As questions and answers arise, I will be updating this board. I'm hoping it will benefit everyone. I don't enjoy repeating myself and I'm sure ya'll don't enjoy scouring the OOC for stuff. So voila.
For everybody else, here is some more important information about fairies I want you all to keep in mind.
Firstly, fairies will rarely ever divulge exactly where they originated from, but everyone knows that companion fairies are at least summoned by the Great Deku Tree and assigned to Kokiri children within their first few years of life. The Great Fairy commandeers most pink fairies. Companion fairies do not typically posses the ability to heal, but that isn't a very well known fact amongst most of the other races, who generally seem to associate all fairies with healing. Most pink fairies have made a vow of silence as well-- so they aren't the most talkative bunch.
Referring to whomever manages to catch them in a bottle as their temporary "master", they choose to stay trapped inside even though they have the ability to conjure up a blast of wind strong enough to pop open the cork of any bottle. (Perhaps they all suffer from stockholm's syndrome...) When a pink fairy revives someone, the story I'm going with is that their light goes out and they must quickly find a place to rest before they lose consciousness. This is usually some place away from the person that was revived, as they will need a good deal of time to rest and "recharge". That being said, it is improbable that someone would keep recapturing the same fairy over and over again.
Fairies themselves are also extremely durable to the elements so long as their light is going strong. This conclusion is being made based on the fact that Navi travels with Link into volcanoes and places with freezing cold temperatures. Although she also goes with Link underwater, Fairies will be unable to breath underwater-- they possess the ability form maneuverable air bubbles under water instead.
This sections was a bit more relevant in the last version of this RP. Going forward, I think I'll just go on a case by case basis when it comes to players wanting to create NPCs for themselves that are meant to be very involved. Minor NPCs will always be fine to control (some random unimportant people in a crowd, etc), but when in doubt, always ask. As the GM, I have no problem playing NPCs for you as well.
There are two different kinds of Skull Kids ; one results from Kokiri children and the other from Hylian children.
Hylian Skullkids have blue skin and are more similar to the Skullkids in Twilight Princess.
Kokiri Skullkids have the beak and bark-- more like the Skullkids in Ocarina of Time/Majora's Mask.
The Silencers began as something that can easily be compared to Minutemen from the American Revolution. Citizens that were self trained to fight.
Following Ganondorf's defeat, it took some time for Hyrule kingdom to recover. As such, they didn't have the resources to protect the citizens of Lake Hylia from their Wolfos problem. The people of Lake Hylia lived in constant fear. Every night was a scramble to get inside and lock your doors and windows while the Wolfos had free reign, filling the night with their howls etc. (Thus the name 'Silencers')
Even after the kingdom's recovery, The Silencers remained. There was no need for inexperienced soldiers to protect them when they had already perfected the art of slaying Wolfos. The attacks continue but have largely decreased. Wolfos are clever enemies and seem to know when to tactfully retreat and when to strike (i.e. celebrations, stormy nights) Now The Silencers are something of a respected organization. Young children of Lake Hylia idolize them, but their status is largely unknown/ignored by the rest of Hyrule.
Felicia is roughly 5β9β with olive skin, long wispy grey-green hair, pointed ears, and downturned grey eyes that tend to always look tired. She typically wears her hair in a loose side braid with an old blue and white hat, passed down in her family for generations. Feliciaβs typical garb consists of a dark army green ΒΎ sleeve shirt, dark denim blue pants within brown overalls, light brown boots, a single white earring on her right ear, and a thickly woven twine bracelet. She also wears a necklace with her wedding ring on it, but it's so long that the bottom disappears into her shirt and overalls.
.:: πππππ ππ ππ ::.
"Let me rewind to the times where we never felt ill..."
Felicia has become known as a very reclusive, albeit altruistic, person. Those in town who have tried to get close to her are often met with a thousand and one polite excuses for why she's too busy to keep chatting. One would think she's the busiest single woman with no dates alive, but anyone who frequents the local pub after her shop's closing hours would be able to tell you otherwise.
She isn't irresponsible with her drinking, per se. Every weekday morning she's at her shop, sober and seemingly normal. She's always kind and patient with her customers and employees, but anyone who knew her before her incident can tell she isn't quite right. She's jumpy, anxious, nods off when nobody's looking, and is altogether quite gloomy, despite her attempted fronts.
Talking about fish is the only thing that really seems to bring a spark to her eyes these days. She has a great fascination with it and, given the opportunity, will talk your ear off about everything she's read about the ocean rumored to exist beyond the Haunted Wasteland-- a massive body of water so vast it couldn't possibly ever run out of life.
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Felicia was born in the dingy part of Castle Town to a family with little in the way of prospects. Her father worked as a street cleaner and her mother would occasionally clean people's homes for a small fee. Her parents worked hard enough for her and her younger brother to live a comfortable life-- they put food on their plate and shoes on their feet. Regardless, however, they wanted more for their children and Felicia couldn't have been more on board with that idea.
When she turned 14, her father's uncle, Heno, reached out to her family for help. He was getting on in years and, never having been married, wanted to train someone to manage his fishing supply rental business at Lake Hylia. Of course, Felicia's brother was first pick, but upon finding out how badly his sister wanted to take the position, he stubbornly refused it. He had his eyes set upon other horizons anyway.
Eternally grateful to her brother, Felicia packed only a select few of her belongings and set off to join her uncle in Indigo Town. It was there that she learned her trade and eventually came to take over the business when her great uncle passed away. She soaked up every bit of information he provided her with, even going so far as too use her new-found literacy to read all about fish and their origins with great enthusiasm. Maybe it was because she was so happy to have discovered a path other than sweeping streets or scrubbing floors, but her love for the work couldn't be denied.
Her laid-back, upbeat attitude easily won the hearts of the townsfolk and she became a well-known face like any other in the small town. At 19, Felicia fell in love with a local Silencer named Derek Reid. They were married by the year's end. Derek taught her basic sword techniques-- lessons which were never taken very seriously and often resulted in the sound of giggling rather than the sound of metal on metal. Felicia, in turn, taught Derek how to fish. The pair enjoyed going out early in the morning to watch the sun rise over the glistening lake.
A year and a half later, Felicia became a mother. She named her daughter Lily and the small family of three were as happy as a family of three could be.
One cold autumn night, however, the howls of a pack of Wolfos ripped through the town. They were large in number and took the Silencer's by surprise. Many lost their lives, but in the end they were able to protect the town from an all-out massacre. Normally Felicia would not allow Lily to leave her side during such a night, but a string of unique circumstances whisked the baby girl away. In one fell swoop, Lily and Derek were gone and Felicia has never forgiven herself. Two years ago, the town mourned the death of the Silencers who lost their lives-- her daughter's small casket among them.
Since the tragedy, Felicia has taken to spending her afternoons and weekends at the local pub. That cold autumn night still haunts her and she's found it much easier to cope with on her own. She wonders if the voices she's been hearing in her dreams as of late have anything to do with her before-bed beverages, but with a cart of fish to deliver to the festival, she sees little reason not to go. Since her drastic change in temperament, the business has been suffering and she can't really afford not to.
Sheβs a fisherwoman for a living. Owns the fishing supplies rental shop. She's knows anything and everything about fishing. While she's been fishing for twelve years, however, she could stand to have even more experience under her belt. The kind that only comes with age, like her Uncle Heno had before he died.
Aquatic Biology (PS) (7)
This was never quite as essential as the fishing portion of Uncle Heno's lessons, but Felicia developed an interest in learning more about the fish they caught and what kind of lives they lived. She's read more than a few books about Lake Hylia and the fish that live there. Her knowledge on fish outside of Lake Hylia is quite limited, however.
Cooking (SS) (7)
Sheβs quite good at preparing meals. Felicia can make something tasty out of just about anything-- her specialty being fish.
Swimming (PS) (6)
Sheβs a decently strong swimmer, but prefers to stay in the boat when sheβs fishing and near shore when sheβs relaxing. When she was a bit younger, she used to swim more often for fun.
Long Sword (FS) (4)
Taught by her husband, Derek, Felicia had never taken the lessons very seriously. She can't help but remember a few of the basics and silly sparring matches they'd shared together over the years.
Sneaking (SS) (5)
Those fish can be mighty flighty. As a fairly flighty person herself, she understands this.
First Aid (SS) (8)
Over the years, Felicia had good reason to learn a thing or two about patching up injuries. Whether it was a customer who'd found themselves at the wrong end of a hook, a one year old that had touched the soup pot, or a tired husband with a bloody, mangled arm full of teeth marks-- she patched them up and took the time to prepare for whatever injury might walk through her door next.
Business Dealings (PS) (7)
From reading and writing to basic math, Felicia's uncle schooled her in all the things she'd need to know to take over his business and that didn't just include fishing. In addition to these skills, she knows a thing or two about bartering. Being the kind hearted and anxious person that she is, however, she typically ends up getting walked all over more than she'd like.
Sewing (PS) (6)
Nine months of sewing booties, blankets, and mittens could probably make a seamstress out of anyone.
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Lately Felicia has been doing all she can just to keep her fishing business afloat. She doesnβt seem to have any other goals besides this, though she has voiced her interest in the ocean on more than one occasion.
.:: πΈππ ::. 28 .:: βπππ ::. Subrosian .:: πΎπππππ£ ::. Male .:: πΈπ‘π‘πππ£ππππ ::. As a Subrosian, Graham must keep his entire body concealed from sight to maintain the customary standard of modesty. As far as physical attributes go, he is a bit on the short side and seems to have a a slim frame, with most of his body shape coming from his clothes rather than any underlying feature. The only expressive feature he seems to have are his white dotted eyes, which narrow, widen and even change colors while seemingly floating around the darkness of his hood.
Graham's torso and head shape are mostly made up of a tattered, dark blue hooded cloak draped over a dark cloth tunic and a pair of baggy dark cloth trousers. The cloak is belted at the waist to give a more defined body shape, while his hands and feet are covered by dark leather gauntlets and gloves. What little gaps of skin that might still show are covered in a tightly wound bandages.
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-Battle Theme-
-"I'm Talking About My Super Depressing Past" Theme-
.:: βππ£π€π πππππ₯πͺ ::. Graham is an outwardly upbeat, charming and frankly, quite worldly fellow with a sharp tongue and a bit of a sarcastic streak. He likes to put on an air of streetwiseness even though he is new to Hyrule and has a tendency to misinterpret or outright subvert certain cultural norms due to his Subrosian upbringing. He knows he is viewed as an outsider by everyone and his appearance doesn't help him seem any less suspicious, but he takes the wariness of others in stride and embraces his identity as a strange foreigner. As an outsider he naturally gravitates towards other weird folks and loves to hunt down interesting stories. He enjoys a good shenanigan or two and likes to keep things lighthearted, but he is also a consummate liar and beguiles his cynicism and scheming well with his charismatic nature. He's had a hard time making good friends since fleeing to Hyrule, so he is always delighted when strangers are willing to take the time to get to know him.
.:: πΉππππ€π₯π π£πͺ ::. Graham has lived a hard life that he does not enjoy talking about, mostly due to his complicated upbringing. As the only child born to a poor Subrosian couple in Holodrum, he had very little growing up. His father, like most non-skilled non-noble Subrosians, worked in the ore mines of Subrosia for a modest wage. Graham's mother, on the other hand, held loftier dreams than being stuck in a cramped hut living off a miner's wage all her life. Envious of the verdant and thriving plant life that grew all over the place in the land of Holodrum above, she spearheaded a project to attempt to cultivate the first Subrosian Seed Tree orchard. While Graham's father was skeptical of the plan, he used what little money he earned to support his wife's dream, especially when he saw the joy that the project brought to their son, who seemed thoroughly disenchanted with the idea of spending his whole life mining like his father.
Unfortunately the venture failed in an incredibly costly and embarrassing fashion, probably because growing trees in a subterranean lava world is a terrible idea than never should have been funded in the first place. Now deep in debt, Graham's father seemed to have no way out of this financial bind; he could have spent a lifetime in the mine and never made a dent in what he owed. With no other options available, he turned to thievery in an attempt to make ends meet, with one of his first heists being the storeroom of the mine he was employed at. Despite making off with a sack full of highly valuable ore, he was nearly caught in the process. This close call made him realize he needed a partner in crime, and knowing that his wife would never take part in such a lifestyle, Graham's father decided to take his only son under his wing and teach him the art of thievery.
Graham and his father went on like this for several years, until the young boy thief was nearly sixteen. During a fateful heist at that very same mine, the father-son thief duo were ambushed by the authorities. Knowing that they had clearly walked into a trap, Graham's father let himself be captured in order to allow his son to escape. Following a brief trial, the man was convicted and set to be executed for his crimes. Graham's mother, who was horrified at the news of what her son and spouse had been doing to recoup the debts that she'd incurred, knew that the authorities would come for her son soon. Taking her son with her, she escaped overseas to Hyrule before the authorities could investigate any further. Unable to see his father during his last days, the only thing Graham had to remember his father by was his old boomerang, which he still wields today. He was executed shortly after the two left Subrosia.
Now in Hyrule, Graham does his best to take care of his mother, who continues to hold on to a love of plants and forests that can become rather costly at times. Although his mother makes her home in a small grotto outside the Kokiri Forest, Graham now works as a trail guide and escort for travelers looking to cross Hyrule Field. This is actually just a cover-up for the shady business he's actually engaged in; because most of Graham's clientele are merchants, he is privy to some interesting details that are of considerable concern to third parties (i.e. bandits) who are looking to acquire (i.e. raid and ransack) the precious resources these caravans often transport. Although Graham occasionally steals from the caravans personally, serving as an informant for raiding parties looking to prey on these merchants has proved to be a far safer and more lucrative business venture than doing any of the dirty work personally.
