees. Small blades attached to a wooden haft, spears were once the soldier's mainstay. While still effective, pikes are more popular now.
Pike: 35 rupees. An extremely long spear, these are one of the most important weapons in open warfare. Lines of troops wielding pikes form a spiky wall in front of them.
Halberd: 40 rupees. One of the most versatile hafted weapons ever invented, a halberd can pierce, hack, trip, has a good range, and more. These are common among both units in both warfare and guards.
Shield: 20 rupees. A medium-sized wooden shield, these are largely obsolete with the increased presence of magic. When enchanted themselves, they are capable of blocking a few types of magic, making them somewhat useful, though still usually less so than better arms and armor.
Kite Shield: 40 rupees. A long shield that reaches down most of the wearer's legs. It is stronger than a basic Shield, and when enchanted, is better at blocking magic and weapons.
Greatshield: 60 rupees. An enormous shield that is very stable. Useless without magic, enchantments can turn this into a wall of protection against energy magics.
Slingshot: 5 rupees. Mostly a child's toy and a favorite amongts the Kokiri, this Y-shaped tool launches small seeds or rocks. Its force, accruacy and range, though, are all terrible, and rarely makes for anything more than a toy.
Longbow: 30 rupees. The only type of bow still used in open warfare, proffessional archers are rare now as they take so much training. They are extremely effective against heavily armored foes and at a distance.
Crossbow: 20 rupees. A mechanism that launches a sharp bolt upon being released, like a small ballista. These are phasing out as magic becomes more widespread.
Bombs: 5 rupees each. Clay shells filled with explosive powder, these can turn half a human's body into mist. They are used to great effect to disrupt enemy lines and when dropped from fortified walls onto beseigers.
Leather Armor: 35 rupees. Leather armor or a traveller's set. This is the weakest armor still used, and even the lowest soldiers of the Hyrulian army usually wear better protection than this. A set of Clothes comes with this.
Jack-of-plate: 45 rupees. A leather vest with hexagonal metal plates sewn to the inside, granting much more protection than plain leather. A mainstay of guards and soldiers. A set of Clothes comes with this.
Brigandine: 55 rupees. A cloth or leather vest with metal strips attached to the inside, adding more protection than even a Jack-of-plate while still retaining much mobility and lightness. Much preffered among well-payed mercenaries and ranking officers. A set of Fine Clothes comes with this.
Cuiress: 70 rupees. A full metal encasing for one's torso, this is effectively plate armor for a limited area. It's protection is high, and is the favorite of many wealthy officers and mercenaries, though mobility is lost now. A set of Fine Clothes comes with this.
Half-plate: 90 rupees. Plate armor covering most of the wearer with solid metal, granting more protection than any nonmagical shield, thus rendering them unnessary. A set of Fine Clothes comes with this.
Full-plate: 120 rupees. A full set of plate armor; against slashing attacks, its defense is near absolute, and it absorbs its worth of piercing and bludgeoning attacks as well. Excepting magical sets, this is the greatest protection armor can offer, and its price reflects this. A set of Noble Clothes comes with this.
Tools and Items
SpoilerBasic Set: Free. A set of basic toiletries, rope, waterskin, and so on.
Alchemist's Set: 40 rupees. A full set of tools used for crafting potions, poisons and transmuting materials.
Glass Bottle: 10 rupees. Glass containers, frequently enchanted to hold an entire pocket-dimension inside, letting it hold up to several square feet of material. Still only suited to contain things usually stored in bottles.
Jeweler's Set: 40 rupees. A full set of tools for cutting gems and working precious metals.
Musical Instrument (small): 40 rupees. A small-to-medium-sized musical instrument, such as an ocarina, flute or violin.
Musical Instrument (large): 60 rupees. A large musical instrument, such as bagpipes or a full drum set.
Pack: 20 rupees. A well-made, simple pack or backpack well suited for travelling.
Professional's Set: 35 rupees. A set of tools necessary for more basic trades, such as carpentry or weaving.
Horse: 120 rupees. A basic horse that can ridden.
Riding Horse: 140 rupees. A good quality for riding, though not necessarily one to fight on.
War Horse: 160. A horse bred for combat.
Fine Riding Horse: 200 rupees. An excellent horse for riding.
Fine War Horse: 240 rupees. An excellent, heavy war horse.
Dingy: 60 rupees. A tiny dingy that holds up to two people safely.
