Three pieces to a whole. Power. Courage. Wisdom. A tyrant. A hero. A princess.
These three elements are as fundamental to the inner workings of the world as physics itself. Throughout the ages, there has always been a Hero of Time, an incarnation of Ganon, and the Princess. Ganon will always seize control of the land. The Princess will always be subjugated by Ganon. The Hero of Time will always strive to defeat Ganon and rescue the Princess. Recently, however, the cycle has been disrupted. Through unusual circumstances, no Hero of Time has arisen and the Princess has disappeared. With no one to stop him, the Demon King Ganon has risen to power unabated. Though he is satisfied with such an outcome, something sinister is occurring in the land of Hyrule completely unrelated to Ganon's machinations.
It seems this violation of the cycle has serious consequences. Now, a band of heroes must find a way to not only defeat the Demon King, but secure the safety of Hyrule from this mysterious cataclysm.
This is an RP loosely-based off The Legend of Zelda: Ocarina of Time's plot, but set in an entirely different form of Hyrule. This Hyrule shares little to no similarities with most other instances of the land, being similar in name only.
The Land of Hyrule
After Ganon took over, Hyrule underwent a horrendous cataclysm. Few areas survived the torrent of earthquakes, magical storms, and monster uprisings that coincided with Ganon's crowning. For reasons unknown, it appears that Ganon's holdings have been hit the hardest, being twisted into mockeries of the lands they used to be.
The Fortress (Hyrule Castle) - Built over the foundation of the king's castle, The Fortress is impenetrable to all but Ganondorf's soldiers and traders. It is suspected that Ganondorf is keeping a number of refugees safe and sound within the Fortress's walls, but no one has ever managed to find out. Ganondorf routinely sends forth groups of traders and soldiers to help surviving communities flourish.
Rubbletown (Castletown) - The cataclysm has not been kind to Castletown. All that remains of the once-bustling city is rubble and ashes. Rubbletown is infested with undead monsters and scavengers hoping to eke out a living while hiding from Ganondorf's peacekeepers.
The Tumult (Hyrule Field)- As the cataclysm raged, the hundreds attempted to flee Castletown were caught in the rapidly-shifting Hyrule Field. Between Moblin attacks and violent earthquakes, few escaped with their lives. Now, Hyrule Field is a quagmire of violence, as the corpses of slain refugees rise up each night to do battle with the occupying Moblin forces. The only civilization to speak of are dozens of Moblin shantytowns, each ruled over by a mighty shaman.
The Crater of Life (Death Mountain)- During the cataclysm, Death Mountain literally sprouted legs and fled the area. What appeared to be an active volcano turned out to be Nu-Goro, the Crawling Mountain! A week after Nu-Goro's departure, the crater he left behind began glowing mysteriously. A week after that, large green humanoids started surging forth from the crater! With little in the way of defenses against them, the green humanoids gained a foothold in the remains of Kakariko Village.
Kakariko Plateau (Kakariko Village)- Nu-Goro's passage flattened the land around Death Mountain, making them into plateaus and mesas. Kakariko Village was just barely saved from total destruction by the intervention of the green humanoids. With technology unknown to the rest of Hyrule, the humanoids graciously allowed the surviving humans and Gorons shelter in their metallic domiciles.
The Gerudo Tundra (Gerudo Desert) - The cataclysm did strange things to the weather patterns of the Gerudo Desert. With Death Mountain no longer in place to stop rain from coming into the desert, life briefly flourished. However, rain quickly came to snow and ice, and the once-scorching Gerudo Desert became a frozen tundra.
Mount Nu-Goro (Jabu-Jabu / Death Mountain) - Mount Nu-Goro's travels took it to the Gerudo Desert, where it now spends its days wandering the tundra. Mount Nu-Goro, still oozing hot lava, is the only source of heat in the entire land, and the Gorons living inside it used this as leverage over the Gerudo tribe. Now with a healthy stable of slaves, the Gorons' civilization flourished, converting Nu-Goro's mountainside into a bustling stony metropolis. The Gorons have taken on an Aztec aesthetic, and treat non-Gorons with suspicion at best and derision at worst. This has not prevented travellers from across Hyrule from seeking shelter in Nu-Goro.