.:: ππππππ€/ππππππ₯π€ ::. Thievery - As Graham's main source of income for several years was serving as his father's partner in crime, Graham is a capable thief in his own right. An experienced pickpocket and lockpicker, he is also capable of concealing himself effectively and moving with stealth and guile. 6.85/10 (SS)
Athlete and Acrobat - Graham moves quickly and gracefully over most obstacles, helped in part by his lithe build and small frame as well as years of experience. 8.08/10 (SS)
Thrown Weapons - Graham is incredibly skilled with the use of his boomerang and has a natural talent for most throwing weapons. His ability to throw accurately while running is largely unhindered and his ability to track moving targets from a distance is impressive to say the least. He is even familiar enough with how the boomerang collides with surfaces to pull off complex ricochet throws provided he has enough time to prepare them. 7.66/10 (FS)
Botany - Taking after his mother, Graham is knowledgeable about plants, both mundane and magical. 6.34/10 (PS)
Bandit's Alchemy - Graham knows a limited amount about alchemical synthesis, such that he is capable of crafting basic poisons and their antidotes, acids, alchemist's fire, and smoke bombs. He doesn't know very many recipes off the top of his head, but he can make sense of alchemical instructions well enough. 4.59/10 (PS)
Heat Resistance - Having spent much of his life in a subterranean lava world, Graham is used to intense heat and often feels more comfortable in extremely hot places as a result. He can consume things that are much too hot for the average Hylian, such as his favorite Subrosian delicacy, Lava Soup. He can even chew on Ember Seeds and spew bursts of flame like a hella scary dragon or some shit. 6.28/10 (PS)
Nomad - As a self-employed trail guide, Graham fancies himself a seasoned traveler and navigator. Although it is not his homeland, Graham has traveled throughout Hyrule extensively over the last few years and is very comfortable with life on the road. 5.50/10 (PS)
Mercantile - Because he is self-employed and a marginalized foreigner, Graham is always trying to chase down extra cash and stay financially savvy. He is much less of a shrewd negotiator in practice, though, much to the amusement of others. 3.3/10 (PS)
.:: πΎπ πππ€ ::. In the short term, Graham is simply looking for new sources of income to support his mother, whose old age and costly obsession with botany constantly threaten to put the family back into very deep debt. He doesn't really care how he comes by this money, but recent misgivings with the bandits he's partnered up with have convinced him to pursue other opportunities.
Deep down, Graham sorely wishes to return to Subrosia, but as his family is both mired in considerable debt and publicly denounced as criminals, it is unlikely that he will ever be able to do so in his lifetime. Perhaps if he were to become a renowned and legendary hero of some kind, he might finally be able to return home with his head held high...
.:: πππ§πππ₯π π£πͺ ::. Antique Subrosian Boomerang - A Subrosian boomerang crafted by the great Subrosian smiths of Link's age, this blue-metal boomerang is fortified with the coveted Subrosian treasure, Hard Ore, in order to make it light enough to throw with considerable force and speed but heavy enough to deal damage to enemies. The embedded red jewel holds an enchantment that causes the boomerang to always return to Graham's hand once thrown. While Graham cannot control the path of the boomerang's flight after it is thrown, he can recall the boomerang to his hand at a reduced speed before it reaches the end of its flight arc should he miss his target. The boomerang is holstered on Graham's belt at his right hip for a fast draw. The blunt edge of the boomerang is thick enough to be used as a makeshift club at close range, but this is primarily useful in a pinch. Provided Graham maintains focus, he should never lose control of the enchantment, but if he's sufficiently distracted after throwing it, it can whirl out of control or he can fail to catch and get hit by it instead.
Subrosian Seed Satchel - A leather pouch attached to Graham's belt, resting on his back right hip. Although it contains four separate pockets meant to hold different types of seeds, only two are currently in use.
Ember Seeds x30 - Small, orange-red seeds with a delicate outer hull. When thrown with enough force, the seeds break open with a burst of flame upon impact, igniting surrounding enemies and leaving a lingering flame that only persists beyond a few seconds if some extra fuel source is nearby.
Deku Nuts x15 - Small spherical nuts with a tough outer shell. If thrown against the ground or another solid surface, they release a bright flash that startles and stuns nearby enemies, especially those who do not see it coming and fail to shield their eyes in time.
Iron Dagger - A small dagger, strapped to the small of his back in its own sheathe, concealed by the folds of Graham's cloak. Used primarily as a fallback weapon in a pinch, but also as a cutting tool when necessary.
Graham prefers to pack relatively light. Many of his items are clipped to his belt, but a few of his possessions are kept in a small cloth knapsack he wears on his back, attached by one long leather strap and containing only one main pocket. Clipped to Belt:
.:: πΈππ ::. 124, died as a Hylian at 43 .:: βπππ ::. Poe .:: πΎπππππ£ ::. Male .:: πΈπ‘π‘πππ£ππππ ::.
Artist unknown
Lev is much like any other Poe with coal black βskinβ and a ghostly visage where the only defined features are a pair of oversized and glowing pointed ovoid pale blue eyes and a pair of humanoid arms jutting from beneath a tattered and extremely worn and hooded off-white cloak and red scarf. His overall height is around 4β10β (125cm), and while one cannot make out any features of the Poe beneath his cloak, it is fair to assume its form is fairly lithe, given the absence of legs or well-defined torso.
Rounding out Levβs appearance is the typical lantern all Poes carry with them; seemingly crafted of iron, the lantern is robust enough to be swung around and strike objects. It is octahedron in shape, with a parasol-like cover on top and a flat-topped pyramid base that is thick and sturdy, made up of several bars in sequence. The flame contained within is seemingly unaffected by wind or the weather, and requires no known fuel-source; some say it is the soul of a Poe itself, but that is only speculation as any Poe willing to be cordial is very evasive of the answer.
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Thanks to DearTrickster for helping finding the first two songs!
General Theme
Aiming to Misbehave
It would be heartfelt if I had one
.:: βππ£π€π πππππ₯πͺ ::. An affable and curious sort, Lev came into existence with naught by questions and an unsatisfactory amount of answers. Instead of allowing himself to be consumed by the hatred and anger that tends to come with the territory of realizing youβre undead and having lost everything you held dear while mortals stomp around your grave site in happy ignorance, Lev instead opted to treat the whole ordeal as a fresh experience and decided that time was better spent figuring out the world rather than moping about what ifs.
The Poe is a rather unhurried individual, as mortal concerns such as eating and sleeping are literally worries for another life. Sometimes he likes to follow individuals, unseen to the mortal eye, other times heβll spend weeks at a time doing whatever strikes his fancy. Whatever the case may be, Lev is very much so an individual that isnβt tied to any one place or thing and is a creature prone to abandoning pursuits on a whim, figuring he can pick them up again sometime later.
One of Levβs great aspirations is to quite literally ghostwrite a novel based on heroic deeds of some hapless mortal he is certain exists out there, and he wishes to leave a legacy through this tale that will, with luck, fill a niche for an audience thatβs rather tired of this whole reincarnating green tunic hero business that takes up half of every library across Hyrule.
While Lev can quite handily hide himself from visible sight, save for his lantern, he has a rather disdainful relationship with dogs, as they are able to sense him and seem to always, without fail, bark endlessly until he departs. Sometimes he deliberately uses this to torment the living, generally his usually cheerful mood darkens somewhat when heβs near dogs; the mangy beasts tend to foil his plans, and probably for the best as Lev is quite fond of messing around with mortals and sometimes revealing himself to scare them. It isnβt an act born of malice, but rather simple amusement. When one canβt enjoy the taste of food or the effects of alcohol, one must find alternate forms of entertainment.
While most mortal fears donβt really apply to Poe, he is quite afraid of ceasing to exist and some person or thing rumoured to exist by Poes everywhere called the Collector, who claims Poe souls for their collection for reasons no one seems to know. While many dismiss the idea of this Collector as superstitious folklore or myth, itβs made Lev very hesitant to confront anyone that looks capable of destroying his physical form.
Lev doesnβt really have friends for obvious reasons, and he hasnβt had much of a reason to speak with more than a handful of mortals at length. While curiosity and a lingering sense of isolation are dominating factors of his life, he has not come across a mortal that he has anything in common with, such as the presence of legs or the ability enjoy a steak.
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Well over a century ago, a lantern appeared in Hyrule Field on the side of the road. Discovered by a traveling merchant, the lantern was dusted off, having been half buried in the dirt and sod. To the merchantβs surprise, the lantern ignited and into the world emerged a new Poe, one who would eventually call himself Lev. After mutually terrifying one another and sending the merchantβs wagon screaming into the night, the Poe found itself in a world without explanation. Angry and confused, the Poe found a few things that fell off of the merchantβs wagon, including an atlas and a very simple story book about the fabled Hero of Time. Intrigued by this discovery and the realization that the words made sense to the Poe, he realized people had names. Despite his obvious differences from the living, the Poe decided rather quickly that he qualified as a person and so set out to find one.
Over the next several years, the Poe, calling himself Lev after trying and failing to find something meaningful and so decided to shorten the word Levitate, wandered Hyrule aimlessly, largely avoiding people as he had discovered on a handful of occasions that firstly, people were not fond of ghosts, and second, he was quite able to feel pain when things were thrown at him, something he found rather disagreeable about the whole undead thing. While he never aged, felt hunger, cold, or illness, a sense of touch remained, and his physical form could in fact be damaged. It was becoming rather clear of why the majority of other Poes he came across were rather resentful towards the Hylian people and other living races, as they both represented what they could never have and the fear of Poes kept them utterly isolated from the living.
As Lev wandered, he discovered more about the world he resided, including the general history of Hyrule, its people, and the reoccurring fable of the reincarnating hero, Princess Zelda, and the evil King Ganon, and their relationship to the Triforce. Buried away in libraries and even from the lips of story tellers, it was a common tale that caught peopleβs imaginations, and one Lev took interest in, partially because it was something of an escapist fantasy to reincarnate and live again. At first the stories were fun and exciting, but in the end, they felt predictable. Good triumphs over evil, tunic boy defeats a demon king, the kingdom is saved, rinse and repeat. It was said they were all true, and had been a part of Hyruleβs history since the very beginning, and even the artistic motifs of the temples seemed to reflect this, but it felt like little more than a widely accepted fable. As Lev went through more and more books, looking for other tales, they all inevitably returned to the blood of the Goddess, the reincarnating Hero, the Triforce, and of course the demon king. Surely this world had more to offer?
And so, Lev journeyed to Gerudo Valley for a time to see if he could find anything about King Ganon from the source, but the Gerudo are hardly forthcoming people, and after appearing to a young woman he had pegged as some form of mystic, Lev had found himself thoroughly beaten and his lantern discarded in the sandy wastes of the desert, where he wandered for over a decade before rediscovering his path back to Hyrule Field. However, his time was not entirely wasted; he did discover that the Gerudo did indeed only have one male born every 100 years who was destined to become their king, although details became less clear on if and when Ganon came from that. His subsequent attempts to make contact with other Gerudo on the matter ended with similar hostilities.
Levβs return to Hyrule proper prompted him to seek out other Poes and to see what their thoughts on the world were, and depressingly, most seemed to be rather fixated on discovering their mortal lives and lamenting their loss. Others simply became beings of evil and undisguised malice, intent on inflicting harm where possible. Whereas Lev had expected some form of commonwealth with his fellow Poes, he instead found in his kind a largely aimless lot that cared little for history, culture, or even storytelling, and what Poes he found that werenβt beings of malice and despair often didnβt have anything more to add other than amusing anecdotes of their travels and the acts of mortals. The only constant amongst the Poe people was a collective fear of the Collector, a being that entrapped Poe souls that were never seen or heard of again. Of course, a few had even claimed to have witnessed this Collector firsthand, but descriptions wildly varied, and many dismissed the Collector as a story meant to scare ghosts, since immortality was rather devoid of much that could frighten something thatβs already dead.
Deciding that there was more to unlife than aimless wandering and occasionally reading some old forgotten tome to learn of a new fable, Lev decided he would try his hand at writing his own, based on real people that would appeal to the common, aka utterly unremarkable, people of Hyrule as heroes they could relate to. No one was going to grow up to be the spirit of the Hero or Princess Zelda, so Lev decided his purpose in the world was to write the best story the world had ever seen... or at least one that would offer some form of reprieve from the biggest fable in Hyrule's history.
Heβd even be around long enough to see the subsequent Temples and statues stemming from his tale be built, and an unremarkable spirit would forever leave his mark on the world. That is, until something better came along. And so, Lev set off, intent on finding the hero of his storyβ¦
Invisibility (7)(MS) Being a ghost, Lev is capable of vanishing from plain sight; that is, all but his lantern, which remains forever tangible to naked eyes. This has forced him to become rather creative in moving around undetected, including hitching his lantern to moving objects to hide suspicion
Levitation (10)(PS) Lev, for obvious reasons, never touches the ground, and can change altitude at will.
Phasing through Objects (6)(PS) Lev can phase through solid objects at will, although it requires a fair deal of concentration, meaning the chances of him using it to avoid harm are fairly low if he doesnβt have ample time to prepare. Additionally, while phasing, Lev loses all sense of physical sensation, and relies on his sight to figure out where he is. For this reason, Lev will never attempt to pass through anything like a mountain.