Rowboat: 80 rupees. A decent sized boat, able to hold a few people.
Sailboat: 100 rupees. A small sailboat, fit for a few people and can travel on the sea.
Ship: 200 rupees at character creation, 2,000 rupees later. A sailing ship, large enough to house a crew and ferry people. Comes with Fine Clothes, a weapon up to 40 rupees, and basic supplies.
Galleon: 200 rupees at character creation, 10,000 rupees later. A large sailing ship, large enough to house many people or serve as a full military warship. Comes with Noble Clothes, a weapon up to 70 rupees, and good supplies.
Dingy Dirigible: 120 rupees. A small flying vessel that can run on its own for a few hours, or as long as a mage powers it. It can hold up to two or three people.
Dirigible: 140 rupees. A dirigible the size of a small sailboat, it can run for a full day on its own, or as long as a mage powers it. It can hold up to five people.
Ship Dirigible: 200 rupees at character creation, 10,000 rupees later. A full airship, large enough to house a crew and ferry people. Comes with Fine Clothes, a weapon up to 40 rupees and basic supplies.
Galleon Dirigible: 200 rupees at character creation, 20,000 rupees later. A large airship, large enough to house many people or serve as a full military warship. Comes with Noble Clothes, a weapon up to 70 rupees, and good supplies.
Hovel: 50 rupees. A hovel or cheap room in the slums. Rent is payed once a month.
Apartment: 80 rupees. A decent room in an inn or house. Rent is payed once a month.
Small House: 200 rupees for new characters, 300 later. A small, decent dwelling. Mostly for one person.
House: 400 rupees. A fair-sized house, fit for a family. Comes with basic household supplies.
Large House: 200 rupees at character creation, 1,000 rupees later. A large house made to house many. Often serve as inns or stores. Comes with good household supplies.
Fine House: 200 rupees at character creation, 2,000 rupees later. A fancy building, used for high-end shops, wealthy merchants and inns for travelling nobles. Comes with a Horse, a Rapier and good household supplies.
Small Mansion: Characters may be the heir to one, though not own one themselves initially, 10,000 rupees later. Comes with a Riding Horse or War Horse, a Rapier, and good housing supplies.
Mansion: Characters may be the heir to one, though not own one themselves initially, 50,000 rupees later. Comes with a Fine Riding Horse or Fine War Horse, a Rapier, and good housing supplies.
Estate: Characters may be the heir to one, though not own one themselves initially, 100,000 rupees later. Comes with a Fine Riding Horse or Fine War Horse, a Rapier, and good housing supplies.
Castle: Characters may be the heir to one, though not own one themselves initially, 500,000 rupees later. Comes with a Fine Riding Horse or Fine War Horse, a Rapier, and good housing supplies.
SpoilerBag/Box of Holding: 50 rupees. A bag or box that holds a pocket dimension fifteen cubic in size for the standard issue. Storing living matter inside is dangerous as air only enters while the entrance is open.
Enchanted Armor: Armor enchanted with magic. With the spread of magic, these have become increasingly common. Various types include:
- Elemental Armor: x4 rupees. Select one element; the armor gives resistance to damage from that element.
- Reinforced Armor: x2 rupees. The armor becomes doubly resistant to physical attacks.
- Lightened Armor: x2 rupees. The armor weighs half as much, greatly increasing mobility.
- Strengthening Armor: x3 rupees. The armor increases the wearer's strength doublefold.
- Antimagic Armor: x10 rupees. Grants immunity to magic to parts covered in metal, yet also renders casting impossible for the wearer.
Enchanted Weapon: A weapon enchanted with magic. With the spread of magic, these have become increasingly common. Various types include:
- Elemental Weapon: +35 rupees. Adds one of the elements (Forest, Fire, Water, Earth, Wind, Spirit, Shadow, Light and Dark) to the weapon, making a burst of material or energy when the weapon is swung.
- Lightning Weapon: +25 rupees. Adds lightning to the weapon.
- Ice Weapon: +25 rupees. The weapon is made of fraezin ice.
- Acidic: + 25 rupees. Coats the weapon in caustic acid.
- Bleeding: +15 rupees. Draws extra blood, causing the target to bleed out faster.
- Defending: +70 rupees. The blade defends the wielder on its own, drastically improving their defense.
- Keen: + 35 rupees. The blade is kept at an ever-sharp razor-edge.
- Ghost-Touch: +50 rupees. The weapon can affect incorporeal beings.
