~Setting~
The roleplay will take place primarily in Labrynna for a good long while at the start, but there certainly exists potential to move into Holodrum as time goes on. For the sake of us having enough content to work with, we will take artistic license and assume that the settlements that are featured in Oracle of Ages are only the most major ones, and that there are other towns scattered across the map. For one, you can't walk from one end of the country to the other in ten minutes; the in-game map can be used as a reference to where things are in relation to each other, but I'll work out the actual scale of things at my own discretion. To give you a sense of where this all fits into the geography of the great Zelda universe, let's say Labrynna and Holodrum are two neighboring continents separated by the Sea of Time, a lesser ocean. The journey from one continent to the other is about two weeks by boat so the trip isn't impossible to make but it's certainly not trivial. Both continents are far to the south of Hyrule proper, and to cross the Great Ocean to Hyrule takes several months and is a notoriously treacherous journey for all but the largest of ships and the most daring crews. The people of Labrynna and Holodrum (in story, we'll call this part of the world "The Land of Ages and Seasons", or just TLAS if you're lazy like me) know of Hyrule and vice versa, but aren't really concerned with them all that much and contact is scarce. Since Zelda and Impa traveled over very few have made the trip otherwise.
~Backstory~
Our story will take place roughly 70 years after the end of the events of Oracle of Ages (in the linked game timeline, where Link already saved Holodrum, then came to Labrynna and defeated Veran and then the resurrected Ganon). Link set off on a sea voyage after saving both lands and hasn't been heard from at all since. The people of TLAS still revere Link for his deeds and worship the Oracles; Din, the Oracle of Seasons, and Nayru, the Oracle of Ages. The incarnations of the Oracles seen in the games lived for some time and watched over their respective lands, but they've been dead for quite a while now and the new incarnations have yet to reveal themselves (if they even exist, some aren't sure!). The two neighboring continents maintain peace, and various things have changed in the intervening years. I'll elaborate more on the developments in Labrynna if this goes beyond the int check phase, but most importantly the Labrynnan Royal Family returned to power following Link's departure, with Ralph crowned as King and the Oracle Nayru serving as his adviser in the newly rebuilt Labrynna Palace, just north of the now large and bustling Lynna City. Queen Ambi's Black Tower, once viewed as a symbol of oppression and might by the people of Labrynna, was remodeled into the Tower of Ages, a temple dedicated to study and worship of the Essences of Time, as well as a massive library and the refuge of the clergy of Labrynna, the Covenant of Ages.
Ralph never married (some say because he only ever loved Nayru, who as far as the public was aware didn't return his affections), but chose as his successor one of the finest knights in his service, Sir Richard of Kanalet, known in song and legend as the Swordsman of Seashells. King Richard has ruled for roughly ten years now, and has done a great job by all accounts both in terms of keeping Labrynna safe and maintaining good relations between its many political factions and the neighboring continent of Holodrum. As things in Labrynna had become far more safe and stable than in Ralph's time, King Richard disbanded the standing army of Labrynna in favor of the Seashell Knights, a sect of holy knights who served as his palace guard but also patrolled the land, primarily as justiciars and peacekeepers rather than soldiers or slayers of mighty beasts. Known to his subjects as King Richard the Kind for his sense of justice and fondness for peaceful resolution, Labrynna under his rule has been more peaceful and prosperous than ever.
Ralph never married (some say because he only ever loved Nayru, who as far as the public was aware didn't return his affections), but chose as his successor one of the finest knights in his service, Sir Richard of Kanalet, known in song and legend as the Swordsman of Seashells. King Richard has ruled for roughly ten years now, and has done a great job by all accounts both in terms of keeping Labrynna safe and maintaining good relations between its many political factions and the neighboring continent of Holodrum. As things in Labrynna had become far more safe and stable than in Ralph's time, King Richard disbanded the standing army of Labrynna in favor of the Seashell Knights, a sect of holy knights who served as his palace guard but also patrolled the land, primarily as justiciars and peacekeepers rather than soldiers or slayers of mighty beasts. Known to his subjects as King Richard the Kind for his sense of justice and fondness for peaceful resolution, Labrynna under his rule has been more peaceful and prosperous than ever.
~Main Premise~
A month before the events of the RP, a beautiful and otherworldly woman with striking blue hair and an amazing singing voice appeared atop the Tower of Ages in a massive column of light that could be seen all across the continent. The mysterious songstress introduced herself as Nayru, the next Oracle of Ages. Revealing herself to be the illegitimate daughter of King Ralph and the previous Nayru, this new Nayru claimed to have returned from the future after being sent there by her mother as a young girl. Most alarmingly, she warned of a dark but rapidly approaching future in which Labrynna was ravaged by war and monsters. Savage beasts of the dark world would reappear in the Land of Ages and Seasons once again, but without no chosen hero would appear to vanquish them. Holodrum would first be conquered by a powerful King of Evil and raise an army against the Labrynnans. Due to King Richard's lax ways and the continent's lack of military might, the whole continent would be decimated in the ensuing conflict, resulting in the slaughter of hundreds and the destruction of the Royal Family and all that they had built.
Richard was immediately skeptical of the girl's true identity and outright denied her claims. Holodrum and Labrynna had never turned against each other before, and they had no reason to start doing so now. Raising an army against their long-time allies would be absurd, especially with no assurance that Nayru was even telling the truth in the first place. Further, her backstory didn't seem to check out; Richard had served Ralph and Nayru for their entire reign and not once did he or any other people in the castle notice that she was with child. Just to be sure, Richard dispatched a detachment of Seashell Knights to sail to Holodrum immediately and verify her claims. They vanished without a trace, and several of the rescue parties sent after them either disappeared as well or could find absolutely no sign of the other ships. For the first time in centuries, no word came from their neighbors to the West.