Pyrokinesis (7)(MS) Levβs primary form of attack is emitting balls of unnatural blue flame that can be thrown like bombs or released like semi-tracking orbs that can be thwarted by putting something between the target and the orbs. Likewise, his lantern can emit a burst of short-ranged fire that behaves like natural flames.
Unlimited Stamina (10)(FS) Thereβs a few perks to not having a mortal body, and as a Poe, Lev never feels exhausted or the need to rest. Unlike his flames, which require time to recharge, Lev can float around indefinitely and otherwise keep moving without any sort of fatigue.
Literacy (7)(PS) Able to read and write standard Hylian as well as a respectable amount of the Gerudo language, Lev wonβt be thwarted by incomprehensible signs, sign off on shady wavers, or be confounded by store prices.
Intimidation (5)(FS) People either have one or two reactions to confronting a Poe; terror or the need to start trying to beat on it like a haunted piΓ±ata. Levβs challenge is determining who does what before revealing himself to unsuspecting individuals.
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Lev is fixated on becoming an author and finding someone, or a group, that he can observe on some form of grand adventure he can write about. Since he was formed, Lev has had an interest in stories and books in general and has decided thatβs the best way to leave a lasting legacy. After he finds this story, he intends to find some way to publish it, under a pseudonym, and forward the proceeds to graveyards across Hyrule.
A lesser concern, and one heβs vowed never to try to dig into as heβs seen how it drives some Poes mad, is figuring out exactly who he was when he was a mortal. Of course, he sees himself as an independent entity from whoever came before, but thereβs always that curiosity he tries rather hard to ignore.
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An old leather-bound journal with blank pages for writing, along with a quill and inkwell. He stores these somewhere in his cloak.
His lantern, which is a permanent fixture of being a Poe
.:: πΈππ ::. 176 - Lost at 11 .:: βπππ ::. Skullkid .:: πΎπππππ£ ::. Female
Text Colour: Salmon
.:: πΈπ‘π‘πππ£ππππ ::.
Jillian, much like her fellow Skullkids has eerily blue skin. Large red-yellow eyes and long pointed ears. Her long tunic is a sandy beige adorned with green leaves seemingly growing directly from her back. Along her legs is green moss, growing directly from her skin as well. On her feet are warm, well worn and padded cloth boots. Short messily chopped dark blue hair pokes out from under her wide brimmed hat. While she often wears a mask to scare the Kokiri for kicks, when she is on her own she goes without the mask.
Stands at a height of 5β0β feet, roughly around the same height she was when she was Hylian. Terrible posture however has her dip to 4β10β.
On her person she keeps a hand carved ocarina, meant to emulate the Fairy Ocarina. Tried and failed several times to steal her own from the fairies.
While her trusty iron lantern helps to guide Kokiri and Hylian children deeper into the forest. Compelled by a drive to never be alone, knowing more was always merrier.
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βI only want someone to play with.β
βYou wanna fight?β
βHe only comes βround on my birthday, how curious.β
Prankster βLook at the dummy! Fell straight into my pit fall! hehehehehe!β
Competitive βBest five outta seven! Iβll beat your time twice over!β
Unapologetic ββS not my fault youβre a dimwit that didnβt clarify what sorta trinket you were lookinβ for. Sheesh.β
Highly Inquisitive βHowβd you die? Did you steal that spear? How is possible you wear all that armour? Why do you smell so funny?β
Jillian is a mixed bag for a trickster. Not one to pass up the opportunity to really get someone good with a well built prank. Loves to tease the Kokiri, they are typically difficult to trick, as they are more privy than most to the nature of Skullkids. Jillian usually settles for scaring them with her scary mask. A giggler to an almost annoying degree.
Jillian often challenged fellow Skullkids to just about any sort of competition. Ocarina playing, puppet stringing races, who can jump higher, climb the highest tree, etc. You name it and Jillian steps up to the challenge every time.
Her pranking and otherwise free spirited nature helps her wiggle out of most trouble, she often never apologizes for her actions as she doesnβt see much point to insincere apologies, especially regarding her nature.
Despite her chaotic nature and pull toward being a troublemaker, she is very curious, unaware it is a trait she retained from her past life as a Hylian child. Much like a child, she has no tact in her line of questions, ranging from innocent hows to incredibly rude whys.
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Jillian was born and raised in Ordon Village, an only child. One fateful morning, Jillian and her family decided to take one of the many regular trips into the forest to see the Deku Tree. Her parents would gather loose materials for crafting figurines, tools and other such amenities to sell in local general store. They were quite skilled at woodwork, both coming from long family lines of craftsmanship.
Jillian would enter the Kokiri Forest, give thanks to the Deku Tree and the spirits of the forest on behalf of her family. Thanking them with fresh bread or fresh Lon Lon Ranch cream. Their family wholly believed they must always pay back for the livelihood the forest provided them.
With the frequent trips Jillian was aptly warned by her parents to ignore the troublemakers of the forest, who were frustratingly vague when she asked for answers. Unfortunately, her curiosity willed her to follow the giggles and flute playing into the Lost Woods. She assumed she could finally meet a shy Kokiri spirit, the bright lantern light was mesmerizing as it was inviting. What felt like an eternity of time passing Jillian was lost to the maze of the forest looking for the source of the music. The sun dipped and plunged the Lost Woods into darkness along with Jillianβs chances of returning home.
She was never seen again.
Unknown amounts of time passed, her memories fogged and she woke up in the Lost Woods⦠different. Her new body, new life, and no clear memories to tell her she was any different in the first place.
Her mother and father however, were distraught by her disappearance. Their only daughter being taken by the forest, her father assumed their tributes were never enough to satisfy the forest. Determined to find her, he struck out on his own without a goodbye. He spent days wandering the Lost Woods, fighting only with an old family sword that belonged to his grandfather. Through monsters and genuinely terrifying obstacles, he fought for his survival as the days turned. Eventually after many long nights, the forest overwhelmed him. Much like his daughter, he became lost, transforming into a Stalfos.
Retaining only a little memory, the Stalfos would unknowingly seek out his daughter on her birthday every year. Never knowing why the date really meant so much to him, the Stalfos regardless somehow always managed to find the same Skullkid.
Given a new life and deep connection to the Lost Woods, she spent years exploring them and learned every inch of it. She learned how to expertly climb trees, as well as trying and failing many times before succeeding in emulating what her fellow Skullkids could do to build wooden puppets. It wasnβt until an unwitting mage entered the Lost Woods hoping to study the nature of the woods, cleverly thinking to leave a trail of string. A terrible opportunist, Jillian messed with the string looping their trail in circles. When the forest took the mage, Jillian scoured through their things looking for something to hold her interest. She found a spellbook.
Having a low literacy level, it did take time for Jillian to understand the spellbook but it contained summoning spells. Now over a hundred years later, the spellbook is her most prized possession having memorized every page and every word.
Her long life was spent primarily within the Lost Woods. Luring children into the forest, spending time with other Skullkids, pranking the Deku Tree and Kokiri. She absolutely hated spending time by herself, often sought out company in one form or another.
For some reason unknown to her, deep in the marrow of her bones she felt an urgent need for companionship. Like a hole that needed to be filled, foggy memories reminding her she once had a family. The strange Stalfos that visited every year, stranger still, made that hole in her heart very sore.
On occasion she did venture out to visit places like Castle Town and other small villages in Hyrule, being gone for months at a time while travelling, letting the wind take her where she pleased. When wildfire rumours of Ganondorf's return spread through Hyrule Jillian was abroad, at first she was not particularly phased by the news. The residents of the forest would be the first to know if a rumour like that held any water. Upon her return to the Lost Woods, seeds of doubt had been sown. Creatures were restless at first but then grew vicious as the rumours continued without relent. Regardless, Jillian still frequently summoned the creatures and her puppets to keep her company, exerting some level of control over their actions, while she had some difficulty controlling creatures not native to the Lost Woods.
Her birthday came and passed for the year but the Stalfos was nowhere to be found. Such a regular presence to suddenly disappear, it unsettled her greatly. She wondered briefly if these were signs, but quickly moved onto more fun thoughts like planning a new prank. Trying to ignore the worry seed growing in her stomach.
The worry seed while easy to ignore during the day overcame the small Skullkid with anxiety during the night. For reasons she could never explain a calm, positive voice broke through the worry. It willed her to Kakariko Village to enjoy the Hero of Time festival. She considered it at length, perhaps her worries of Ganondorf's return would be settled when she went to the festival. Joining the festivities would be the only way to find out.
Consistent practice of the summoning spells found in her stolen spellbook. Jillian is able to summon creatures and puppets to come to her aid. While she does like to summon creatures found exclusively in the Lost Woods, she is able to summon just about any she wants to.
(FS) Evasion (7)
Skullkids are rather dexterous creatures, light on their feet and quick to move. Jillian is no exception. Having little strength to her small body, she relies solely on evasion during a fight allowing her summoned monsters or puppets to land the appropriate hits.
(PS) Lost Item Finder (9)
Years spent helping strangers find their lost items in exchange for often eccentric payment. She treats it as a game, uncannily good instincts to where to look for lost things. While she is tricky to deal with, being clear in what you are looking for will guarantee its return.
(SS) Climber (7)
Great at climbing trees, scaling rock faces, can climb just about anything when she puts her mind to it.
(PS) Decent Ocarina Player (4)
Time on her side she has had plenty of practice playing her own handcrafted ocarina. Though to some sensitive ears, her ocarina crafting skills need some work.
(PS) Semi Literate (3)
Able to read and understand her spellbook has boosted her literacy levels considerably but she is hardly a scholar.
(SS) Forager (7)
Not much is needed to sustain a Skullkid, though she is strictly vegetarian. Forages her own food like berries and roots. Able to recognize poisonous from edible.
(PS) Crafty (6)
Jillian is quite skilled with her hands, able to build small tools and other such things from raw materials. Nothing to sniff at in comparison to her parents but retaining some natural inclination to craft, carve and whittle woodwork.
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Her current focus is set on reassuring herself there is nothing to be worried about in regards to Ganon's return. Songs, stories and poems about the Hero of Time were just that.
Her other main motivators are driven by a fear of loneliness. Truly the loneliness was prevalent in every point in her life. Sure she had great fun with her fellow Skullkids but they were as flighty and unpredictable as she was. Never around for long before abandoning her for more interesting activities. Ultimately she is driven now more than ever to find out the connection she has with the Stalfos, his disappearance could only mean trouble was on the horizon. As a self proclaimed troublemaker, she was bound to follow it.
.:: πππ§πππ₯π π£πͺ ::.
On her Person -> Handcrafted Ocarina -> Iron Lantern -> Leather bound spellbook tied in leather straps slung over her shoulder.
In a small Knapsack -> A glass bottle full of Forest Water for emergencies -> Handcrafted flask of water -> Small Skull Mask
.::πΈπ‘π‘πππ£ππππ::. At 6β2β, Zephyrus stands tall and narrow - willowy and built for speed. His physique has some faint definitions of muscle, but thereβs nothing to suggest heβs particularly strong. On the contrary, his frame was designed for swift elegance. His skin is fair, with a ridge of darker freckles across the bridge of his nose. His eyes are a cool, calm carnelian, and his nose is slightly turned-up, but otherwise undistinctive. His face is narrow, and curtained at either side by a mess of platinum-blonde curls, broken up only by the protruding tips of his pointed ears. Oh the back of either hand, he boasts a red-inked tattoo of The Eye of Truth. Around his neck, Zephyrus wears a scarf made up of a tattered white material which reads roughly, in Sheikah, βPacing within in the shadow of The Goddess.β
Zephyrus wears a suit of boiled leather armour, comprised of a tight leather cuirass, layered pauldrons and padded sleeves ending in bracers. All of said armour is navy blue, save for the pauldrons which are black. Beneath that he wears a thin shirt of a similar fabric. For legwear, he wears a pair of non-restrictive harem pants, similarly blue, tucked into a pair of black leather boots. All of this is worn against the background of a dark black cloak, in which he will often wrap himself to try and reduce the amount of prying Hylian eyes.
On his back, Zephyrus carries a long polearm with a curved red blade at one end β his familyβs guandao. Around the neck of the weapon, just short of the blade, is a red rag of fabric which will always flutter in the direction of the wind.
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.::βππ£π€π πππππ₯πͺ::. Zephyrus, at least on a surface level, is what most would expect of a rigorously trained Sheikah warrior. Reserved, stoic and instilled with a rigid respect befitting a servant of the royal family. His loyalty is unwavering, his sense of justice intrinsic to his being. But beyond what is expected of him, Zephyrus is kindly, and on some level empathetic. Although his demeanour is cold, and his social skills stunted, he tries his best to do well by strangers of all walks of life. He even spares his foes, when possible: he walks the line of non-lethal as closely as his duties will allow, and is known to give long-winded speeches on the values of mercy and courage. This softer side of him is often at odds with his brother, a meddlesome pick-pocket magician. In recent years Zephyrus has sworn to be his keeper and saviour, mostly against his brotherβs will.