- Evolving: +50 rupees. The weapon grows and strengthens by with each kill it makes, permanently absorbing a bit of the slain's mana.
- Sentient: + 300 rupees. The weapon is alive and intelligent.
- Returning: + 20 rupees. When thrown, the weapon returns safely back to the owner's hand. The owner is the last being to hold it.
- Spell-storing: + 50 rupees. A single spell may be stored in the weapon for later use.
- Spell-Focus: +35 rupees. The weapon becomes a casting focus for the wielder, strengthening their magic.
- Enchanted masks. The Happy Mask Salesman chain store is virtually the only readily-available supplier of magical masks outside of Termina. Their expensiveness, though, coupled with how long they take to make and their popularity make them frequently out-of-stock and difficult to obtain. The nobility particularly enjoy the darker, more mysterious masks for masquerade balls. Nonmagical versions are available for 25 rupees unless they are extremely costly to make even without magic and are noted as such.
- All-Night Mask: 50 rupees. A mask that removes the need to sleep from the wearer for as long as it is worn. It is used in many areas.
- Blast Mask: 30 rupees. A mask that, upon detonation, causes an explosion akin to that of a bomb. This mask is not popular becasue the explosion harms the wearer.
- Bauta Mask: 300 rupees. A usually white mask with few features and an extended chin so as to allow the wearer to eat and drink without removing their mask. These masks allow the wearer to become invisible, thus there is much regulation on who these may be sold to, and special magics are set in place in high places to thwart assassins wearing these.
New characters who have Noble Clothing or higher may buy this mask at half-price. This discount stacks with the reduced price of being nonmagical.
- Bunny Hood: 60 rupees. A headband with eyes and rabbit ears, this mask makes the wearer run twice as fast and jump twice as high. Popular amongst circus performers.
- Lovers' Masks: 60 rupees (100 for a set). Masks used in Terminian marriage ceremonies, enthusiasts of Terminian culture often marry using these. They are popular for weddings and Masquerades.
New characters who have Noble Clothing or higher may buy this mask at half-price. This discount stacks with the reduced price of being nonmagical.
- [/B]Medico della peste:[/B] 90 rupees. Used both in masquerade and by doctors during the plague, these masks offer protection from disease and having a slightly frightening effect.
- Volto Mask: 120 rupees. A mask ranging from plain white to extremely decorated, shaped like a plain face. These protect from mind-invading magics and offer some protection from enchantments.
New characters who have Noble Clothing or higher may buy this mask at half-price. This discount stacks with the reduced price of being nonmagical.
- Red Potion: 20 rupees per serving. A basic potion that heals injuries.
- Green Potion: 20upees per serving. A basic potion that restores mana.
- Blue Potion: 35 rupees per serving. A potion that both heals and restores mana.
[*Orange Potion: 50 rupees per serving. A potion that cures most poisons and diseases.
- Cyan Potion: 70 rupees per serving. A potion that grants invisibility for a time. Its sale is regulated and is difficult to create.
- More potions will be added later.
Special Materials: Special or magical materials used to craft items.
- Adamantine: x10 rupees. The hardest material in existence, this crystal-metal material is nearly impossible to break by physical means.
- Crystal: x5 rupees. Rare, enormous slabs of crystal reinforced with magic so as to not break. Weapons made from these excel at containing mana and magic, especially spindle magic.
- Dark Silver: x10 rupees. A dark silver metal almost identical to regular silver, this ancient metal completely stops the flow and activation of magic it touches.
- Orichalcum: x5 rupees. An ancient, rediscovered alloy similar to bronze. It excels at chanelling the power of wheel magic through it, making it popular in holy places and weapons.
- Scrap Steel: x.5 rupees. Scrap metal, still largely iron, crudely formed into arms and armor. It is cheap and easy to make, though far lower quality.
- Wootz Steel: x2 rupees. The finest weapon steel ever invented, the making of this material is expensive and extremely time-consuming. Weapons made from this are more flexible and durable and hold a better edge than regular steel.
SpoilerMagic is a force that causes the world to behave in a way that it naturally doesn't. Fuled by an energy called 'mana', magic is a collection of arts that twists mana into various forms, affecting the world in different ways. There are three over-arching ways of doing this:
- Thread Magic: What is known as 'arcane magic' or sorcery, this magic is worked by understanding and weaving mana into specific formulas and patterns with one's own mana.
- Spindle Magic: Witches and seers use this kind, drawing on and maniputing ambient magic.