The general public have fallen into unrest at all of this news. Some side with Nayru, believing her to be the next coming of the Oracle. Fearing death at the hands of an army of darkness, they believe Richard should vacate the throne or else start listening to Nayru and building up an army to prevent her prophecy from coming true. Others remain skeptical of the new Oracle, like Richard; would a true Oracle really advise going to war with your peaceful neighbors? Holodrumites who remain stranded on Labrynna now that it appears impossible to cross the ocean are especially averse to war. Nevertheless, rumors begin to circulate of small militias and bands of freedom fighters rising up to support the cause of the Oracle, even if Richard stands in their way. Further, increasingly common reports of more monsters and wild beasts roaming the wilds of Labrynna have begun to worry Richard's and Nayru's supporters alike; could darkness truly be returning to their land?
Our story begins in the town of Rauru, poised on the southern edge of the Nuun Highlands. The day begins like any other, but there is a smell of destiny in the air for sure...
Richard was immediately skeptical of the girl's true identity and outright denied her claims. Holodrum and Labrynna had never turned against each other before, and they had no reason to start doing so now. Raising an army against their long-time allies would be absurd, especially with no assurance that Nayru was even telling the truth in the first place. Further, her backstory didn't seem to check out; Richard had served Ralph and Nayru for their entire reign and not once did he or any other people in the castle notice that she was with child. Just to be sure, Richard dispatched a detachment of Seashell Knights to sail to Holodrum immediately and verify her claims. They vanished without a trace, and several of the rescue parties sent after them either disappeared as well or could find absolutely no sign of the other ships. For the first time in centuries, no word came from their neighbors to the West.
The general public have fallen into unrest at all of this news. Some side with Nayru, believing her to be the next coming of the Oracle. Fearing death at the hands of an army of darkness, they believe Richard should vacate the throne or else start listening to Nayru and building up an army to prevent her prophecy from coming true. Others remain skeptical of the new Oracle, like Richard; would a true Oracle really advise going to war with your peaceful neighbors? Holodrumites who remain stranded on Labrynna now that it appears impossible to cross the ocean are especially averse to war. Nevertheless, rumors begin to circulate of small militias and bands of freedom fighters rising up to support the cause of the Oracle, even if Richard stands in their way. Further, increasingly common reports of more monsters and wild beasts roaming the wilds of Labrynna have begun to worry Richard's and Nayru's supporters alike; could darkness truly be returning to their land?
Our story begins in the town of Rauru, poised on the southern edge of the Nuun Highlands. The day begins like any other, but there is a smell of destiny in the air for sure...
~Important Locations and Extra Lore~
If you want to me to elaborate on something that appeared in game that I haven't covered below, please ask and I'll do my best to fill you in. If you want to create a new settlement or location in Labrynna (say, for your character's backstory or something), feel free to run it by me, there's no reason why we all can't do a little worldbuilding. I'll update this list as I get more time to fill out more locations.
Helpful ZeldaWiki article to reference the map as a whole: zeldawiki.org/Places_in_Oracle_of_Ages
~Lynna City~
The bustling center of Labrynna, Lynna City has nearly tripled in size since Link's departure. While the majority of the population is still human, the city is now home to notable populations of Zoras, Deku, Gorons, and some others. Known for its massive marketplace, the central district is full of various shops, pubs, restaurants and a few other attractions like a theater, the famous Blade Brothers dojo, and the historic Lynna Town Hall. In the exact center of the city stands a stone statue of the revered Mayor Plen, who stepped down from office shortly before his death. His successor, Mayor Gasha, the son of the Bipin and Blossom, does a fine job of managing the town, and was behind many of the choices that led to the rapid expansion of the city.
As you progress towards the outskirts of town, it's primarily residential neighborhoods, with the nicer homes to the western edge of town, and the slums over on the east. Lynna Palace, home to King Richard and his court, borders the town to the north and neighbors the Maku Shrine, a long cave leading to a secluded garden marking the spot where the majestic tree sage, the Maku Tree, once rested before it perished twenty years ago. The townsfolk often visit the shrine to leave offerings, believing that it brings good fortune upon the city to do so.
A trail leading out of the southern end of town leads to the Tower of Ages, a massive multi-storied temple dedicated to the study and worship of the mystical Essences of Time. The first two floors are a worship hall and a small reception area. Unavailable to the public are the chambers of the Covenant of Ages, an organization of priests, scholars, and scribes who dedicate their whole lives to study of the Elements and the history of Labrynna. Their libraries, laboratories, meeting rooms, and living quarters stretch on for many many floors, until the top floor, which houses the Chamber of the Essences. As it houses the eight essences which maintain balance and harmony in Labrynna, it is heavily guarded and can only be entered by the most senior members of the Covenant.
~The South Shore~
To the south of the Black Tower and bordering the Zora Seas is the South Shore, the busiest port town in all of Labrynna. Governed by the old dockmaster Rafton, this port sees the arrival and departure of nearly a hundred ships each and every day, although things have been a bit less busy now that all contact with Holodrum has been lost. While it is home to its fair share of houses and general shops, the South Shore is mostly made up of inns, taverns and fishmongers due to its proximity to the coast and its popularity as a common point of departure. However, it is among the less safe places to live in Labrynna; with scores of people coming and going every day and plenty of precious cargo aboard the ships that dock there, it is a breeding ground for thieves and other shady characters, a fact that isn't helped by its proximity to the Isle of Storms.
~Isle of Storms~
A small island surrounded by jagged rocks and treacherous whirlpools, often used as a refuge for pirates needing to lay low for a while. Only seasoned pirates know the secret path through the dangerous waters that border this island hideout, making it near impossible for King Richard to send Knights there to drive them all out. Non-pirates looking to find passage to the island should inquire with ships with black sails docked at the South Shore, but even if one pays the price to ferried across the Sea of Storms, they will find little more than a large series of docks and caves, a few taverns and inns, and an island full of people looking to kill and rob each other. Made to withstand months of blockade, the island is fortified with deep interior caves full of food and provisions and rows of cannons on sea platforms surrounding the island.