.::πΉππππ€π₯π π£πͺ::. Zephyrus was born in a Sheikah village without a name, some many miles from mainland Hyrule. His father was a proud, arrogant village sentinel who begrudged his lot in life, to serve as an indentured servant to a royal family who had earned nothing. His mother was a trainer, a woman who forged insolent Sheikah children into dutiful Sheikah warriors. Zephyrus was a happy, healthy baby boy. For a spell. When he was five, however, his father fled the village, and his duty, to pursue an extramarital affair with a Hylian woman he had met on a tour of Castle Town, leaving Zephyrus and his mother in a broken home. In order to distract herself from her loss, and perhaps in order to still control at least one aspect of his father, Zephyrusβ mother became an overbearing matriarch, who trained him rigorously and without end from the instant he was applicable. Her love was not withdrawn, but it had to be earned. In order to cope with the pressure of her expectations, Zephyrus withdrew into himself, creating a hard carapace of apathy about himself. Losing himself in thought, adjusting to her increasingly unrealistic goals. His mother died shortly before his 19th birthday. A stress-induced heart attack during a training exercise. Sheβd been part way through berating his handling of a weapon when it suddenly struck her dead. βPhysical exhaustionβ, he was told. βHers was a tough line of work.β In her will she bequeathed him only two things. Her weapon, a guandao that had, in turn, been passed down to her. And a scarf his father had given her, when they were both still young. Old now, tattered. With no other family to turn to, Zephyrus enlisted to join other members of his village in their tour on guard duty in Kakariko. He was dispatched shortly after. For a year, Zephyrus simply went through the motions. Eyes forwards, the world surging past his ears like rushing water. But as that year drew to its close, he learned to appreciate his newfound freedom, and independence. That was when Archer arrived, and made everything complicated again. A common conman working the streets of Castle Town, Zephyrus caught Archer pickpocketing another βstreet artistβ, and moved in to apprehend him. It was then that he learned that Archer was his brother, another child abandoned by a selfish, arrogant man. In the scramble, the two had locked eyes just long enough for Archer to recognise his.
Zephyrus resented the reality, at first: he knew it to be true, but nonetheless despised the fact his father would play the same game over. Over time, however, he came to accept that Archer was his brother. And a petty crook. Zephyrus has since made it his lifeβs mission to set his brother βstraightβ, against Archerβs quite vocal protestation. Archer has since helped Zephyrus emerge a little bit from the shell his mother made for him, although a jovial Zephyrus who laughs warmly and smiles brightly still seems a distant fantasy.
.::ππππππ€/ππππππ₯π€::. (1) Jeet Kun Do (FS) (PS) Zephyrus is an experienced martial artist who, after training rigorously under his authoritarian mother, has internalised the idea that one should βflow like waterβ, in life and in combat. Despite his home life, Zephyrus thrived in his training by virtue of constantly adapting to his motherβs increasingly unreasonable demands. In recent years, this has become more applicable to more reasonable challenges. Because of this, he follows no pre-set school of combat, his style is purely adaptive and changes from battle to battle, only consistent in the sense that he moves quickly and flexibly throughout, one moment calm like the stream, and the next crashing down like a wave. 8/10
(2) Wind Magic (MS) Not unlike his father before him (although youβd be brave to draw the comparison), Zephyrus has a kernel of magical talent in him, especially when it comes to manipulating the air. This is a skill he practiced extensively in conjunction with his combat training, as it added more potential for non-fatal strikes and adaptability in combat. Wind Magic was his fatherβs most prolific skill, and he was known for being able to summon tempest-grade winds: but Zephyrus isnβt quite so proficient yet. Still, he is skilled enough to whip up a nasty blast of air, blowing himself (or rivals) away, or else channelling it through his guandao. 6/10
(3) Sneaky Acrobatics (PS) (SS) What is a Sheikah who canβt get around, without sight nor sound? Zephyrus isnβt unique in this respect, as any Sheikah worth their orderβs name can stealthily flip and kick their way into and out of most situations. They are everywhere and they are silent β they are shadow people. 7/10
(4) Guandao Training (FS) Of course, Zephyrusβ Jeet Kun Do philosophy doesnβt mean he goes rambling around unarmed. Heβs found that using a polearm is ideal for his particular brand of combat, because- unlike swords and bows- the art of using a staff is all about balance, and allows for the martial artist and the weapon to move and strike as one. The only problem is, Zephyrusβ formal training was with staves and staffs: the guandao is much heavier than anticipated, and heβs only been using it for a handful of years. He is more likely to employ it defensively, or as a means of whipping up wind-storms than he is to use it as a full-on weapon. 5/10
(5) Shadow Magic (MS) Fog. What sort of βShadow Folkβ would Zephyrus be, had he no control over the shadows? Of course, his intense focus on his control of the wind has left his shadow magic rather lacking: he knows only how to use the two magics in tandem to form a thick, blinding fog. Alone, his shadow magic is able to temporarily cloak himself in shadow, but otherwise has no combat use. Which is fine by him β he has no interest in using it for lethal means, anyway. 4/10
(6) Swimming (PS) Zephyrus was taught to swim at a young age by his mother, not for any particular purpose other than the fact itβd be awfully embarrassing if a highly trained Sheikah warrior drowned in a creek somewhere. Still, he isnβt a strong swimmer. He hadnβt had much exposure to running water since leaving the village, either. 4/10
(7) Swordplay (FS) Given his training, Zephyrus has at least some rudimentary skill in swordplay, although one could hardly call him a swashbuckler. He knows enough to block, thrust and perhaps riposte: but given his aversion to killing when itβs avoidable, and his preference for polearms, heβd never choose a sword if given the chance. 3/10
.::πΎπ πππ€::. Zephyrus hopes to do his best in his role, and to protect the denizens of Kakariko and Castle Town against the forces that might work against them. But, just slightly more-so than that, he hopes to turn his brother to the path of willing lawfulness and selflessness, and dispel their familyβs bad history by embracing brotherhood.
.::πππ§πππ₯π π£πͺ::. - A Guandao, tipped with a crimson-steel blade. The point at which the blade meets the pole is embellished by a small, red strip of fabric which flows in the direction of the wind. - A suit of boiled leather armour, blue. - A shoulder bag. - Deku Nuts. - β¦ an irritating brother.
.::ππππππ₯::. - 50 Rupees. - One βIOU one good deedβ, signed by one Archer Anders.
.::πΈπ‘π‘πππ£ππππ::. Although not quite dwarfed by his brother, Archer stands at 5β11, just a few inches short of Zephyrusβ imposing height. However, he surpasses his brother in having a healthier, broader build, with wider shoulders better befitting a warriorβ¦ which Archer most certainly is not. His skin is a few shades darker than Zephyrusβ, a light olive that looks altogether healthier. His facial features are a little harder, too: a strong chin and angular cheeks, framed by a head of thick, dark hair. Chestnut brown and hanging just short of his face in the front, but tied up into a tight ponytail at the back. Not unlike his fatherβs race, his defining features are his eyes: strange and mahogany coloured, the only indicator of a union between a Sheikah and the Hylian peasant girl who fell for him.
When it comes to clothing, thereβs very little that distinguishes him from the next Hylian. A white shirt and a pair of dark blue cloth pants. The exception to this is his jacket, a strange twist on a leather jerkin that includes a pair of sleeves. The fastening belts on the front are usually left undone, as Archer hopes to give off a more casual air.
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.::βππ£π€π πππππ₯πͺ::. Quick to anger, slow to learn from it, Archer is a survivor. He prides himself on his charisma and deceptiveness, although whether these qualities actually exist is often contested. Archer is, altogether, a fun-loving guy who thrives on the life of crime he was thrust into. He doesnβt resent his father; he doesnβt hate how is life turned out, and heβs perfectly happy making his living on the streets. This, compounded with the fact heβs incredibly hard-headed and often too fiery for his own good, is much to his brotherβs chagrin. He only believes in two laws: survival of the quickest, and honour amongst thieves. And he obeys the latter begrudgingly.
.::πΉππππ€π₯π π£πͺ::. Daddy issues and sad orphan stories are the worst, arenβt they?
Archer never knew his father, so maybe that was a good start. He was the product of an extramarital affair, between a peasant on the borders of poverty and starvation, and her Sheikah lover, a sentinel from a nameless village who had used her with the supposed intention to eventually make her his wife. Perhaps thatβs why he was so good at lying β it was his fatherβs legacy. He took off when Archer was three, and Archer remembered nothing about him but his eyes, disarming and soft, despite his brotherβs later insistence that he was cruel and arrogant. His mother, poverty stricken and now with a child to feed, tried her hardest to provide for him: but she starved to death a couple of years later, the victim of life among a feudal peasantry. Her dying words had been brief and unhelpful, but the only thing Archer ever remembered her saying to him: βYou haveβ¦ a brotherβ¦β
Archer was put into an orphanage, which was a learning experience in itself. They say that petty crooks come out of prison as better criminals: the same, it turns out, is true of orphanages. Over the next five years, Archer learned how to lie to his carers, steal food from the kitchen and swindle his roommates out of whatever little they had. When he was ten, he mounted an escape. Not because life there had been bad, but because he thought he might find his father- or his brother- and a better life along with them.
He was wrong, and wound up on the streets. That is, until he was taken in by a kindly magician, who in all actuality was a conman. The two made a pact β he would teach Archer how to survive off of other peopleβs rupees, if in turn he pickpocketed the onlookers of his fire-centric magic show. The two became good friends, and for three years their hustle went uninterrupted. But eventually, the magician decided to move on to greener pastures, and left Archer to take over his territory, which he did.
Over those three years, he had taught Archer the tricks of the trade: how to pull off a hustle, keep other βperformersβ off of your turf, and even how to hurl a fireball. For another half decade, Archer swindled his way through Castle Townβs denizens and visitors, making regular trips to the holding cells for petty theft and coming back bigger and better than ever each time. It seemed this was the life he was destined to live: until he got into a tussle with a Sheikah warrior, who had spotted him cutting the purse of a phoney psychic who had been cutting in on his territory. Theyβd locked eyes just before theyβd launched into the fray, and after the chaos died down, Archer explained to him what little he knew.
He and this Sheikah were brothers.
He almost regrets doing it, now. Zephyrus has since been linked on him like a hawk on a thrush, constantly pecking his head and forcing him toward a path of justice. There isnβt as much money to be made in being a βstraight-laceβ magician, but Zephyrus had sworn he would set Archer βstraightβ. Pffft, yeah right.
.::ππππππ€/ππππππ₯π€::. Skills/Talents: (1) Sleight of Hand (PS) Years of performing magic tricks and picking pockets have left Archer with a great deal of manual dexterity. Heβs quick to lift wallets and real mean in a thumb-war. In true magicianβs style, heβs good at pocketing things without so much as a tell. After all, having a tell means you feel guilt. 7/10 (2) Fighting Dirty (Muay Thai) (FS) Performing (and stealing) on the streets is risky, both because others will try to encroach on your bracket, and because whenever the opportunity arises, Archer will try to encroach on theirs. When push comes to shove, you need to learn to fight: and thatβs exactly what Archerβs old teacher taught him. Archer fights using a full-contact, unarmed martial art that utilises boxing punches, kicks and elbow strikes in order to protect himself (or deal damage). On its own, this might not phase better armoured rivals, but this is made even more dangerous by the fact heβs in possession ofβ¦ 7/10
(3) Fire Magic (MS) Much like his father and brother before him, Archer possesses an aptitude for magic, but followed the path of emotion and fire, as opposed to Zephyrusβ less fatal alternatives. His understanding of magic is rudimentary at best, an instinct as opposed to a refined skill: he can throw a few fireballs, light some torches maybe. But where Archerβs fiery attitude really shines through is in combat, because heβs prone to lighting his fists on fire when a battle gets truly heated in order to deal some extra damage. 5/10
(4) General Magic Tricks (PS) Archer has gathered a small collection of fairly involving magic tricks over the years, from simple playing-card tricks to some show-stopping (but ultimately harmless) fire displays, and everything in between. Archer can dazzle and amaze with flaming doves, and pick some pockets in between. To him, itβs as natural as breathing β to his brother, itβs a habit that needs to be broken. 6/10
(5) Scrambling (SS) To call what Archer does acrobatics, parkour or anything in that same vein would beβ¦ generous. He doesnβt move swiftly with the wind, or pass over the rooftops soundlessly like a shadow in the night. He is loud, he is chaotic and he is clumsy: but he gets where heβs going. Archer is good at escaping, but there is no grace about it: heβll climb walls, throw himself at trees and stumble his way across aqueducts. But it works, so he feels no shame. 5/10
(6) First Aid (SS) Archer has spent his life on the streets, fighting off rival entertainers, or being fought off himself. As a result, heβs sustained his fair share of wounds, and over the years heβs just, figured out how to deal with them. Heβs no surgeon, but if itβs a flesh-wound heβll manage it, provided youβre in his good books. No suing. 4/10
.::πΎπ πππ€::. - For everybody to love him as much as he loves himself - To strike it big in show business - To show his killjoy brother how to take a little walk on the wild side
.::πππ§πππ₯π π£πͺ::. - One deck of actual playing cards - One deck of fixed playing cards - A roll of gauze for his knuckles - A leather jacket - A card satchel - A half dozen βIOUβ cards, as yet undelivered If you could update your character's inventory as they receive/lose things that would be super rad.
.::ππππππ₯::. 14 Rupees (none of them his)
No living creature of the world of light has ever seen what Magus looks like under his hooded robe and the man has little desire to enlighten them of his true appearance. The only three things that define Magus as male are his voice, his insistence that he is male and the slowly glowing blue eyes that seem to stare out of the depths of his darkened hood. Those who listen to him when he moves can't help but hear some kind of clinking sound, as if his body was made of wood...