The Hylian Everglades (Zora's Domain) - The many earthquakes of the cataclysm caused many of Hyrule's aquifers and warm fronts to let out directly into the land of the Zora's. With heat and water constantly surging into their Domain, the once-chilly lake rapidly shifted into a lukewarm bog. Infested with insects and predatory fish, the only beings that have a chance of navigating the everglades are the Zoras themselves, who are glad to offer their assistance in exchange for supplies and favors.
Tower of Winds (Water Temple) - As Zora's Domain flooded even more than usual, the Water Temple did the exact opposite. With the shifting of Hyrule's earth, the Water Temple rose up on a pillar of earth. Whatever magic that kept the temple's water fresh and flowing went haywire out of its element, and forcibly began sucking up water into the now-risen Temple. Located in the eye of a colossal hurricane, getting into the Water Temple now is a nigh-impossible prospect.
The Twisted Acres (Lost Woods) - The cataclysm did strange things to the Lost Woods. A storm of chaotic magic irrevocably changed the native flora and fauna, in a myriad of ways. Some sections of trees transformed into gigantic mushrooms that spread wildly and infested any living things that breathed in their spores. Some trees became sprawling pillars of copper and iron, and began producing explosive fruit. Some sections of the forest turned into rainforests inhabited by magically-twisted, tribal Deku Scrubs.
The Kokiri Sinkhole (Kokiri Forest) - The Kokiri Forest was spared much of the Lost Woods' magical maelstrom thanks to the Great Deku Tree's efforts. As the Kokiri Forest sank beneath a mighty sinkhole caused by the cataclysm's earthquakes, the Kokiri people fled underground, using the Dekus' extensive root systems as both homes and farms.
Kokiri - Forced to live underground, the Kokiri have become troglodytic creatures. The fact that they never grow old is a great boon, allowing them to fit in small places and crawl in tunnels with ease. The Kokiri's culture has become immensely survivalistic, with most members seeking their own survival over the common good of their society. (think of them as similar to kobolds)
Deku Scrubs - Deku Scrubs come in four flavors: Old Deku Scrubs, Tower-Fungus Scrubs, Ironwood Scrubs, and Wetwood Scrubs.
Old Deku - Matching the Deku of the old Lost Woods, Old Deku are religiously devoted to the Great Deku Tree. Old Deku are cowardly creatures, and have no qualms about shooting an enemy in the back from afar.
Tower-Fungus Deku - Corrupted by Tower-Fungus spores, these Deku are single-mindedly focused on spreading Tower-Fungus spores and corrupting other living creatures. Tower-Fungus Deku do not care for their own lives, but have been known to use cunning and subterfuge to get their ways. Tower-Fungus Deku can launch clouds of spores from their snouts, but have lost all seed-production capabilities. Instead, they sprout naturally from any sufficiently spore-infested land.
Ironwood Deku - Corrupted by the explosive Ironwood trees' magic, these Deku are the most martial of all creatures in the Lost Woods. With skin of metallic bark, Ironwood Deku are fearless in battle and proud of their fighting prowess. Ironwood Deku can no longer spit seeds, and must have them surgically removed to plant or throw them. Ironwood Deku are notoriously stubborn, and routinely wander out from their sections of the Lost Woods in search of a good fight.
Wetwood Deku - Corrupted by the rainforest-like Wetwood trees' magic, Wetwood Deku are lithe, poisonous, skeletal creatures that are suspicious of anyone and everything. Wetwood Deku always seek to gain the upper hand in any situation, and have no social skills whatsoever.