~Fairies' Woods~
If one leaves Lynna City and travels several miles west, they will encounter a tranquil forest full of lush, green trees. Home to the mystical race of fairies and their leader, Venus, the wise and powerful Queen of Fairies. While the people of Labrynna often visit the forest for its beauty and the chance to see a rare stray fairy, the bulk of the fairies are hidden deep within the woods and can only be found by seasoned adventurers with pure hearts. Venus herself resides within the Wing Shrine at the center of the woods, and very rarely appears to outsiders, although many still pray to her.
~Forest of Time~
To the east of Lynna City is another forest, although quite different. While the Fairies Woods are known for their lush greenery and idyllic grottoes with ponds and wildflowers, the Forest of Time is a much darker, thicker forest with tall, old trees who have seen the passage of time and cast long dark shadows on the earth. It is home to many wild animals, some docile and majestic, others brutish and bestial. The few souls that do make their home here are mainly woodsmen and hunters, and there are no large settlements in the region at all. Deep within the forest is a shrine to the Oracle Nayru, where her house once stood in Link's time. It is a popular spot to visit and leave gifts, and it is said that one who sits and prays long enough can even hear Nayru's angelic singing voice echoing down from the treetops above.
~Rolling Ridge~
At the northeastern edge of Labrynna, tucked away behind the end of the Forest of Time stands the majestic Rolling Ridge, a chain of mountains and valleys with a complex network of interconnecting caves linking them together. It's considered one of the most dangerous places in Labrynna due not only to its harsh and treacherous geography, it is home to the largest population of fearsome beasts in all of Labrynna, who roam unchecked due to the fact that hardly anyone lives there. Rolling Ridge was once home to the town of Kasuto, a small mountain famous for mining and its skilled smithies. However, long ago it was raided by monsters and burned to the ground. Word has it that criminals and other lowlifes used the ruins of the old town as a hideout, making it a popular hub for criminal activity just like the Isle of Storms. Because of the lack of population and the danger that navigating the Ridge presents, it is among the few locations in Labrynna that King Richard feels is better off not patrolled.
~Moblin's Keep~
Without a doubt the most dangerous place on the continent, the Moblin's Keep sits at the edge of Rolling Ridge, and already dangerous neck of the woods. Although Link defeated the Moblin King here and demolished his castle in the process, evil and ferocious beasts have made their home in the rubble once more, although not in a kingdom as organized as it once was but more of just a savage den of monsters. Ruled over by the mythical beast, Aquamentus, the ruins of the keep are so dangerous that not even the town of hardened criminals living nearby dares to go anywhere near it. Rumors say that the keep is the resting place of the magical Noble Sword of Labrynna, which Link himself wielded during his adventures here, and it can only be claimed by the one who slays this powerful beast. As of yet, no one has been daring enough to try.
~Zora Seas~
While the Sea of Storms and the Crescent Strait occupy the eastern half of Labrynna's southern coast, the Zora Seas stretch across the western half. Although the seas have notoriously suffered from pollution in the past, since Link's intervention they've more or less returned to normal. Various small islands are scattered throughout the seas, although they're mostly deserted save for fishermen and the occasional small island port town. Unlike the Sea of Storms, the Zora Seas are known for a thriving population of fish, making both human and Zora fishing vessels a common sight to see when sailing around. Further inland, the beautiful coral reefs and sprawling sandy beaches make the seas a popular vacation spot.
Despite their beauty, the Zora Seas are not without their dangers. Because hardly any commercial ships venture into the Sea of Storms, pirate vessels often prey on ships traversing the Zora Seas, and have been known to board ships and pillage islands from time to time. While King Richard can protect the settlements on land, he doesn't have anything like a standing navy; the seas are mostly patrolled by Zora naval vessels, operating under the authority of the King Zora. Although stories of them are rare, Big Octos have been known to attack ships at sea by trapping unsuspecting sailors in their inescapable whirlpools.
~Zora Village~
The main part of the Zora Village is inaccessible to most, not for political reasons, but physical ones. On the western end of the Zora Seas lies a large inlet of ocean littered with small, but mostly empty peninsulas. Beneath the waves of this inlet rests the Zora Village, an underwater city that is home to most of the Zora people. Most of the Zora folk make their homes in hollowed out underwater trees or sea caves, but the largest sea cave in the center of the city is home to the King Zora, the wise and kind ruler of the Zora Seas and the Zora people. The King swears fealty to Richard, but he only truly answers to the guidance of Lord Jabu Jabu, the whale-like guru who resides in an underwater shrine just north of the village.
On the surface, some of the peninsulas are home to docks and the homes of small groups of fishermen. The Zora naval vessels usually depart from a large cave that can be found along the western side of the inlet, nearer to the outside ocean.
~Eyeglass Island~
A small island just off the South Shore, along the eastern side of the Zora coast, named for its peculiar shape. A small town resides here, but the main attraction is the Eyeglass Island Library and the attached Eyeglass Island Academy. While the Tower of Ages is home to the magical and historical scholarship in Labrynna, the bulk of the study of the natural sciences takes place on Eyeglass Island. Many great inventors have taught and lived on the island, but the most renowned of them all is undoubtedly the great Cheval II, the son of the inventor of the Zora flippers and Cheval rope, both of which are now essentials for any sailor worth their salt in Labrynna. Cheval II serves as dean of the academy, but still continues research on his own. Rumors have been circulating regarding his designs for a new submarine meant to be used by Zoras. Attached to the island on its own sea platform is the Marine Research Lab, a facility dedicated to monitoring the health of Labrynna's oceans.