In truth, Magus's 'Physical' form is that of a pool of shadows and shadowy tendrils due to the nature of how he arrived in the world of light. Unable to survive in direct sunlight and lacking a humanoid form, Magus came across a strange scarecrow that was designed to move about in order to scare off birds with movement and noise. Binding himself to the wooden body much like puppet strings to a puppet, Magus uses the scarecrow as a frame to house himself in order to keep himself out of the sunlight. The robe he wears was once a worn out brown thing, but it covered his whole body and with the improvements of twili enchantments it is now completely black while keeping everything within bathed in shadow as an additional level of security for his well being; Magus isn't 100 percent sure of what would happen to him if his borrowed wooden body was exposed to sunlight and he really doesn't want to find out unless he is truly despite. He tends to wear black gloves for much the same reason.
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.:: βππ£π€π πππππ₯πͺ ::. Inquisitive Magus has always processed a desire to find answers to things that he doesn't know the answers to. This trip to Hyrule has been a major education all of its own.
Distant Magus has never been the most social of people; Sure he can talk to them, but he has always favored his own company above that of others. The fact that he is currently stuck in a world filled with races that worship the very goddesses that banished his kind to the realm of Twilight in the first place has not improved things.
Determined Say what you will about Magus, but when he puts his mind to something he will see it through to whatever end. He doesn't like leaving things undone after all.
Intelligent Call it intelligence, wisdom or cunning but Magus is very clever and quick to adept to an evolving situation while recognizing the shape of things left unsaid. As the old saying goes, once you hear enough lies you start to get an idea of what the truth is shaped like.
Cold Magus has his goals. If a couple of light walkers have to die in order to achieve said goals, that is a small price to pay.
.:: πΉππππ€π₯π π£πͺ ::. Once upon a time, Magus was a young Twili researcher of their peoples dark magics and in discovering ways for them to exist in the world of light without being killed by the presence of the light that made the world its home. During one such experiment however there was an accident that resulted in Magus being sent into the world of light and transformed into a living mass of shadows. By pure chance he had appeared in Hyrule during the night and was thus not destroyed right away, but he was completely cut off from home and trapped in a realm that was deadly to him half the time.
Searching frantically, Magus discovered a strange wooden scarecrow that had been designed to move its limbs about in order to frighten birds with movement and the clicking noise of its joints rubbing together. Somewhat despite, Magus poured himself inside of the wooden shell and used his new form to act as strings to move the puppet around. While clumsy at first, he was able to get the scarecrow free of its poll and found a nearby abandoned build to take shelter in from the day. Once night came about, he inspected the building and discovered an old brown robe that would pretty much completely cover his wooden frame. Out of paranoia and legit worry, Magus spent several days enchanting the fabric in order to better provide protection from harsh light, as well as cover up the fact that for all intents and purposes he looked like a living scarecrow.
Once he had managed to enchant his cloak to the point that he was willing to test it, Magus made a few lesser tests by sticking his arms out into the sunlight. When he failed to suffer horrible pain, he considered it safe enough to try going for a walk and thus became the first Twili in a long time to 'walk under the sun' without dying.
Having arrived on Hyrule less then three months ago, Magus has surprisingly adepted to the lay of the land rather well all things considered... He isn't dead or starving which is a good start at least.
1)Shadow puppetry (MS)(SS)- 10 Due to his new physical form, Magus has been forced to adjust how he gets around the world around himself. By using strands of himself as strings for his wooden outer shell, Magus can make it move. Since any movement on his behalf requires that he use this ability (The act of remaining standing on both feet requires this ability) Magus has gotten very good at doing this.
2)Shadow Enchanting (MS)(PS)- 10 Magus was an enchanter back home and he is incredibly grateful that his skills translated over to his new state of being. Given time and an idea of what needs to be done, Magus can enhance an object with some Twili magic; effects can range from enhancing somethings defenses, giving a magic edge to weapons and of course, enchanting something so that the shadows they cast are highly resistant to the light. Depending on the enchantment, the process can take days.
3) Carpentry (PS)(SS) - 4 A very recent skill that Magus has started to learn. The wooden frame that he pilots to give himself a humanoid form is made out of wood and standard wear and tear would start to effect the pieces sooner or later; Magus has thus made keeping his wooden frame in good repair to be a highly important goal.
4) Engineering (PS)(SS) - 4 His wooden outer shell was the result of inventive engineering put to practical use, but it was limited by the minor function it was meant to play. Along with maintaining his frame, Magus has also taken an interest in improving upon the design to allow himself ease of movement and faster reaction times.
5) Sewing (PS)(SS) - 4 Much like his wooden body, Magus's cloak is vital to his survival and thus its upkeep is an equally vital requirement.
6) Combat Dark Magic (MS)(FS) - 6 Unlike the rest of his kin Magus cannot simply teleport away or disappear the moment trouble arises, thus forcing him to stand his ground in order to defend himself. To that end, he has began to put into practice ancient twili combat spells of both offensive and defensive abilities, often times having to rediscover or reinvent parts the spells he is trying to perform. While currently limited to firing small 'spears' of dark magic and creating small shields of shadows to protect himself, Magus is actively seeking to improve himself whenever he has the chance.
7) Knowledge of ancient Twili relics and history (PS) - 8 All twili know the basic knowledge of their history and how they came to be, but the path that Magus took in life required him to dive much, much deeper into their past in order to affect the present. As such, Magus knows a lot about the ancient relics of his people and the powers that they wielded that caused them to be banished into the twilight in the first place.
8) Intimidating (PS)(SS) - 9 While not international on his part (Mostly), Magus's appearance and demeanor can be... rather intimidating when it comes to interacting with normal people.
.:: πΎπ πππ€ ::. While returning back home is one of his major goals, Magus is taking advantage of his ability to have an interdependent physical form to attempt to reclaim some of the relics of his people sealed away in the world of light and using their power to restore himself to his original form and possibly get back home.
.:: πππ§πππ₯π π£πͺ ::. 1 black hooded cloak (Enchanted) 1 experimental scarecrow (Wood) 1 pair of black gloves (Enchanted) 1 tool box (Carpentry) 1 tool box (Engineering) 1 sewing kit (Fully stocked) 1 large leather bag
Female, though like many skull kids, indistinguishable at a glance.
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Ekra stands at just about 4 feet - maybe 4'1" if she stands on her toes. Her colors are the same as any other skull kidβs - woodlike skin, red-orange hat with the golden links, orange beak, the green over the orange shirt, light green pants, brown shoes. She tries to keep her appearance concealed under a red cloak and Keaton mask.
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Ekra has heard the tales, of kokori straying from the path in the Lost Woods and becoming skull kids forever more. Sheβs not sure if itβs true β she canβt remember if she was a kokori at any point and, if so, if she was always the born liar she is today. While she is a trickster like other skull kids, she is wary of big flashy displays she knows she canβt particularly back up, and thus prefers to pull her tricks with words β spinning lies and falsehoods, trying basic measures to obscure her nature. Her targets are often those who catch her attention for whatever reason, ranging from carrying wares not native to the forest to humming a tune sheβs never heard before. Ekraβs never known life outside the Lost Woods and so she has a deep sense of curiosity and a profound ignorance to what other races may take for granted.
Given her lack of self-confidence, she comes across as nervous, keeping a kind of caution up around others and keeping her voice quiet. It doesnβt mean she dislikes talking β in fact, get her on a subject she likes and she can easily ramble for an hour, or ask dozens of questions to sate her interest β it just means she is concerned about whose attention she may draw. What few direct tricks she plays, she tries to avoid being able to receive credit for them. You never know whoβll be tricked, after all. Some of those people are quite mean.
Ekra shares a lot in common with her fellow skull kids - for example, a tendency to childishness and impatience. She hates being told she'll have to 'put up' with something she's decided she doesn't like, and she can get frustrated when being made to wait. This also means she can be quick to assumptions due to a marked tendency not to take the time to think things through. However, unlike a lot of skull kids, Ekra has a slightly warped sense of mortality. Perhaps it's a result of dealing with so many violent travelers, but, either way, the notion of death and murder does not bother Ekra terribly despite her otherwise shy and childlike nature.
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Ekra doesnβt exactly have much memory of her life before she was a skull kid. She suspects she was likely a Kokori, since the children of Hylians and others tend to become stalfos. Sheβs met other skull kids in the woods, each of varying temperaments, though with one trait in common: general mischief towards wanderers of the Lost Woods. Ekra was never above tricking and bothering these wayfarers, though she was often curious as to what they were doing in the woods - where were they headed, where had they come from, what things had they done and were planning to do? A few of the friendlier ones, she managed to persuade to stick around in the forest and talk to her about their own lives. While such chats were good, most couldnβt stay. Worse were the ones who no longer could find their path; those, Ekra watched become stalfos. She learned quite a bit - the variety of races scattered across Hyrule, the encroaching darkness, the tales of a hero long gone - and collected just as much from
When the whispers started, Ekra wasnβt sure what to make of them. She wasnβt even sure if skull kids could leave the Lost Woods - sheβd never tried, nor had she seen any of the others (well, there was that story of one long ago who left and never came back, but they also said heβd always been strange and it was possible heβd wandered off to die). However, with the urgency of the whispers and the date fast approaching, she decided to give it a go. For the first time, she left the Lost Woods to see the world sheβd heard so much about, and maybe learn where the whispers were coming from.
Ekra loves to play her flute, lifted from a wayward traveler during her first year as a skull kid. It appears to be a normal, if well-made flute, and Ekra has gone to pains to keep it intact. Most of the songs she knows are learned from travelers, either directly or indirectly. One of her more peculiar songs was taught directly, by the same man who gave her the Keaton mask, and it feels like it charges the air around her.
(FS) Seed shooting (6)
Ekra is capable of using her flute as a blowgun for sufficiently dense plant seeds, and using them to pelt people. However, while her aim is good, her range is somewhat lacking - perhaps from the top of a tree branch.
(FS) Thrown weapons (5)
If Ekra is out of deku seeds, and she cannot flee, her next skill is throwing objects from her perch - deku nuts, rocks, that kind of thing. Though her aim remains good, her stamina is a little less so.
(FS) Agility (7)
As is true of many skull kids, Ekra is light on her feet and fast to move. Her small stature even lets her weave between people.
(SS) Tracking (5)
Ekra is capable of tracking people for miles over dirt surfaces and undergrowth with a fair amount of ease. Other surfaces prove problematic for her, however.
(PS) Sleight of hand (8)
Ekra has no innate magic. She has tried to make up for it by improving her sleight of hand, to good effect. She can apparently 'teleport' small items out of her reach into her hands, make small items 'disappear', and even make her marionette seem alive. While there are rational means behind her tricks, observable to those able to watch at their leisure or the particularly sharp-eyed, she's gone to great lengths to conceal them.
(SS) Plant gathering (4)
Ekra is capable of gathering roots, berries, leaves, flowers, and stems edible to her. However, as most skull kids have slightly better constitutions than other species on account of their nature, this has occasionally led to her gathering plants that would be poisonous to those she wanted to befriend. There are a handful of things she can gather with practiced ease - mostly seeds and deku nuts.
(SS) Climbing (3)
Ekra is decent at climbing trees, even if taller trees will wear her out. She has no skill climbing rock faces or anything else, though.
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Like many skull kids, there is the strong desire for companionship, from people who will not abandon or harm her. However, she also wants to know β what lies outside the Lost Woods? Is any of it something she ought to know, perhaps from another life?
Vei is obviously not a Hylian, possessing the round ears, prominent nose, brown skin, amber eyes, and red hair of a Gerudo. Said hair is kept in a high positioned ponytail, barely reaching past her shoulders. She has bangs swept to each side of her face in front, not all of her hair gathered into said ponytail. However, her clothes can make her pass for a Hylain, given the fact that few would be low enough to see her face when she raises the hood of her black cloak, given that she is some 4'1". Underneath the cloak, she is wearing tight dark blue clothes, a wrapped bodysuit. Silent, nonrestrictive. When she wishes to pass unnoticed, she wears the cloak, when she wishes to pass unsensed, she takes it off.
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In five words: Vengeance, Honorable, Sarcastic, Klepto, Daredevil.
Vengeance: "Eye for an eye? I'm taking the whole head!" Veitaru was a troublesome child, in more ways than just stealing. She's one to nurse a grudge and bring about "justice".
Honorable: "You try being mean with that dissappointed grandpa face looking at you." Veitaru would LOVE to go around stealing everything, just to prove she can. But her Dad would catch her, and Jaege would be SO dissapointed. In other words, they've rubbed off on her, and their expectations of her to be a good person have impacted her.
Sarcastic: "Gee, never heard that one before." Veitaru can and will sass off to anyone, even goddess sent messenger fairies.
Kelpto: "Missing this?" Veitaru takes after her blood well, and the thrill of the hunt and skill elates her spirit.
Daredevil: "I'll jump from a building, dodge through heavy machinery, and steal from a stalfos. But don't make me wait in the dark alone." Veitaru's primary weakness as a sneaky thief is her headstrong, energetic, flashy attitude for getting things done in a risky manner. A perfect theft is BORING. Waiting and patience she is not great at. And her fearlessness has a notable absence in the realm of the dark.