- Wheel Magic: Clerics and certain witches use this, channelling power directly from higher beings such as gods or demons.
The three Mages' Guilds are named respectively for the type they represent, and, while individually are only a minor political force, together they make one of the largest in Hyrule. Membership is mandatory to legally practice some types of magic.
It must be noted how great the influence of sound is on the flow of magic. Bards that double as casters,while rare, can make use of songs that are in fact spell rituals, calling upon massive forces. Few such songs have survived to the present day, though.
Necromancy and mind-control magic are explicitly banned with punishment up to and including death for its practice. Other types are regulated to varying degrees.
The more specific types of magic include:
- Elemental: Creating and manipulating material of one of the Nine Elements.
- Evocation: Creating large, violent blasts of mass and energy, a mainstay of battle magic.
- Conjuration: The summoning of things from other places or even worlds.
- Enchantment: The art of attaching magic to a being or object, blessing, cursing or altering them.
- Urgy: Using magic to move objects, this grants control.
- General: The wide application of generic magics that are too numeous to categorize further.
SpoilerA creature, plant, natural object or phenomenon that represents the character's true nature, ways of being, relation to others, and their flaws. This should reflect who the character truly is, regardless of who they outwardly appear to be. These can be an animal, magical creature, plant, or natural objects such as rocks or clouds, or natural phenomenon, such as aurora borealis, and so on, though animals are the most common. These will be important.
Please look up the actual totem qualities associated with an animal and make sure it matches before you set your character's totem.
Note: please restrict totem animals to ones native to the Old World. (Europe, Asia the Middle East and Africa) There is no America-equivilent in this setting, nor are there American plants or animals.
Examples: Most of the Links, the Hero of the Hero Cycle, have the Wolf for their totem. The wolf represents intelligence, instincts, freedom, and social interaction on its healthy side. All of the Links have made extensive use of creativity and planning to bring down such mighty behemouths and excellent puzzle-solvers; they were courageous and instinctive fighters, learning quickly and adapting easily, and always with a thirst for travel and adventure; and they were social and caring, warming to others easily and frequently.
Yet, no Link was without his faults. They have been known to be not only confident; they have been agressive, and have more than once destroyed a group of 'monsters' that were not so villainous as he originally thought. Wolves hunt in the dark, and the Links have typically functioned better during times of discord and strife than in times of peace, their yearning for movement and travel robbing them of community and home for all their heroics.
Ganondorf Dragmire, the King of Evil, bears the mighty Boar as his totem. Linked to strength and power, these mighty creatures have long represented warriors. They are confrontational, and in the extreme, agressive. Ganondorf confronted the, as he viewed it, tyrannical and spoiled kingdom of Hyrule and dared even to enter the Sacred Realm and take the Triforce. By his own might, he made war head-on against Hyrule and conquered it, as he did in politcally, socially, and even amorously. Rather than for social status, like the Lion, he goes forth using and in pursuit of power itself, rather than the adoration of others.
Also, like the boar, left in a healthy state, he will be extremely clean and respectful; yet, like pigs in a stall, they will willingly eat anything-that is, he will easily resort dark actions and ways of being when caught in darkness. This, considering the harshness of his childhood and the painful lives of the Gerudo, especially when set next to the pampered Hyrulians, lead him early down the path of darkness. Like a pig eating slop and foul meat when necessary, he walked, grinning, into the dark, and has engaged in the most vile of acts ever known.
These two are very representativeof their totems; not all characters need to show their totem attributes quite so strongly.
Spoiler[B]Note: None of these are fnished yet.
Name: Princess Zelda X of the Hyrulian Empire
Race: Human, Hyrulian.
Appearance: medium-height, extremely thin. Her hair is long golden-brown, and most commonly dresses in royal purple or indigo.
Totem: Eagle. She is wise and all-seeing.
Skills: she is a mighty sorceress and priestess. She boasts above average skill with a bow and rapier.
Money: The funds of the Hyrulian Empire.
History: Zelda is the only daughter of the current Emperor of Hyrule, Daphnes Nohansen Hyrule III. She is the heir to the throne, and, like her father, is largely withdrawn from lawmaking and judicial affairs, keeping to the political games of the nobility and war speeches. Partly because she usually grants Parliment such freedom, besides her seeming care for the lower classes, wisdom and beauty, she is much beloved by a slight majority of the citizenry.