~Talus Peaks~
A chain of majestic mountains stretching across the entire western border of Labrynna. Unlike the dangerous Rolling Ridge, many choose to make their home along the mountainside, as it's among the most beautiful and tranquil regions of the continent and remains free of monsters for the most part. Atop one of the larger mountains, Mt. Gasha, sits a crater lake full of crystal clear water which serves as the source of the roaring rivers that flow down the Talus chain. The renowned Restoration Wall stretches down the side of Mt. Gasha and houses an observatory dedicated to observing the skies over Labrynna.
At the base of the mountain chain and adjacent to the neighboring Nuun Highlands lies the Goron mining village of Darunia, home to most of the Gorons in Labrynna. While the main feature of Darunia is the large ore mine just outside of the village, which provides most of the continent's coal and iron, it also home to a host of natural hot springs and talented smiths. The few Subrosians that do make their home in Labrynna also reside in Darunia, enjoying the hot springs and, oddly enough, the stuffy hot depths of the ore mine.
~Nuun Highlands~
The large expanse of plains and countryside to the west of Lynna City. In order to reach the Talus mountains or the Fairies' Woods, one must first cross these highlands. Although the worst you might encounter on a typical trip through the plains is a pack of wild wolves, the large amount of cattle ranches and farms along the way make the occasional Moblin bandit raid a worry. A small but persistent river flows through the highlands, originating from the crater lake atop Mt. Talus, and those looking for a speedy and safe trip downriver ought to consider the ferry.
The town of Rauru is the most notable settlement in the Nuun Highlands. It exists as a popular waystation along the road to Darunia from Lynna City, but is also the closest human settlement to the Fairies' Woods, making it a popular place to stay for travelers on their way into the forest. The Seashell Knights in charge of patrolling the Highlands make their base here, in a fort attached to the north side of town. The captain of the outpost, Captain Viscen, is a decorated veteran of the Labrynnan military and served under King Ralph himself as a general for many years, but he was mysteriously demoted to this relatively menial post shortly after Richard took the throne. With all the public unrest about the crisis in Holodrum, Viscen has found it tough to receive the reinforcements necessary to combat the increasing number of bandit attacks and monster sightings in the Highlands.
~Symmetry City~
On a perfectly rectangular plateau near the peaks of the northern most mountains of the Talus chains lies Symmetry City, a perfectly designed mountain settlement in which the left and right sides of the city are mirror images of each other. Two constantly guarded gates serve as the only entrances to the village, and the soldiers on duty always make sure to only admit visitors in pairs to maintain balance. Known as a popular tourist spot because of the strange symmetrical customs and the beauty and simplicity of the city's design, the city is also home to the Temple of Balance, in which the Monks of Symmetry live.
The Monks of Symmetry are paired with another child at birth and raised to mirror his image perfectly, including speaking and breathing in unison. The Monks never leave the Temple of Balance, which is perfectly rectangular and lies in the exact center of Symmetry City. They instead spend all day meditating around the Tuni Nut, the sacred symbol of the City, in an attempt to discern the true way to attain perfect balance in one's life. The monks also serve as the sworn protectors of the nut, and the perfect magical harmony between them and their symmetrical double allows them to hurl powerful combination spells at their would-be foes.
~Yoll Graveyard~
If one travels east through the vast Forest of Time, they will arrive in the forest of dead trees that houses the Yoll Graveyard. A ghastly and barren place, the northern section of the graveyard contains the graves of the common folk, separated from the southern section by a nearly dry, shriveling river that flows into a dank and foggy swamp. Crossing the bridge to a small island in the swamplands to south reveals the tombs of the Labrynnan Royal Family and the Seashell Knights, guarded at all times by an elite sect of the Seashell Knights known as the Mausoleum Guard. In addition to being a post of great honor and renown, the Mausoleum Guards are all versed in holy magic meant to defend against the attacks of restless spirits in the area.
A wishing well on the easternmost edge of the graveyard has been rumored to be a portal into the other world, and has been notorious for ghost sightings in the past. One can purportedly summon the presence of restless souls in the form of a reflection on the well's surface by casting an item of theirs into the water, but perhaps these are ghost stories meant to fool children. Wizzrobes and Poes are known to roam the Yoll region at night, so it is highly advised to only visit during the night if at all possible.
~Lynna City~
The bustling center of Labrynna, Lynna City has nearly tripled in size since Link's departure. While the majority of the population is still human, the city is now home to notable populations of Zoras, Deku, Gorons, and some others. Known for its massive marketplace, the central district is full of various shops, pubs, restaurants and a few other attractions like a theater, the famous Blade Brothers dojo, and the historic Lynna Town Hall. In the exact center of the city stands a stone statue of the revered Mayor Plen, who stepped down from office shortly before his death. His successor, Mayor Gasha, the son of the Bipin and Blossom, does a fine job of managing the town, and was behind many of the choices that led to the rapid expansion of the city.
As you progress towards the outskirts of town, it's primarily residential neighborhoods, with the nicer homes to the western edge of town, and the slums over on the east. Lynna Palace, home to King Richard and his court, borders the town to the north and neighbors the Maku Shrine, a long cave leading to a secluded garden marking the spot where the majestic tree sage, the Maku Tree, once rested before it perished twenty years ago. The townsfolk often visit the shrine to leave offerings, believing that it brings good fortune upon the city to do so.
A trail leading out of the southern end of town leads to the Tower of Ages, a massive multi-storied temple dedicated to the study and worship of the mystical Essences of Time. The first two floors are a worship hall and a small reception area. Unavailable to the public are the chambers of the Covenant of Ages, an organization of priests, scholars, and scribes who dedicate their whole lives to study of the Elements and the history of Labrynna. Their libraries, laboratories, meeting rooms, and living quarters stretch on for many many floors, until the top floor, which houses the Chamber of the Essences. As it houses the eight essences which maintain balance and harmony in Labrynna, it is heavily guarded and can only be entered by the most senior members of the Covenant.