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Vei is an orphaned Gerudo Child, who was born in Hyrule proper. Her mother was prevented from returning to Gerudo Fortress when a particularly harsh winter set in. Being too pregnant to attempt a dangerous crossing, the mother gave birth in Hyrule. Her died before taking the girl to Gerudo Fortress, and thus the girl grew up in Kakariko, receiving only a name and her bloodline from her mother. Upon being old enough to toddle, she lived up to that bloodline and had the habit of stealing everything. At first, her attempts were cute, but as she got older she actually started getting good enough at it that, combined with the fact no like Gerudo, she nearly got kicked out of the orphanage several times while still rather young.
She frequently ran away, supporting herself as a petty thief, though never for long. One time, Vei had the good/bad fortune of trying to steal from, Ilam, one of the remaining Sheikah. That wasn't going to work. However, the child made a good enough shot at it that the Sheikah, being more politically minded than most, thought about the potential of raising the Gerudo child to be an infiltrator against her kin. And the fact that his own wife had been from the same orphanage so many years prior made him sympathetic. Ilam, being far more skilled than the child, was likely the only one properly capable of raising the child, and did a fairly good job of it, the child now having morals (With the help of Jaege and Momma as well). She'll still steal everything just to see if she can, but she'll give it back afterwards, because she wouldn't want to disappoint the man she now considers her Father. However, when the darkness crept into the land, Ilam was one of the first to attempt to stop it. No more was heard of him. Vei was left in the care of Mom and Jaege.
However, when the whispers grew in the night, and told her to come to the graveyard, she came, to find Ilam.
"Betcha can't see me now!" "I can hear you though." "..." Vei is a thief, first and foremost.
Evading (FS) (8)
"Slippery like wet butter she is!" This also makes her hard to catch. While she might not have any winning moves in a wrestle with Gruncle Jaege, she did remain difficult to pin down for a ten year old.
Sleight of Hand (SS) (8)
"And is THIS your wallet?" Did I mention Vei was sneaky? Well, she's got quite the array of "magic" tricks.
Parkour (SS) (7)
"Vei, get down from there! Is dangerous." "Ppfffbt." Did I mention Vei was hard to catch? She's not just tricky up close, but is built like a gymnast.
Eye for Danger (SS) (7)
"Huuh, interesting.." Vei's honed a careful eye for easy marks, shiny things, and danger. That doesn't mean she avoids it, oddly.
Throwing (FS) (5)
"Catch." Vei practiced throwing stones as a child, and her caretaker gave her training in Deku Nuts and similar objects. If it's a small, thrown object, she's probably pretty accurate with it. This is not lobbing a bomb or boomerang though, too big.
Cloak and Dagger (FS) (4)
"Pointy end goes into the other man, right?" Vei was beginning to be trusted with and trained in the use of a light dagger.
Note: Due to upbringing in Kakariko, does not have normal Gerudo traits of desert expertise.
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Veitaru, find Ilam, or if her fears are true, avenge him.
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5 Deku Nuts
Leather water skin
Dagger
Bread
Cheese
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Greens(1): 8 Blues(5): 1 Total: 13
"Gruncle" Jaege Lange
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57
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Hylian
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Male
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Jaege is 7'4" and built like a great white topped mountain. He is a wild haired man whose white mane shows his age, even if the rest of his physique does not. While he often wears a plain straw hat and white tunic to block the sun, he is definitely not afraid to take off his shirt. His face, though one might not notice it under the beard, wears the proud scars of many smiles and in very strong laugh lines.
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In seven words: Gregarious, Fearless, Forgiving, Responsible, Loves a Challenge
Gregarious: "Put away that frown." Jaege is an outgoing man who loves to smile and loves to laugh, and wishes these things for all around him.
Fearless: "Haha, good one!" Jaege is not one to be intimidated, or daunted by any challenge.
Forgiving: "Admitting you are wrong is hard, so never make it harder! He is a man who forgives and asks for forgiveness easily. He is not one to let the sins of the father hang upon the child.
Responsible: "No reason to fear failure, only fear you let it be last thing you do." Jaege may not sweat the small details, but when the stakes are raised, he'll not budge.
Loves a Challenge: "Any labor can be made a game, if you set your heart to it." Always one to give it his best, Jaege is always down for a physical challenge. He not always so good at games of wit, but he will give it his best shot.
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Jaege was born the first son of a woodworker, by a few minutes. While both sons were taught the trade by Papa Lange, Jaege had his mind more focused on other matters, more interested in hauling the wood to the shop than the shopping itself. Physical, rambunctious, and larger than even his own large family, Jaege was quickly king of the hill in any contest of strength and wrestling, even over kids a few years older than him. And he was a jerk about it sometimes, but over time, learned the error of his ways.
His brother taking up the family trade, Jaege put his muscles to work, doing pretty much any hard labor around Kakariko but mining, being too large to fit in the mine, though he often worked with moving the rocks once they were out of the mine. Jaege was ultimately an unambitious man completely happy to work hard, make friends, and help others.
His younger sister got him involved in the orphanage in Kakariko, where playing with the children and helping out with the tasks there became his family. Jaege never sought out romance, and it never came for him, so he was never married. To the children, he was Uncle Jaege, and as time and the generations turned, he became Great Uncle Jaege, or Gruncle Jaege, friend to many.
Recently, one of those friends, Ilam, a Shiekah who had married one of the girls who grew up in the orphanage, entrusted him with looking after Veitaru, their adopted Gerudo child. Jaege is not one to turn down such a request from a friend. However, Ilam has not returned, and Veitaru has told Jaege of strange dreams she has been having. The request to venture to the graveyard does not seem too much trouble, and so Jaege has accompanied her to keep her out of any trouble she might turn up.
"I am the strongest in Hylia! Save for Papa Lange, of course." Jaege is a HUGE man, with ample strength and muscle mass. Powerful and enduring, Jaege's claim might be quite reasonable if not for the existence of Gorons and Monsters.
Wrestling (FS) (8)
"Those who need iron boots to wrestle Gorons not trying hard enough!" Whether it is the children at the orphanage, or the Gorons from the mountain, Jaege does not refuse a challenge. Jaege has great strength, but that is not all he has, he has a keen sense for balance, and knocking others off theirs. Hard knocks and butting heads do not distract him from keeping an eye on whose weight is where.
Pure Soul (MS) (8)
"The heart is the strongest muscle!" Jaege is not a man who can be frightened. He is not a man you can tempt with money or power. If your spell can be broken by will, courage, and resistance to temptation, it will find no purchase on Jaege.
Lifting (PS) (7)
"Brother, I most certainly do Lift!" Having spent a lifetime hauling, lifting, and doing various hard labor, Jaege knows how to wear a load for carrying, to spot where to shove to shift a boulder, and general good mechanical practical sense. The young ones always wear themselves out, relying on their youth and strength, but Jaege is a wise man who uses the age of wisdom along with strength that hasn't left him yet to achieve anything!
Throwing (PS) (7)
"If you can still see what you threw, you did not throw it hard enough!" Jaege likes the old sport of "get a giant log, and heave it as far as you can, or a boulder, or generally anything heavy." And he's quite good at it. He's also pretty good with a skipped rock, having shown many a child how. However, this is more of a practical type throwing than a fighting type throwing, as he throws for orientation and distance, not accuracy and leading a target.
Camping (SS) (5)
"Camp in a bad tent, wake up in bad shape." Long ago, Jaege was drafted into the forces of the Hylian Army with another land petty border squabble. He never did remember much of the fighty bits of training, because those lessons never got reinforced with actually fighting, but the other skills, like keeping your tent dry, lighting a fire, and other logistical trials of the common soldier were definitely practiced. Jaege still camps from time to time with the kids.
Woodworking (PS) (4)
"A little patience and some scraps to wrap them together, and even the most battered sticks will hold." Though he never decided to take up the same profession as his brother Brunhold, Jaege helped out many times, and they've collaborated together. Though his brother is definitely the expert compared to Jaege, Jaege certainly isn't helpless at the task.
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Jaege wishes to make well on his promise to keep Veitaru safe, and find his good friend he made the promise to safe and sound. Jaege would not mind saving the world while he's at it, many of his favorite people live there!
From ages long past. Time slips by like the sands of the desert.
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Ancient Robot
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Masculine by programming. Will be referred to as male.
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Noi in prime condition with shield.
Noi is a mechanical hulk. Towering over most gorons Noi stands at nine foot tall and likely outweighs them with his fully metal body. The plates that cover his frame are heavy iron and steel giving the robot a similar appearance to a giant knight. Noi is even adorned with a plate helm in place of a real head.
When Noi was created he was a shining warrior for good. Intended to serve in the protection of the Lanayru desert facility he was designated as a sentinel to shelter the mining robots. He was equipped with a massive hammer, a tower shield, and a built in clawshot.
The ages have not been kind to Noi. While he once was a glittering sign of technology he has been beaten and worn by the eras. His armor is scratched and damaged in multiple places. His tower shield was misplaced decades ago, and his clawshot hasnβt been functioning for even longer. He has entirely lost his sheen leaving his metal dull and dark.
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"I have lost everything, but I will take it back."
*Combat protocols active. Eliminate with extreme prejudice.*
"Sentinel: Online."
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Noi almost lacks personality. He lives by his programming. He can recreate basic emotions to improve interface with non-robots, but whether or not he feels them is up for debate. He acts βangryβ when there are problems and is βhappyβ when things go well, but he largely remains in a neutral state with everything. At the same time he has notably strong reactions to certain things. He is especially fond of other ancient robots. Despite being the only functioning one he knows of he still tends to the remains of deactivated units in his area. He has an innate hatred for peahats as well. These somewhat random points give Noi a childlike charm and rudeness despite his physical being. He is ultimately very simple in his cognition partially because of limited processing and also because of his highly outdated database.
The most bizarre part of Noiβs AI is his distinct knowledge of himself as a being. He knows of himself and understands his existence. He is able to contemplate his higher meaning even if he doesnβt linger on it.
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The spark was given unto Noi in the ages before the fall of Demise. He stood at the entrance into Lanyru desert for decades ensuring the facility there did not fall to the monsters. Those were simple days.
Time was the greatest adversary of the robots. While Noi was made to endure the massive rigors of battle others were more simplistic and designed to be maintained frequently. Noi was meant to tend to himself. While the centuries claimed the masters and the miners Noi remained at his vigil. As the years dragged on slowly shutting down all the robots Noi was left with a conflict in his prime directive. He was to protect his brothers or avenge them yet they had been destroyed by time, so he stood at an impasse unable to help them.
For decades he has maintained a very small area in the midst of the desert. He has been isolated here knowing nothing of how the world changed. Here he has stored his deactivated brothers. He would do anything to restore them. Even his own spark is a worthy price.
Stuck in his loop he has continued to function without reason. That is until a new program reached him. Even unable to find a source of the program it has allowed Noi to seek a new set of possibilities. He hopes that this path may provide an answer to how he can restore his brothers.
Fighting Skills (FS) Super Fighting Robot (10) βI am more than a mega man.β : Combining the sheer durability of his form with the power of machinery Noi is capable of being a monstrosity on the battlefield. Even without his warhammer Noiβs entire body is a weapon. To enrage the machine is to challenge death. Even Stalfos or Darknutβs would likely struggle to keep up with the robot. That doesnβt mean there arenβt flaws to his construction. The sheer weight of his armor along with its size limits Noiβs movement and speed. He will endure hits, but he certainly wonβt dodge many.
Magic Skills (MS) Electric Current (5) βYouβve been thunderstruck.β : The mechanisms that keep Noi going can also overclock to produce electrical effects around him. Based on his current state he can produce more or less electricity. If Noi has been resting and doing nothing but charging he could essentially fire a lightning bolt, if Noi has been doing average work he might be able to arc a small spark from his hand, if Noi has been exerting himself he will have no electricity to spare.
β: While not as dexterous as the LD-300s Noi is fully equipped with knowledge of ancient devices from his region. He can apply this to most other mechanisms, but that very much depends on the type.
Close to Metal (4) βI am the potter and the clay.β : While not the most capable smith himself Noi knows his metals and can make repairs to himself with the correct materials.
I, Robot (10) "I do not dream of electric sheep.": Noi is a robot. He doesnβt eat, sleep, breath, or function like a living being. He can function underwater, in high temperature areas, and all the extremes in between. This has other costs like his need for Peahat oil, repairs, and more. He also lacks creativity and more broad thinking. He much prefers direct to clever answer, aka heβd rather smash down a door than find the key.
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Prime Directive: 00:Protect the Lanaryu Desert Facility. 10: If the Facility falls protect brothers. 20: If the brothers are lost avenge them. 30: When they are avenged rebuild. 40: Go to 00
Noi obeys his programming and has acted on this since his creation. It's impossible to tell if he has free will because of how he follows his directive. Are the goals his or only his creators? For now his purpose is to seek a way to restore his brothers.
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Warsledge: A massive hammer with a huge block of metal on the end. It is the definition of brutal.
Peahat Oil: Kept in a few waterskins stored in the compartments in his thighs.
His left hand contains the broken mechanisms of a clawshot.
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Money is just ballast to a robot.
File names:
1. Felicia: Oddity 2. Graham: Cloak 3. Lev: Rags 4. Jillian: Spook 5. Zephyrus: NA 6. Archer: NA 7. Magus: Shade 8. Jaege: Jaeger 9. Veitaru: Little One 10. Naviela: NA 11. Mufasa: Yorick
.::πΈπ‘π‘πππ£ππππ::. Many a thing can be said of Naviela. She is a tall woman in the prime of her life with a lean, athletic physique, courtesy of a lifetime of training with the warriors of the Gerudo Tribe. Her skin is tanned and browned, with the many scars of her trade only faintly showing themselves. There are many traits she shares with the other female members of the Gerudo: her hair is crimson red, her eyes shine bright amber and her nose is sharp, as the beak of an eagle.