Name: Emperor Daphnes Nohansen Hyrule III
Race: Human, Hryulian
Appearance: Tall, powerfully built with a short beard that is beginning to turn white.
Totem: Lion. He is magnificent and fierce, ruling those around him by strength and conviction. However, he is prideful, even arrogant, and brutally crushes those who do not bow before him.
Skills: This bear of a man is massively built. His strength, both in oration and combat, are formidable, and on the rare occasion he makes public speeches, he stands as fiercely and eloquently as befitting the ruler of the mightiest empire in the world.
Money: The funds of the Hyrulian Empire.
Name: Impa Sheikah
Race: Human, Sheikah
Appearance: Medium height, with silver hair going halfway down her neck. Her face forever looks like that of a girl just into adulthood, and is often mistaken for being only a little older than her charge, Princess Zelda. She dresses largely in black.
Totem: The Owl.
Skills: assassination, katanas, stealth
Bio: Impa is the personal attendant, teacher, guardian and bodyguard of her royal highness Princess Zelda. She was utilizes the skills of the Sheikah assassins and the care of an older sister and friend with her charge.
Impa is meek and quiet, shy and uncertain outside of combat. While she works diligently to live up to the honor of the great Sage she was named after, she is filled with self-doubt. As many among the nobility prey upon her lack of perceived self-worth as do make to flirt with her. She, however, currently only has eyes for Aigalov, a man she on friendly terms with yet silently loves from afar. Indeed, she is among the few Aigalov actually considers a friend.
Name: Aigalov, 1st Assassin-Knight of Hyrule
Race: Human, Sheikah
Appearance: Slightly tall and very thin, this pale man looks weak, fragile and somber, with his long red hair, blind blue-gray eyes, and long black clothes. When in battle, he carries a colossal curved sword across his shoulder.
Skills: Assassination-Aigalov moves faster than human eyes can see and, blind, is already prepared to move in the dark by sound, smell and touch. In the cover of darkness, he is unstoppable by most.
Combat-Even blind, Aigalov is among Hyrule's, if not the worlds, finest warriors in this age, if not ever. Though he does not stray more than a few feet, his skill and freakish strength make the space within his reach a circle of massacre and death.
Magic: Aigalov easily senses the processes by which others invoke magic and copies them, though he rarely remembers them later. He himself is most familiar with Fire, Wind and Shadow magic, though he mainly uses them to disrupt or feint, rather than directly attack with them.
Strength-Aigalov bears a bizzare, unexplained physical strength; enough to readily throw hold and throw a full goron as a regular human would a cat. This, coupled with his massive sword and unarmed strikes, crushes his foes, slashes through even plate armor, and sends those struck flying.
Weaknesses: For his massive strength, Aigalov pays heavy prices. He was born completely blind and cannot safely run at fast speeds. His vital systems are extremely frail and he is prone to disease and is harmed easily. For as difficult to harm as he is-in fact, he has not been struck once in combat in years-if he is harmed, he falls easily.
Equipment: A flowing black silk robe, filled with pockets of holding with unknown tools, and a giant curved swords of unknown properties.
Name: Seth, 2nd Assassin-Knight of Hyrule
Race: Ethnicity, Hyrulian
Appearance: Seth is short, with wild green hair that parts in the middle. He wears leather and cloth bound by leather wraps and belts, mostly in greens, whites and browns, with a pale-cream colored scarf twenty feet in length. Multiple daggers are sheathed around his waist, tightly strapped.
Skills: Assassination-Seth is perhaps better suited to actual assassination than Aigalov, his entire style committed to fighting while running at breakneck speeds.
Combat-Seth wields multiple daggers, as does his living scarf in combat. His speed of hand and foot, combined with the pair of helping 'hands' make him a tornado of spinning blades.
Magic-Seth is skilled at Wind magic, using it to propel him at faster speeds.
Weaknesses-While not a weakness per se, his scarf presents many a problem for him. As amorous as he is, his scarf is outright perverted, impulsive, and a kleptomaniac.
Equipment: Sentient scarf, a leather vest with many pocket dimensions, multiple daggers.
Name: Sheriff Mathias of Hyrule City
Race: Human, Hyrulian
Appearance: Tall and gentlemanly built, this man stands proud and arrogantly above his subordinates. He wears attire between a pikeman and nobleman; fancy shirt and pants with cuiress, helm, vambraces and greaves. He bears a halberd and rapier as he strides on horseback, leading the Guard as Sheriff of Hyrule City.