~The South Shore~
To the south of the Black Tower and bordering the Zora Seas is the South Shore, the busiest port town in all of Labrynna. Governed by the old dockmaster Rafton, this port sees the arrival and departure of nearly a hundred ships each and every day, although things have been a bit less busy now that all contact with Holodrum has been lost. While it is home to its fair share of houses and general shops, the South Shore is mostly made up of inns, taverns and fishmongers due to its proximity to the coast and its popularity as a common point of departure. However, it is among the less safe places to live in Labrynna; with scores of people coming and going every day and plenty of precious cargo aboard the ships that dock there, it is a breeding ground for thieves and other shady characters, a fact that isn't helped by its proximity to the Isle of Storms.
~Isle of Storms~
A small island surrounded by jagged rocks and treacherous whirlpools, often used as a refuge for pirates needing to lay low for a while. Only seasoned pirates know the secret path through the dangerous waters that border this island hideout, making it near impossible for King Richard to send Knights there to drive them all out. Non-pirates looking to find passage to the island should inquire with ships with black sails docked at the South Shore, but even if one pays the price to ferried across the Sea of Storms, they will find little more than a large series of docks and caves, a few taverns and inns, and an island full of people looking to kill and rob each other. Made to withstand months of blockade, the island is fortified with deep interior caves full of food and provisions and rows of cannons on sea platforms surrounding the island.
~Fairies' Woods~
If one leaves Lynna City and travels several miles west, they will encounter a tranquil forest full of lush, green trees. Home to the mystical race of fairies and their leader, Venus, the wise and powerful Queen of Fairies. While the people of Labrynna often visit the forest for its beauty and the chance to see a rare stray fairy, the bulk of the fairies are hidden deep within the woods and can only be found by seasoned adventurers with pure hearts. Venus herself resides within the Wing Shrine at the center of the woods, and very rarely appears to outsiders, although many still pray to her.
~Forest of Time~
To the east of Lynna City is another forest, although quite different. While the Fairies Woods are known for their lush greenery and idyllic grottoes with ponds and wildflowers, the Forest of Time is a much darker, thicker forest with tall, old trees who have seen the passage of time and cast long dark shadows on the earth. It is home to many wild animals, some docile and majestic, others brutish and bestial. The few souls that do make their home here are mainly woodsmen and hunters, and there are no large settlements in the region at all. Deep within the forest is a shrine to the Oracle Nayru, where her house once stood in Link's time. It is a popular spot to visit and leave gifts, and it is said that one who sits and prays long enough can even hear Nayru's angelic singing voice echoing down from the treetops above.
~Rolling Ridge~
At the northeastern edge of Labrynna, tucked away behind the end of the Forest of Time stands the majestic Rolling Ridge, a chain of mountains and valleys with a complex network of interconnecting caves linking them together. It's considered one of the most dangerous places in Labrynna due not only to its harsh and treacherous geography, it is home to the largest population of fearsome beasts in all of Labrynna, who roam unchecked due to the fact that hardly anyone lives there. Rolling Ridge was once home to the town of Kasuto, a small mountain famous for mining and its skilled smithies. However, long ago it was raided by monsters and burned to the ground. Word has it that criminals and other lowlifes used the ruins of the old town as a hideout, making it a popular hub for criminal activity just like the Isle of Storms. Because of the lack of population and the danger that navigating the Ridge presents, it is among the few locations in Labrynna that King Richard feels is better off not patrolled.
~Moblin's Keep~
Without a doubt the most dangerous place on the continent, the Moblin's Keep sits at the edge of Rolling Ridge, and already dangerous neck of the woods. Although Link defeated the Moblin King here and demolished his castle in the process, evil and ferocious beasts have made their home in the rubble once more, although not in a kingdom as organized as it once was but more of just a savage den of monsters. Ruled over by the mythical beast, Aquamentus, the ruins of the keep are so dangerous that not even the town of hardened criminals living nearby dares to go anywhere near it. Rumors say that the keep is the resting place of the magical Noble Sword of Labrynna, which Link himself wielded during his adventures here, and it can only be claimed by the one who slays this powerful beast. As of yet, no one has been daring enough to try.
~Zora Seas~
While the Sea of Storms and the Crescent Strait occupy the eastern half of Labrynna's southern coast, the Zora Seas stretch across the western half. Although the seas have notoriously suffered from pollution in the past, since Link's intervention they've more or less returned to normal. Various small islands are scattered throughout the seas, although they're mostly deserted save for fishermen and the occasional small island port town. Unlike the Sea of Storms, the Zora Seas are known for a thriving population of fish, making both human and Zora fishing vessels a common sight to see when sailing around. Further inland, the beautiful coral reefs and sprawling sandy beaches make the seas a popular vacation spot.
Despite their beauty, the Zora Seas are not without their dangers. Because hardly any commercial ships venture into the Sea of Storms, pirate vessels often prey on ships traversing the Zora Seas, and have been known to board ships and pillage islands from time to time. While King Richard can protect the settlements on land, he doesn't have anything like a standing navy; the seas are mostly patrolled by Zora naval vessels, operating under the authority of the King Zora. Although stories of them are rare, Big Octos have been known to attack ships at sea by trapping unsuspecting sailors in their inescapable whirlpools.
~Zora Village~
The main part of the Zora Village is inaccessible to most, not for political reasons, but physical ones. On the western end of the Zora Seas lies a large inlet of ocean littered with small, but mostly empty peninsulas. Beneath the waves of this inlet rests the Zora Village, an underwater city that is home to most of the Zora people. Most of the Zora folk make their homes in hollowed out underwater trees or sea caves, but the largest sea cave in the center of the city is home to the King Zora, the wise and kind ruler of the Zora Seas and the Zora people. The King swears fealty to Richard, but he only truly answers to the guidance of Lord Jabu Jabu, the whale-like guru who resides in an underwater shrine just north of the village.