There are laughing lines etched into her features, yet, these days the laughs are replaced by a semi-permanent frown between her thin eyebrows. It doesn't quite reach her eyes, but as life keeps throwing challenges at her, this will keep wearing at her and it might change in the future.
.::βππ£π€π πππππ₯πͺ::. Navi is a maelstrom of paradoxes and clashing qualities. This might not be as surprising considering her upbringing with the Gerudo Tribe.
First and foremost she is a creature of loyalty. It is not easy to attain it, but once you have it, you usually have it for life and beyond. This lack of trust replaces the mild xenophobia some of her sisters display -- Navi does not hate the outsiders, she simply does not trust them, not even as far as she can throw them... which is pretty far.
But, loyalty aside, the Gerudo clearly does not share the same values some other denizens of Hyrule have come to take for granted.
Ownership, for instance. If an individual is stupid enough to leave their wares unattended or worse, be inept enough to lose them while attending them, they were not worthy of them to begin with. In simpler terms, Navi will steal without regret or even much thought, as long as it's relatively safe for her to do so.
She has a strange sense of humor. Those who travel with her often might sometimes see her staring off in the distance with a weird smile, as if the woman was recalling a distant joke. If the scrutiny is noticed, she'd just state that the sun reminded her of home.
Home. That defines Naviela through it all. Whilst some marched to stop the voices, others out of curiosity or even a hunger for profit, Navi is here for one reason and one reason only: to stop the King of Darkness, before he can set his sisters upon the wrong path yet again.
This drives her forward over and over. While others would give up or halt, she will continue on until she succeeds in her quest or until she dies.
.::πΉππππ€π₯π π£πͺ:: Naviela's earliest memories was that of the common sweat tents, where she and her siblings played, while the elder warriors of the tribe cleaned and relaxed after a long day of work and training. It was a simple life, it was bliss and it defined most of her later days, that connection to the rest of her sisters. For, regardless of her real parentage, she always considered all the other Gerudo her family, her sisters and aunts, her mothers and grandmothers... daughters.
This only continued as she grew up and started her own training. It was decided early that Navi would become a warrior, her body was lean, her mind quick and her reflexes honed by the long days playing games.
She was allowed to pick her first weapon. It took her close to ten minutes: feeling the weight of one weapon and the other in her hands, before the simple wooden staff rested in her palm. It felt good. It felt right. The others laughed -- they had figured the young and spirited girl would have gone for a glaive or a scimitar, but it was all the same to them. Yet, the staff danced in young Navi's hands and eventually the laughter stopped.
They saw talent when it danced in front of them, challenging for that one stray smile.
Soon enough Navi was ready for something more and she crafted a weapon of her own. Another staff, but this one with sharpened metal attached to the end; a spear which follows her even now. It has served her quite well and whilst she practiced with the daggers and the bows and the scimitars since then, the spear would always be her favorite.
It was years later, Navi had passed all the tests, the Goddess of the Sand had truly blessed her, that the voices started to come. They whispered promises, horrible ones, of things that would come to pass and that she had a duty. To herself, to her family and tribe, to the very land they lived on.
She had to go.
Her home was already starting to turn on itself, yet, there was little she could do about it herself. Some wished to change their ways, to move away from the Valley and start another way of life, others merely wished to continue on the same path, then there were the ones who were simply silent.
She had to go.
Navi stole away in the shade of the night. A spear was taken with her, her best sandals and robes, a cloak to hide away part of her face and some other minor trinkets. A simple scroll was left behind, explaining why she left and to not try and look for her -- the girl had found her duty.
Fighting Skills Spears(10): The spear is her first and foremost weapon. It's an extra limb and when she dances with it, they seem one. Evading(8): Slippery slope; Navi's speed and dexterity are her highest assets in battle. CQC(7): Close-up and personal. Either a dagger or your teeth punched out, she can provide.
Survival Skills Hunting(7): Always been a good hunter. It was the instinct, to know where an animal would go and the stamina to keep on going. Ride(8): The Gerudo teach their children to ride from the moment they can walk, if not earlier, Navi is not one of the best- but she can ride easily and without care. Sneaking(9): The shadow of the thief protects her. You won't see her unless she wants you to and her hands slip right into your pocket, leaving no trace behind besides an empty wallet. Cooking(3): It ain't burned and edible? She's content enough with that.
Practical Skills Swimming(2): The best the desert has to offer is a peaceful oasis. Anything more than that and Navi will mostly be able to float. Or splash. Performance(8): When the sun sets and does not show for many hours, all you can do is sing and dance to pass the time. Navi always had a beautiful voice and the dancer's grace.
.::πΎπ πππ€::. Her people free from the past. Ganondorf permanently vanquished. Glory.
.::πππ§πππ₯π π£πͺ::. A spear. A few knives. Standard camping supplies.
Calanon is a lean and athletic young Hylian, with lightly pointed ears poking through his thick, dark hair. His midnight blue eyes are striking and deep, like the lower depths of the Lake Hylia. He's surprisingly light for someone only an inch or two shorter than six feet, at one hundred and sixty pounds give or take. There's not much fat on his body, due to his days being spent roving across the countryside. His outfit consists of a navy tunic and dark brown breeches, with a forest green sash belt tied at his waist. He has on a small chainmail shirt underneath his tunic, and dons bracers, but is otherwise unarmored.
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Calanon is a calm, yet deeply passionate young Hylian. He has an old soul and a quiet reserve about him that can be either calming or intimidating to the right people. He won't hesitate to make lighthearted jokes to his friends, however, and can be quite upbeat when trying to cheer someone up. He enjoys playing the Ocarina and listening to others sing along with his tunes. A fireside chat or a walk in the forest is just the kind of thing he'd call a good time.
He tends to always be on edge, even when he's having a good time. It's much like a dog when the doorbell rings. It doesn't matter if he was eating, or was busy, he'd snap to and head for the door. It's hard to turn that part of him off, though that doesn't mean he never relaxes. He quite enjoys his leisure time, often practicing archery or exploring the woodlands, and sometimes he even heads north and into Castle Town to trade and take in the sights of civilization.
When in battle, he is determined and resolute. If pressed, or if companions he cares for are in danger, he grows fierce. He tends to enjoy quick, leaping slashes and strikes to overwhelm foes if he's already psyched for battle, if he's not shot them with arrows first.
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Calanon was born in Castle Town to a father working as a tanner, and a stay at home mother. They didn't have much in the way of luxury, but they could afford food and shelter well enough. That is to say, at least until Calanon was eight years old. It was then he found out his father had lost his job due to lack of demand because of recent competition in the market. They moved to Lake Hylia, and his father set up shop there.
Calanon missed Castle Town for a month or two, but fell in love with the small woodlands beside the lake and the lake itself, often spending his leisure time outside. He took an interest in archery due to the stories of the ancient Hero of Hyrule, receiving a bow on his twelfth birthday. He didn't hunt unless an animal was already sick and dying, having made a kinship with much of the woodland critters.
He was sixteen when he joined the Silencers, having need for a job and being on the bad end of a few wolfo encounters more than once out on his own. He knew better than most the problems they could cause Indigo Town, and became a passionate recruit. It was there he made a few friends, learning the art of swordplay and even gaining an appreciation for music from the merry making of his fellow Silencers. It was with his salary that he bought a basic Ocarina he enjoyed playing every now and then.
At age 21, he found the Silencers began cutting back on wages and time due to the more discreet Wolfo attacks. Not only that, but he had lost a few of his friends over the past few years and was growing weary of the life. He decided to quit before they could let him go, and decided to travel with the money he had saved up. He headed north and found a job of being a woodland guide for folks traveling to and from Ordon Village.
He sometimes made a few incursions into the Lost Woods, though he did not delve in too deeply. The outskirts were still dangerous enough, and it sated his curiosity. He even ran into a young one or two. He was particularly fascinated with their fairy companions. The trust and loyalty they had with the Kokiri spoke to him, and he hoped one day he could have one to call a friend as well. Still, he did not pry about them to the Kokiri, or ever stayed in the woods longer than necessary. His heart was simply that of an explorer, and he did not bother what did not bother him.
Calanon had a small residence in the Ordon Village for a year, but decided to make a small hut north of it until this very day. Until he heard the voices, and received the dreams...
Archery(FS-9): Can shoot with powerful shots of unerring accuracy, and swiftly too.
Scouting(SS-8): Can track and move through rough terrain swiftly and silently.
Swordsmanship/Melee(FS-8): While not as good in melee as with his bow, he was trained extensively in the Silencers and still keeps at his drills.
Acrobatics(PS-7): Due to his lean physique and long years climbing trees, balancing on branches, and making great leaps, he's quite the acrobat. He could even do a flip or two.
Hunting(SS-4): He can hunt to survive if need be, set traps, and make ambushes.
Fishing(PS-2): He can fish, but only enough to get by.
Music(PS-4): Can play his Ocarina fairly well.
Woodcraft(PS-2): Can built small wooden structures, other wooden items, and a firepit if need be.
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He hopes to be the greatest woodsman of Hyrule. He has a desire to have a fairy companion, and to perform heroic deeds, though he tends to not act on such impulses unless in dire circumstances. Until now...
She stands up to about 182cm or 5' 11" tall. Simple white leotard would be all she wear under the armor. Without it, it would be obvious her head was sewn onto a body made up of parts from different people. Has a uniformly toned look to her body regardless.
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Forceful, stubborn and determined.
There was nothing she would let stand in her way, come hell or high water. It was not that she was brave or overly confident, but it was because she did not know any other way. Nor would she act any other way, for she upheld an image of herself that denies any sort weakness that was the show of compromise. Of course this meant she would fight tooth and nail should there be a seemingly insurmountable task ahead of her. She holds the image of an aloof woman to a casual onlooker, one that had experienced many things, some she wished she did not.
Asmodeus was, however, quite curious. Having no real knowledge save for that underground dungeon she was in, she finds most things intriguing, even those that one might find mundane or normal. She'd paw at anything and everything that interests her, until she either figures it out, gets distracted by another thing, or gets bored.
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She woke up in a dimly lit room.
There was nothing she remembered, nothing of before or the present. The room she was in looked like it was ransacked, but the layer of dust on everything tells her this happened long ago. Even she had woken up covered in dust and cobweb, as if she had fallen unconscious for a long time.
And yet, she remembered the dream, a persistent voice telling her to wake up.
Finding the word Asmodeus etched into a shard by her hand, she decided to take it as her name, as she started to explore the underground dungeon she was in. There were no other signs of life, save for some monsters and some undead creatures. While she found she remembered how to fight, and what she can do, barely nothing else came to her. At the very end of the dungeon was simply a pile of old bones and a pile of rags that looked like it used to be a finely decorated robe once upon a time. Frustrated and still full of questions, she turned to the dream.
That dream she had, that dream that woke her up, that dream that told her where to go.
With nothing else to go by, she decided to trust the dream and finally existed the security of the dungeon.
Fighting Skills (FS) Weapons skill:5 No matter what the weapon, she could pick it up and use it competently.
Armour skill:6 Wearing armor was not enough, understanding how it works helps in protecting oneself as well.
Shield skill:6 If she had a shield, she could use it very well.
Magic Skills (MS) Lightning Magic:3 She can propagate, shoot or redirect lightning, though the lightning she wields and manipulates takes on a markedly darker colour than usual. She also discharges electricity at random, something out of her control.
Odd physique:1 Due to her construction, her basic need for food and water are significantly lower.
Survival Skills (SS) Nothing worth mentioning.
Practical Skills (PS) Smithing skills:2 Asmodeus was no mastersmith, but her skills are enough to maintain her armaments.
Odd Fitness:5 Her strength, and endurance seems unnatural.
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She has only one real goal at the moment; finding out who she was and what happened.
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Full set of armor, complete with a cape and helm, rusted here and there and showing its age, but still functional and useable.
Wide steel single edged sword, with spots of rust here and there, functional as well as ornately decorated, but otherwise unremarkable.
57, an age where he thought his life was beginning to settle.
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Zora
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Male
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Kean is in most ways normal for a zora male. He stands a bit over six foot tall and has a solid weight to him, though heβs on the trimmer side. His scales are a warm orange on the outside with a dull tan on his front and underside.
Like all zora his head does have a fish like shape to it though the crest on his forehead points more upward that forward giving it a sort of spiked appearance. The fins on the side of his head have three points with the center point being longer. The tail that comes from his head is otherwise average. He has greenish blue eyes that always look a bit tired, but still cheery. Hidden behind his left head fin is a long scar.
He does wear clothing. He will almost always be wearing the tunic made for him by his wife. Its fabric is an ocean blue-green and has silver armor pieces. He does possess a set of armor but does not always wear the other pieces. He does wear a pair of shorts made of the same cloth as his armor but mostly does this for the sake of βhylianβs sensitivitiesβ. He has a small backpack that he carries equipment in. Hanging from his belt are two sheaths holding silver bladed boomerangs socketed with opals.
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In his younger days, Kean was a charming and gallant adventurer. All that mattered was the thrill of exploration and rush of battle. Now with a family to take care of he has changed his view of what's important greatly. family and compassion have tempered the young man's boundless energy and thirst for adventure into a duty to those he holds dearest. He holds that duty above any responsibility to himself. Every day with his children is an adventure and they can quickly wear down that βboundlessβ energy.