Zoras - With their domain opened up and their sacred temple sealed away from them, the Zoras went through a major crisis of faith. For months, the Zoras were split into warring factions, each trying to decide what must be done. Finally, a great sage rose up and united the factions, bringing them together under a single flag speaking for the things Zoras can do to help the beleagured people of Hyrule. Zoras are shrewd negotiators but excellent navigators, with combat skills honed through constant conflict with the Domain's many aquatic monsters. (think of them as similar to Native Americans crossed with elves)
Gorons - After taking residence in Nu-Goro and enslaving the Gerudos, Goron society at the same time waned and grew. Now a civilization of decorated noblemen, the Gorons use their great strength to create culture through conflict. Ritualized trials by combat and sacrifices to the Great God Nu-Goro are common, as are beautiful murals carved into the stone itself. (think of them as similar to Aztecs crossed with dwarves)
Enslaved Gerudos - The Gerudos who sought out the Gorons help have become a strong slave caste in Goron society. A respect for stealth and agility is still found amongst the elder Gerudo, but has largely been replaced with a respect for brutality and strength among the younger generation. Most Enslaved Gerudo culture is the Goron's culture, though some remnants of old Gerudo culture exist. (think of them as Old Testament Jews)
Free Gerudos - The more prideful Gerudo refused the Goron's offer of help, and fought for their new lives in the Gerudo Tundra. Free Gerudos are a hardy, family-oriented, and above all else proud people. Any mention of servitude or employment is treated with violent scorn by Free Gerudos. (think of them as Vikings)
Moblins - As soon as the cataclysm broke out, a large portion of Ganondorf's army deserted and fled into Hyrule Fields. As they found themselves assaulted on all sides by the angry undead, the Moblins splintered into numerous tribes lead by shamans. While Moblins are relatively hospitable to guests and slaves, they will treat anyone they meet in the field as targets at best and enemies at worst.(think of them as orcs crossed with Mongols)
Ganondorf's Servants - Those who fled to Ganondorf for help during the cataclysm were hardly disappointed. Though at first his methods were harsh and brutal, he cooled down as the cataclysm raged on. Now a broken man with a staunch hatred of the Golden Goddesses, Ganondorf leads the only semblance of old Hyrule's civilization in all the land. Among Ganondorf's followers are all sorts of beings, from Moblins to Hylians. Ganondorf's Servants are terrified of the changed Hyrule, but some brave souls have exiled themselves from the Fortress in search of adventure. Those who are staying in The Fortress are curious about the outside world, but are not willing to risk the dangers of investigating it themselves.
Among Ganondorf's Servants are the only remaining true Hylians, though a few Hylians have taken refuge among the Kokiri and the Gorons.
You are a member of a small independent trading caravan. You get your money through traveling from place to place, selling commodities and righting wrongs. Though there will be a major plot thread to follow, its reveal will be forthcoming.
System
We will be using Risus, (http://connect.ala.org/files/Risus15.pdf) a very RP-friendly and rules-light system. In Risus, nearly everything is governed by rolls of 5d6, ensuring that players can fluff themselves up as much as they want, without worrying about mechanically gimping themselves. All in all, Risus is built for a play-by-post experience, and is perfect for a casual player.
All of Risus's skill checks are done using rolls of 5d6. Want to see if you can climb a cliff? Roll 5d6 and see if the results meet or exceed the Challenge Rating.
Want to create a sword? Roll5d6 and the number you get determines how good the sword you make is.
Want to fight someone? Roll 5d6, and then your opponent rolls 5d6. The higher score wins!
The biggest thing about Risus is its use of Cliches. Cliches are, in effect, a measure of your character's personality, skills, life force, and combat readiness. A Cliche is a personality quirk, a learned skill, a natural ability, or a special bit of equipment. You use Cliches as justifications for your behavior, use them to fluff up attacks and defenses in combat, and in general just use them as spice for your character. Each point in a Cliche is worth one dice, and when you run out of dice in a Cliche during battle, you lose. All Cliches can have a maximum of six dice in them.
Character Sheet
Name: Race: Appearance:(textual descriptions preferred) Cliches: (Maximum of 6 points in a skill, maximum of 12 points to distribute, please describe what the Cliche does and what it means for your character) Personality: Backstory:
@Xenonia, your character is accepted. One thing, however: how, exactly, will you use the Melody of Darkness? From what I understand from the game, just listening to it is dangerous.
Well basically that's the closest thing to a conventional attack he has. It's either gonna be used in combat situations or as basically a general malady type of thing. Basically, as long as he's honkin' it out of his snout, people nearby are gonna be feeling unpleasant.
Depends on the route the quest itself takes. There could be a bigger threat than Ganondorf out there, he could be using the party to get to him, or hell, he could just like the party members enough that he'll put off his plans for an adventure. I plan to improvise it.
@Eklispe, while that's a very easy-to-use diceroller, it doesn't let you link to your roll's results. Personally, I'd prefer Orokos, but you have to register to use it.
@Professor_Wyvern, your character is accepted. @Duthguy, your character is also acceptable, though I worry for the narrow scope of his Cliches. I'm afraid he won't be worth much help in social and intellectual situations, if that's fine with you.