On the surface, some of the peninsulas are home to docks and the homes of small groups of fishermen. The Zora naval vessels usually depart from a large cave that can be found along the western side of the inlet, nearer to the outside ocean.
~Eyeglass Island~
A small island just off the South Shore, along the eastern side of the Zora coast, named for its peculiar shape. A small town resides here, but the main attraction is the Eyeglass Island Library and the attached Eyeglass Island Academy. While the Tower of Ages is home to the magical and historical scholarship in Labrynna, the bulk of the study of the natural sciences takes place on Eyeglass Island. Many great inventors have taught and lived on the island, but the most renowned of them all is undoubtedly the great Cheval II, the son of the inventor of the Zora flippers and Cheval rope, both of which are now essentials for any sailor worth their salt in Labrynna. Cheval II serves as dean of the academy, but still continues research on his own. Rumors have been circulating regarding his designs for a new submarine meant to be used by Zoras. Attached to the island on its own sea platform is the Marine Research Lab, a facility dedicated to monitoring the health of Labrynna's oceans.
~Talus Peaks~
A chain of majestic mountains stretching across the entire western border of Labrynna. Unlike the dangerous Rolling Ridge, many choose to make their home along the mountainside, as it's among the most beautiful and tranquil regions of the continent and remains free of monsters for the most part. Atop one of the larger mountains, Mt. Gasha, sits a crater lake full of crystal clear water which serves as the source of the roaring rivers that flow down the Talus chain. The renowned Restoration Wall stretches down the side of Mt. Gasha and houses an observatory dedicated to observing the skies over Labrynna.
At the base of the mountain chain and adjacent to the neighboring Nuun Highlands lies the Goron mining village of Darunia, home to most of the Gorons in Labrynna. While the main feature of Darunia is the large ore mine just outside of the village, which provides most of the continent's coal and iron, it also home to a host of natural hot springs and talented smiths. The few Subrosians that do make their home in Labrynna also reside in Darunia, enjoying the hot springs and, oddly enough, the stuffy hot depths of the ore mine.
~Nuun Highlands~
The large expanse of plains and countryside to the west of Lynna City. In order to reach the Talus mountains or the Fairies' Woods, one must first cross these highlands. Although the worst you might encounter on a typical trip through the plains is a pack of wild wolves, the large amount of cattle ranches and farms along the way make the occasional Moblin bandit raid a worry. A small but persistent river flows through the highlands, originating from the crater lake atop Mt. Talus, and those looking for a speedy and safe trip downriver ought to consider the ferry.
The town of Rauru is the most notable settlement in the Nuun Highlands. It exists as a popular waystation along the road to Darunia from Lynna City, but is also the closest human settlement to the Fairies' Woods, making it a popular place to stay for travelers on their way into the forest. The Seashell Knights in charge of patrolling the Highlands make their base here, in a fort attached to the north side of town. The captain of the outpost, Captain Viscen, is a decorated veteran of the Labrynnan military and served under King Ralph himself as a general for many years, but he was mysteriously demoted to this relatively menial post shortly after Richard took the throne. With all the public unrest about the crisis in Holodrum, Viscen has found it tough to receive the reinforcements necessary to combat the increasing number of bandit attacks and monster sightings in the Highlands.
~Symmetry City~
On a perfectly rectangular plateau near the peaks of the northern most mountains of the Talus chains lies Symmetry City, a perfectly designed mountain settlement in which the left and right sides of the city are mirror images of each other. Two constantly guarded gates serve as the only entrances to the village, and the soldiers on duty always make sure to only admit visitors in pairs to maintain balance. Known as a popular tourist spot because of the strange symmetrical customs and the beauty and simplicity of the city's design, the city is also home to the Temple of Balance, in which the Monks of Symmetry live.
The Monks of Symmetry are paired with another child at birth and raised to mirror his image perfectly, including speaking and breathing in unison. The Monks never leave the Temple of Balance, which is perfectly rectangular and lies in the exact center of Symmetry City. They instead spend all day meditating around the Tuni Nut, the sacred symbol of the City, in an attempt to discern the true way to attain perfect balance in one's life. The monks also serve as the sworn protectors of the nut, and the perfect magical harmony between them and their symmetrical double allows them to hurl powerful combination spells at their would-be foes.
~Yoll Graveyard~
If one travels east through the vast Forest of Time, they will arrive in the forest of dead trees that houses the Yoll Graveyard. A ghastly and barren place, the northern section of the graveyard contains the graves of the common folk, separated from the southern section by a nearly dry, shriveling river that flows into a dank and foggy swamp. Crossing the bridge to a small island in the swamplands to south reveals the tombs of the Labrynnan Royal Family and the Seashell Knights, guarded at all times by an elite sect of the Seashell Knights known as the Mausoleum Guard. In addition to being a post of great honor and renown, the Mausoleum Guards are all versed in holy magic meant to defend against the attacks of restless spirits in the area.
A wishing well on the easternmost edge of the graveyard has been rumored to be a portal into the other world, and has been notorious for ghost sightings in the past. One can purportedly summon the presence of restless souls in the form of a reflection on the well's surface by casting an item of theirs into the water, but perhaps these are ghost stories meant to fool children. Wizzrobes and Poes are known to roam the Yoll region at night, so it is highly advised to only visit during the night if at all possible.
This section will be updated as I drop lore tidbits through the course of the RP, for your quick reference.