Itβs less that his personality has changed, and more what he values has changed. He is a husband and father before all else.
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Kean wasnβt born the man he would become. He never really liked Zoraβs domain. It was too safe and quiet. It was a place of beautiful serenity. He wanted adventure. He wanted a challenge. He was a hot-blooded youth who saw a wider world as the only option for greatness.
Before leaving on his travels he was given a parting gift by his family two silver boomerangs. He was quick to master the weapons. They were the perfect weapons for him. He always had been a dexterous lad and this let him develop a very fluid fighting style. Even out of the water the way he moved made it look like he was swimming through the air.
His adventures took him all over hyrule and well beyond the kingdom for some time. He sought stories and thrills more than money or fame, but he wouldnβt deny those either. Not everything he did was for himself alone. Whenever traveling through a town if there was something that his skills could be helpful in he would gladly take that chance to show what he was capable of.
His grace in battle and roguish charms gained him quite the number of fans. Seeing opportunity he began to perform as well as continue his adventures. People already loved to see him fight so why not stage performances of what he could do with his boomerangs. Trickshots and tests of accuracy amid tumbling and acrobatics could gain a great deal of interest amongst the commoners of Hyrule.
That didn't last forever though. Being a zora he would long outlive his fans. While he could always keep up the show and gain new fans Kean wanted something permanent. He wanted someone who would always be there.
He returned to zoraβs domain and performed before his people. He wasn't as praised here, but it didn't matter. This performance was still the greatest in his mind because it introduced him to the love of his life. A beautiful zora maiden with scales the same dark blue as the sea at dusk. Her name was Losia. She had been dazzled by the show and charmed by Kean. They courted before Losia proposed. The two were married and eventually had two children Kiro and Jana, a son and daughter.
Kean was happy. All he wanted was to raise his children. Seeing them take their first steps and catching their first fish. Those moments were better than anything else in his life, and his adventures were hardly bland. When he started to hear the voice calling for him he was torn. This was something important, but so was his family. In the end, he made all the arrangements he could. He would go. If there was a threat to this world, and thus his family he would lay down his life for them.
(Boome-Ranger) (7) βit's like a ranger, but with way more style.β
Kean has worked with boomerangs for decades balancing his training with showy trick shots and more practical combat applications. He can even wield his boomerangs as a set of curved daggers, but this is less proficient than his ranged combat (more like a 6). His martial skill isn't perfect, but it can be greatly augmented by his magical talents.
Magic Skills (MS)
(The Tempest)(5) βLike the wind, I am both the sea breeze and mighty storm."
Kean has learned some wind It is a simple set of spells that let him control air currents and create a strong gust of wind. The air currents require most of his focus to keep controlling them.
(The Tsunami)(5) "Like the water, I am stream and tidal wave.β
Kean is an adequate water mage as well. Kean can create water spouts from his hands and control water that is near to him. Water that he creates vanishes about a minute after he makes it.
Survival Skills (SS)
(Fish are food, not friends.) (6) βTo catch a fish you must think like a fish, or ya know think a lot smarter than a fish.β
Being a zora fishing isnβt exactly a hard task for him. He never focused on it, but it's not hard to catch up to a fish when you an apex aquatic predator.
(Been there done that.) (5)
While heβs a bit rusty on it Kean was an adventurer once and knows how to set up camp, start fires, and most of the basics of living off the land, but a fair amount has also been forgotten.
Practical Skills (PS)
(Swish Swish Imma fish)(9) βSo what you do is you put your arms forward and ungulate your body and youβll be going up the waterfall in no time.β
Heβs a zora. Heβs capable of the usual things Zora can do including excellent swimming, swimming up waterfalls, and being amazingly attractive.
(The Finz) (6) βEyy!β
In his youth, Kean was a heck of a ladies fish. He may be a bit older now, but Kean still has his looks and knows his charms. He wouldnβt use them the same as he used to, but he still can smooth talk a shopkeep or convince a guard to let something slide. Heβs also been known to unstick doors with a well-placed hit.
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As a young man it was thrills and adventures, but now all he wants to know the world will be safe for his children to grow up in. If possible he wants to return to them, but if he must choose he would always be willing to die for them.
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2 silver boomerangs: These boomerangs are made in traditional zora fashion with a sweeping wave design to them and opals socketed in the center. They work surprisingly well underwater.
Zora armor: The fabric is specially made to dry quickly and keep the bodyβs range of motion high. It isnβt the strongest armor ever made, but itβs far better than just normal cloth or bare skin.
Two weeks rations of dried fish and three waterskins. One is used purely for combat, so the water isn't always clean. A bedroll (because there isnβt always water to sleep in) A spare knife A clear orb that contains a green goo. It shines when shaken.
Kuma stands at 7'5" with piercing jet black eyes, muscular build with rocks growing from his eyebrows, shoulders, back and from his elbows up to his shoulders, the longest rocks forming along his back in the shape of long curled spikes. His silicon skin is a tan brown with crimson coloured markings all over his body, around his hands up to his forearm and feet up past his ankles are crimson coloured tape that is tightly wrapped. His skin is as rough and solid like a rock. The only hair that he has on his body is the white haired mane that he has grown for a long period of time. Like most of his kin he wears a fundoshi around his waist, but unlike most of his other kin he wears a crimson red robe that he has only covering his right arm, the right part of his chest his stomach, back and hangs over his waist.
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Normally Kuma is like his fellow Goron's, peaceful, humerous, kind, loyal and friendly (too friendly most of the time), he is gullible and with an overbearing nature. He likes forging weapons, armour and bombs, his specialty and most joy comes from making weapons and bombs since he personally has no need for armour. The difference that Kuma has from his other kin is that he is not as lazy and has a longer attention span, he is an active Goron, always looking for something to do to help his tribe and others. He also travels from the caves into towns, sometimes to put up a temporary shop to sell his wares as well as do minor jobs around the towns if they need it, at his shop he repairs items and creates new weapons, armour and bombs to sell. He often sends some of the money back, and keeps some for his travels. He loves making friends and meeting new people and learning from them.
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Kuma was born in Goron City, located inside of Death Mountain and was raised happily with his brothers. Quickly following in the trade of being a blacksmith he became well known to make unique and strong weapons and bombs, he was also able to forge and repair armour and other items but his true talent was with weapons and bombs. Everything was simple and happy for Kuma, he enjoyed the lazy, happy lifestyle that he lived in, but it was when he was told stories of Ganondorf and the horrible person he was. How it took a great hero and a princess to defeat him and the part he played in aiding the Gorons. This fascinated Kuma, so he learned what he could about them all and eventually also learned about the three pieces known as the triforce and how it bound them by the gods, the more he learned, the more he wanted to become a warrior like the one he heard about in the stories and maybe, just maybe Kuma would be able to gain the status of hero too.
So Kuma chose to leave the cave in order to do so, but wasn't able to without having to complete the task of boxing and defeating 5 of his brothers. Through great perseverance, strength, willpower and agility he was able to defeat his 5 brothers and was allowed to leave the caves. There were no hard feelings between him and his brothers, they wanted to make sure that he was prepared to defend himself from whatever may be outside of the cave. Kuma wished them well and told them that he would be sending them supplies and keep them notified of his travels.
During these travels, one day he met a Hylian ranger who had been ambushed by a number of undead, Kuma rolled into action and helped in defeated them. The ranger was happy to receive the help and began traveling together. The Hylian taught him much of the world, at first Kuma had a hard time listening to his long stories and would often lose interest, but as time went on he began to pay attention more and could listen to the entire story that the Hylian was telling. He also learned much about combat, he always knew how to make a weapon, but how to handle it and use it was new to him. In exchange for training he would repair the Hylian's armour and weapons.
He soon took to a liking of the staff cudgel which was a long staff with metallic ends with spikes. He also gained a liking to using a slingshot, since he can pick up ammo from the ground and with his strength be able to hit with as much force as someone using a bow and arrow, if not more. The issue was that he would constantly break the slingshot, until he was able to make one for himself out of strong metals and bands that were made to not break so easily. After much practice he was able to fire repeatedly without breaking it anymore. He also liked these weapons because they were easy to store and was able to have them on him while he was rolling and didn't have to put them down, leaving them behind. He even started to wear a robe like the ranger did.
Eventually he and the ranger needed to part ways after a number of years, Kuma needed to begin his task of becoming a hero himself while also in hopes of gaining allies to help him or his kind if it ever became needed. He and the Hylian thanked each other for all that they had done and called each other brother. After nearly crushing the man by hugging him they parted their ways each heading in the opposite direction.
Kuma then began his journey, his idea of gaining the respect and good relations with people were to show how helpful he and his race were. So he would enter a town and begin doing small jobs, putting up a shop where he would repair, make and sell items to the people for a decent price while explaining about Goron culture and the need to band together. He would say that the hero of time might not be able to help them next time and they needed to band together to be able to prepare for anything that tries to harm Hyrule during this time of peace and prosperity, because there were always something lurking in the shadows, waiting for their chance to become ruler. When he felt that he had built up good enough relations he would then move on to the next village, sending some of his funds back to his home and keeping the rest to pay for expenses while travelling. He hopes to find others that are thinking like him and continues to travel in search for them.
Blacksmith (PS)(10) - Kuma was raised as a blacksmith and took a liking to it right away, his favourite things to make were weapons, he is good at building armour and other items as well, he just has less interest in them. He also enjoys repairing other peoples items so that they don't dull or break and often tinkers with them to make them better than they already were.
Bomb maker (PS)(10) - Kuma has a fascination with bombs, the smell, the sounds of the fuse being lit and especially the sounds and lights of an explosion. So as soon as he was able to he learned how to make bombs, after learning the basics, he began trying to make them smaller, more compact, but carry the same explosion as their normal bombs. He has only been able to make a few so far, but feels that it will aid in the future.
Weapon proficiency: Staff Cudgel (FS)(7) - He learned a great deal from the Hylian ranger, one type of weapon in particular, the cudgel with it he was able to cover more space, defend himself easier as well as able to carry it with him when he was in his rolling form, which in fact helps him out as well by having protruding ends help protect his sides, allow him to turn sharper by using it as a turning point and knock over opponents which may have got out of his direct path. He practices with it whenever he has a chance.
Weapon proficiency: Slingshot (FS)(6) - He developed a liking to the slingshot as it was compact, light and easy to carry on him, his strength allows him to shoot objects with the force stronger than someone with a bow and arrow. He is not particularly good with his aim at targets at a long distance, but hopes that with his invention of smaller bombs he can change that.
Rolling Form (PS)(8) - As a Goron he learned very early about their natural ability to turn into a ball he learned from all his brothers about how to effectively turn, increase / decrease speed, if he is going fast enough the rocks on his back become heated from the friction and can burn his opponents the only thing is that he needs the space to go fast enough to do so. He also learned how to roll back into a standing position and to not become dizzy while in this form. With the addition of his cudgel he is able to make himself better when in this form allowing him to turn sharper and catch enemies that may dodge his direct path of attack.
Appraisal/Marketing (PS)(8) - Kuma is pretty knowledgeable about appraising the value of an item and raw materials, as well as giving a pretty decent price range if someone were to ask for it, he mostly rates them as scrap, useful or unique. He can often quickly judge by looking and feeling the item, but is able to give more detail of the value and properties when he is able to tinker with the item. He is skilled in marketing, being able to sell and buy for a good price, he often sells for cheaper because he feels that he just needs to make enough to survive and able to send some back home. Because of his gullibility though there is a chance that he will buy something that he didn't necessarily need if he can't see it first. He is also good at appraising raw materials for the potential value of what he would be able to make with it, as well as finding types of rocks that his kind can eat.
Alchemy (PS)(6) - Kuma has learned over the years that creatures other than his race often get hurt by the simplest things, and often need some form of potion to heal them, seeing this as a good business venture and in case he ever needed it himself he began to learn how to make potions. Through his studies he has been able to make small potions that regenate health and is beginning to dabble in finding ways to make a person regenerate magic, breathe under water, increse stamina, strength and speed just to name a few.
Cartography (PS)(3) - Kuma can draw simple maps, but sometimes can get confused with what he found in certain places such as a treasure chest or a monster. Basically all the can draw is the simple layout of where he had been.
Enchanting (MS)(5) - Although Gorons are not known be be magic users by nature, they are able to take properties from special materials and give those properties to what they are making. Kuma has begun to take interest in this as he feels it will only improve his blacksmith skills more than they are already. At this point there is a 50/50 chance that it might work or fail.
Boxing (FS)(8) - Before Kuma learned how to use a weapon or a hammer at that matter he learned how to box, it was a form of entertainment for him and his brothers and he liked it more than he did sumo wrestling. He also felt that it was a better skill to learn as his hands and body were already strong so why not learn. He had grown to become a proficient boxer and often would accept challenges from his brothers.
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He hopes that one day he can become a hero in Hyrule. That Goron's will become more prevalent in the world, having shops everywhere selling their wares to all races opening up more mines and expanding their influence. He dreams of having brothers and sisters Of all races that would consider him the same.
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- Basic cudgel staff
*Note that staff is longer around 9 feet tall to accommodate his size.
- Custom built slingshot - Small cart with smithing and alchemy supplies and an easy to assemble shop - Crimson coloured robe - Small sack carrying 5 bombs
.::ππππππ₯::. 3 Red Rupees, 2 Blue Rupees and 5 Green Ruppees