Skills: For all his ruthlessness and arrogance, Mathias is a well-spoken orator and understands politics well. He is ambitious, though not recklessly so. His skill at arms, directing the Guard and speaking to the public befit his office well.
Equipment: Cuiress armor, Halberd, Rapier, Noble Clothes, horse
Money: He is well payed and comes from a wealthy background.
Bio: Mathias is the Sheriff of Hyrule City, and he takes that job seriously. He is unpopular among the commoners as he is ruthless, arrogant, and more concerned with keeping order and business flowing than fairness or morality.
Name: Talon Lon Lon
Race: Human, Hyrulian
Appearance: Average-sized, Talon humerously bears his large belly in strong canvas overalls. He has a large nose and bushy mustache, with caring, twinkling eyes.
Skills: Eating, sleeping, and handling animals, Talon spends more time sleeping than anything else. Nonetheless, he is even better at handling the animals than Malon when he sets his usually lazy mind to it, and somehow manages his ranch well.
Money: The funds of Lon Lon Ranch.
Bio: Talon is a man average in height and wide in girth. He eats well off of the profits of his family ranch, Lon Lon Ranch, the massive cow and horse ranch in the countryside surrounding Hyrule. He is the widower father of Malon, the red-haired young maiden famous in the city, and is surprisingly accepting of her decisions about boys. His most noticeable trait is how much time he spends sleeping.
Name: Malon Lon Lon
Race: Human, Hyrulian
Appearance: Average-height and large-sized in the 'womanly' areas, this young woman is proud and strong with her crimson hair and mighty demeanor. Her skin is dark for a Hyrulian, the result of working in the sun.
Skills: Malon is excellent with animals and handles the ranch well alongside the multitude of farmhands.
Money: Lon Lon Ranch Funds
Bio: Malon is the strong, industrious heiress of Lon Lon Ranch, the enormous ranch that supplies most of the cattle, horses, and their products to Hyrule city. She is a lovely young woman who, though hardworking, strongly desires to leave her farming life for good with a well-to-do young man in the city. She dates frequently.
She is guarded by Hartir, a young man from a nomadic tribe in the Gerudo Desert. She thinks fondly of him and has thought of making a move on him more than once, yet never has.
Name: Happy Mask Salesman
Race: Human, ethnicity unknown
Appearance: Average-sized, this thin man looks to be of a human race far to the east, though he never comments on his origins. He wears luxurious, snug clothes and carries an enormous backpack when traveling. He is almost always smiling and rarely opens his eyes.
Skills: He is a wonderful conversationalist and a good salesman.
Equipment: Many, many masks and a backpack of unknown properties.
Bio: This little man runs the Happy Mask Salesman company, the main supplier of masks to Hyrule. His masks, popular among many groups for many reasons, have made him quite wealthy.
Race: Human, Hyrulian
Appearance: Tingle is a dwarf of a man, dressed in a green suit. He often hovers above the ground by balloons.
Skills: Tingle is a skilled artist, mapmaker, and linguist, selling maps and acting as a translator to fund his expedition to find fairies.
Equipment: A bag of holding, filled with gods-only-know-what.
Bio: Tingle is a man obsessed with Fairies, and has dedicated his life to searching for them. He is bizarre, and many find him disturbing.
Name: Stranger in White
Age: Seemingly in his early twenties...
Appearance: He stands a little short, dressed in a white tunic with black pants. A long, black glove covers his left arm and hand, a bracelet-lock set next to his hand. His white hair parts in the middle, with long bangs and short hair in the back. His eyes are a pale blue, and hair and skin look as though they befit an ancient man, yet look completely natural on him.
Skills: All around him sense a gentle wisdom, and he almost seems to know what will happen before it does. He has guided numerous individuals, though to what, no one seems to know.
Equipment: Clothing and a bastard sword strapped to his back.
- Hyrule City
- The Lost Woods
- Death Mountain
- Zora's Domain
- Kakariko Village
- Ordon Village
The Twilight Realm
The Great Sea
IC Thread: http://roleplayerguild.com/showthrea...18#post9862718
OoC Thread: http://roleplayerguild.com/showthrea...e-Triforce-OoC
While it is nowhere near complete, I was originally making this as a d&d 3.5e campaign. This Obsidian Portal campaign http://www.obsidianportal.com/campai...white-triforce contains more information than is here, though.
This post is a work in progress.