~Characters and Application Format~
Our group will come together after a small crisis in Rauru and come to a natural decision on which side we support as things move forward and we become more caught up in such matters. The title may be misleading; this Nayru could very well be the true Oracle of Ages and her prophecy could be true. I'm leaving it open ended because it's more interesting that way. Keeping the group small will hopefully give everyone plenty of time to struggle with these issues along with the regular classic Zelda adventuring and dungeoneering that's standard with this sort of thing. Expect political intrigue, twists and turns, and a lot of appropriated lore from other Zelda games to spice things up. I'll link ZeldaWiki when I can if you're not super big on the backstory just to help out, but Zelda's pretty much down the middle as far as fantasy goes so don't let the underused setting throw you off.
As far as the types of characters that will be allowed, I don't want anyone from Hyrule proper to be part of the player cast; you should all be local. As such, races that are only associated with particular regions outside of the Land of Ages and Seasons won't be allowed; this includes Sheikah and Gerudo, so you needn't ask about them. Just for starters, you have humans (not Hylians, they're different!), Zoras, Gorons, Deku Scrubs, Tokay, and Subrosians. If you want to be a unique snowflake and go for an enemy race, I'm not necessarily opposed to it, but it should be humanoid enough to reasonably work in an adventuring party; for instance, it would be hard for me to justify why two dudes and a zora would choose to hang out with a rotating pillar of flame that shoots lightning and fireballs or a ravenous wolf or some crazy ass shit like that. If there's something you want to include that isn't on any of my lists, I might allow it. Just ask and I'll try to work with you the best I can.
I only want like four people, so that the group stays small and the posting rotation doesn't get out of hand. I will not accept based on a first come first served basis, and I will instead just choose the best four applications I receive within a certain period of time. Please see below for the information on the application process.
Name:
Race: (I will allow any race that appears in the Oracle series, so humans, Gorons, Zora, Deku Scrubs, Tokay, and Subrosians. I'll allow enemy races as long as your pick is reasonable.)
Age:
Gender:
Appearance: (In at least one paragraph, describe your character's appearance, including eye color, hair color and style, body build, height, skin color, scars/tatoos/birthmarks, etc. A picture will suffice, but please make sure to denote any differences from your envisioned appearance and the actual picture in text. Please avoid pictures that are too modern or otherwise don’t fit the feel of the Zelda universe.)
Clothing/Armor: (In at least one paragraph, describe your character's preferred style of dress. Remember that the setting is Zelda, so please avoid modern clothing or something that is otherwise out of place. A picture will suffice, and it may be the same picture as your appearance, but please make sure to outline the parameters of your armor (if applicable) in text. Remember that the more protective armor is, the more it restricts movement. This can be alleviated by taking the appropriate armor skills.)
Weapons: (Describe the weapons your character carries with them on a regular basis. You may include pictures if you wish, although as long as you’re clear enough it’s not entirely necessary. In this section, you must also describe where your character keeps their weapons. In case your character is caught off guard or restrained in some way, it’s much more believable that they could quickly draw their dagger if it was sheathed at their waist than if it was at the bottom of a cluttered backpack, after all. This is for the sake of consistency. For weapons like bows or crossbows that require bolts or arrows, make sure to note how many arrows your character keeps on them on a regular basis and where.)
Skills: (Are there any important non-combat skills you think you want to mention? For example, if your character is an archer who grew up in the woods, you would note here that he's a good hunter and woodsman. If your spellcaster is also a potent alchemist or can transcribe old Hylian runes, put it down. Maybe they're a good thief, or baker, or navigator, or they have first aid skills. If it's not related to combat and they're good at it, note it here.)
Magic: (If you have no magic skills, skip this section entirely. Spells are tied to standalone spell rings or other magical artifacts that act as conduits between the spellcaster's magical energies and the physical form of the spell itself. You can only make use of spell rings if you are a trained mage and have awakened your magical energies through meditation or a supernatural gift. For the sake of balance, you may either choose to have access to multiple weapons and be skilled with them, or you may start with magic rings and your magical energies awakened. I might be willing to budge if you really want a spellsword type character, but you'd have to work closely with me to balance it. Magic users can still have one weapon, but they should not expect to be a particularly skilled warrior with it and will instead rely mostly on their magic for combat. Keep in mind that certain weapon types are not conducive to spellcasting; it's hard to wave your hand to throw a fireball while you're swinging around a two handed battleaxe, for example. Magic users may start with THREE spell rings. Do not list passive effect rings here, save those for the inventory section. Entries should have this format:
~Spell Name (Ring Name)~
<Spell description.>
Example:
~Fireball (Ring of Embers)~
After a moment of preparation, Link thrusts his palm forward and fires off a basketball-sized ball of flame. The ball travels quickly over short and medium distance and has an arcing trajectory, but is inaccurate at a distance.
~Healing Light (Ring of Healing)~
After a moment of preparation, Link focuses light magic into the palm of his hand, causing it to glow with a healing light. If Link touches his palm to open wounds, he can seal them up quickly. The larger the wound, the more magic power he will have to expend to fully heal it.)
Inventory: (List what your character currently has on them and regularly carries around. Try not to list too much; carrying heavy loads will considerably slow down your character and probably require a cumbersome backpack on top of that. In other words, try to pack light, and if your character does has a lot of stuff, explain what bag they're using to carry it because hammerspace won't fly here. It may be wise to organize these items in a list, as you will be editing this section frequently as your character acquires more items.)
Backstory: (In at least two decent length paragraphs, detail your character's life up until this point. Please do not have your character too intertwined with existing characters or established canon unless you have run the idea by a GM first. If you want to introduce new locations or important new characters with your character's backstory, that's fine, but please run it by me first.)
Wallet: (The currency is Rupees. You may start with up to 100. Don't worry about colors or anything, we'll just assume that Zelda wallets are magical and you always have the exact denomination of rupees you need to make transactions.)
Race: (I will allow any race that appears in the Oracle series, so humans, Gorons, Zora, Deku Scrubs, Tokay, and Subrosians. I'll allow enemy races as long as your pick is reasonable.)
Age:
Gender:
Appearance: (In at least one paragraph, describe your character's appearance, including eye color, hair color and style, body build, height, skin color, scars/tatoos/birthmarks, etc. A picture will suffice, but please make sure to denote any differences from your envisioned appearance and the actual picture in text. Please avoid pictures that are too modern or otherwise don’t fit the feel of the Zelda universe.)
Clothing/Armor: (In at least one paragraph, describe your character's preferred style of dress. Remember that the setting is Zelda, so please avoid modern clothing or something that is otherwise out of place. A picture will suffice, and it may be the same picture as your appearance, but please make sure to outline the parameters of your armor (if applicable) in text. Remember that the more protective armor is, the more it restricts movement. This can be alleviated by taking the appropriate armor skills.)
Weapons: (Describe the weapons your character carries with them on a regular basis. You may include pictures if you wish, although as long as you’re clear enough it’s not entirely necessary. In this section, you must also describe where your character keeps their weapons. In case your character is caught off guard or restrained in some way, it’s much more believable that they could quickly draw their dagger if it was sheathed at their waist than if it was at the bottom of a cluttered backpack, after all. This is for the sake of consistency. For weapons like bows or crossbows that require bolts or arrows, make sure to note how many arrows your character keeps on them on a regular basis and where.)
Skills: (Are there any important non-combat skills you think you want to mention? For example, if your character is an archer who grew up in the woods, you would note here that he's a good hunter and woodsman. If your spellcaster is also a potent alchemist or can transcribe old Hylian runes, put it down. Maybe they're a good thief, or baker, or navigator, or they have first aid skills. If it's not related to combat and they're good at it, note it here.)
Magic: (If you have no magic skills, skip this section entirely. Spells are tied to standalone spell rings or other magical artifacts that act as conduits between the spellcaster's magical energies and the physical form of the spell itself. You can only make use of spell rings if you are a trained mage and have awakened your magical energies through meditation or a supernatural gift. For the sake of balance, you may either choose to have access to multiple weapons and be skilled with them, or you may start with magic rings and your magical energies awakened. I might be willing to budge if you really want a spellsword type character, but you'd have to work closely with me to balance it. Magic users can still have one weapon, but they should not expect to be a particularly skilled warrior with it and will instead rely mostly on their magic for combat. Keep in mind that certain weapon types are not conducive to spellcasting; it's hard to wave your hand to throw a fireball while you're swinging around a two handed battleaxe, for example. Magic users may start with THREE spell rings. Do not list passive effect rings here, save those for the inventory section. Entries should have this format:
~Spell Name (Ring Name)~
<Spell description.>
Example:
~Fireball (Ring of Embers)~
After a moment of preparation, Link thrusts his palm forward and fires off a basketball-sized ball of flame. The ball travels quickly over short and medium distance and has an arcing trajectory, but is inaccurate at a distance.
~Healing Light (Ring of Healing)~
After a moment of preparation, Link focuses light magic into the palm of his hand, causing it to glow with a healing light. If Link touches his palm to open wounds, he can seal them up quickly. The larger the wound, the more magic power he will have to expend to fully heal it.)
Inventory: (List what your character currently has on them and regularly carries around. Try not to list too much; carrying heavy loads will considerably slow down your character and probably require a cumbersome backpack on top of that. In other words, try to pack light, and if your character does has a lot of stuff, explain what bag they're using to carry it because hammerspace won't fly here. It may be wise to organize these items in a list, as you will be editing this section frequently as your character acquires more items.)
Backstory: (In at least two decent length paragraphs, detail your character's life up until this point. Please do not have your character too intertwined with existing characters or established canon unless you have run the idea by a GM first. If you want to introduce new locations or important new characters with your character's backstory, that's fine, but please run it by me first.)
Wallet: (The currency is Rupees. You may start with up to 100. Don't worry about colors or anything, we'll just assume that Zelda wallets are magical and you always have the exact denomination of rupees you need to make transactions.)
Here's a blank version of the CS with nice tags and formatting for your easy copy/paste needs.
[B]Name:[/B]
[B]Race:[/B]
[B]Age:[/B]
[B]Gender:[/B]
[B]Appearance:[/B]
[B]Clothing/Armor:[/B]
[B]Weapons:[/B]
[B]Skills:[/B]
[B]Magic:[/B]
[B]Inventory:[/B]
[B]Backstory:[/B]
[B]Wallet:[/B]
~Rules~
- As this is high casual, please abide by those standards. Obviously this means no godmodding, metagaming, powerplay, one-liners, etc.
- I much prefer quality to quantity. As this is a small group RP, I imagine the interactions will go quickly and the posting rotations won't become too complicated; if you have only one paragraph that really needs to be said, I would rather have one well written paragraph than a wall of filler that no one wants to read.
- Major monsters (basically, anything mini-boss level and above) are to be spawned and controlled by moderators unless permission is given otherwise. Minor monsters can be spawned and controlled by the players (within reason), but anything mini-boss level and above are to be controlled by the GMs. Town Guards, Knights, or non-human warriors are NOT minor monsters.
- All loot dropped, stolen, found in chests, etc. is to be determined and set by a GM or co-GM.
- I don't have strict rules for posting in a timely manner, but communication is key. You may not have time to write up a full post whenever it's your turn, but you should still do us the courtesy of letting us know you'll be busy for a bit and if anyone should puppet your character on your behalf.
- If you want to plan something with me, but you want it to be a surprise to the rest of the group, that's fine. I want to be as conducive to scheming as possible and encourage that kind of storybuilding. You're welcome to keep secrets and coordinate cool reveals, but please keep me informed so I can make sure your plans mesh with the story, alright? Okay cool great thanks bro.
Please let me know if you're interested in making a character, or if you have any questions. You can find our interest check here to see what we discussed there.