30 years have passed since what many thought would be the last Carnival of Time, and the Goddess of Time has smiled upon the once doomed land of Termina. No boy in green from a faraway land came to the aid of the Terminian people; they were left to fend for themselves, and from the four corners of the realm rose four champions willing to answer the call to action. These four heroes, known in song and legend as the Oathkeepers, succeeded in freeing the Giants and thwarting the plans of one such masked imp, although not without cost; all four Oathkeepers perished in the final battle against Majora, and all those in Termina were united for a brief moment to mourn their saviors. In honor of their sacrifice, the morning following the Carnival of Time was named the Oathkeeper’s Dawn. It is a solemn day of reflection and remembrance, when all Terminians are reminded of the four men who gave their lives for the good of the realm.
The Legend of the Oathkeepers
The Oathkeeper of the Mountains was a proud and valiant Goron by the name of Darmani, already known and hailed as a hero of the Gorons. When he fell into the icy abyss surrounding Snowhead, the Gorons lost all hope of ever feeling the warmth of spring in the mountains again. Yet, on the eve of the last day, the harsh wind that razed the gentle mountains ceased, and the warrior Darmani arrived at the Clock Tower unscathed, and in the company of a great and powerful Giant. The next to appear was the Oathkeeper of the Swamp, a modest Deku Scrub whose father served the Royal Family as a butler (his name is not even known to most). Assumed dead for months, the butler’s son succeeded in cleansing the poisoned swamp of Woodfall and vanquishing the jungle warrior Odolwa. The third to arrive was Mikau, the Oathkeeper of the Ocean. A famous musician and a capable warrior, the Zora guitarist was allegedly slain by Gerudo pirates, yet on the final day the waters of Great Bay grew calm. With the ocean at his back, Mikau brought the third giant to the Clock Tower. The last to arrive surprised even the lowly butler’s son; it was the simple and easily frightened gravekeeper, Dampe. To this day it is unknown how a grotesque, half-blind oaf with a shovel scaled the Stone Tower and laid waste to the legions of undead that guarded it, but the fact remains that he succeeded, and brought a giant along with him.
Together the four Oathkeepers confronted the imp, and with the aid of the four Giants, seemed to stop the moon from falling. Once the cursed mask discarded its puppet and revealed its true nature, the four pursued Majora into the moon as the Giants struggled to keep it afloat. Moments before their massive legs buckled underneath the weight, the moon dissolved into a brilliant array of colored light and faded away into the distance. All that remained atop the Clock Tower were three dead Oathkeepers and one who was mortally wounded. Darmani, who clung to life by a thread, died as the sun rose on the new day, deeply proud to have fought alongside three true heroes. The mask and the Skull Kid were nowhere to be found, however, nor the strange smiling man who had pursued them to Termina in the first place. Whispers of this Happy Mask Salesman survive on the wind’s breath, but time goes on…
Hello, and welcome to my first project on the new site. Some of you may remember a long-running Zelda RP by the name of The Imprisoning War that ran before the database was wiped. We reached over a thousand IC posts and were nearing our second anniversary, but sadly due to the wipe we lost everything. My co-GM (FMAlchemist) and I have decided to put TIW to rest and put forth a new project, which you're currently reading about. This is Majora's Mask: Oathkeeper's Dawn, a Zelda RP that takes place in an expanded version of the Adult Link Timeline of the Zelda Universe.
In this timeline, as you may have noticed above, Link never came to Termina to stop the Skull Kid and Majora's Mask; when Link was supposed to be saving Termina, he was sleeping in the Sacred Realm during the seven year gap of Ocarina of Time. However, to provide the basis for our own telling of events, I have introduced the Oathkeepers to avert the Terminian Apocalypse. However, because the Oathkeepers all died and never had a chance to help many of Skull Kid's victims like Link eventually did in the game, many of the side-plots went unresolved, leading to some rather tragic circumstances for certain characters in the present day. If you aren't familiar with Majora's Mask, I would advise you to have ZeldaWiki.org on hand as you continue reading the rest of the reference material below, as every character mentioned below appeared in the actual game.
The Division of Termina
The last three decades in Termina have been characterized by peace, although not necessarily prosperity. Monsters still roam the vast expanse of Termina field, and various small settlements outside of the four major regions struggle with the threat of wild beasts and bandits. Unlike Hyrule, Termina has no unified rule or standing army; five factions comprise most of the wealth and military might that the realm has to offer. The Deku Kingdom of the Southern Swamp, the Goron Tribe of the Snowhead Mountains, the Zora of the Western Ocean, the neutral and independent citizens of Clock Town, and the newly resurfaced Ikana Royal Family of Ikana Canyon. All those who are not allied with any of these groups have little standing between them and the very dangerous world of Termina. Nevertheless, these smaller settlements manage to persist despite a lack outside support. Regardless of the fragmented nature of Termina, there are no overt tensions between the existing factions, and most maintain friendly and open relationships; they just prefer to remain independent to maintain some degree of autonomy. Although the Oathkeepers succeeded in freeing the Giants and stopping Majora, they did not have the benefit of multiple chances to repeat the same 72 hours. As such, not all of the Skull Kid’s various curses and tricks were undone; many of his spiteful deeds have left lasting scars on Termina and still contribute to its decay.
The Southern Swamp is still steeped in pure, untainted water and abounds in lush plant life, but this prosperity does not extend to its inhabitants. The Princess of the Deku Royal Family never made it back to her people, and perished in her cell in Woodfall Temple before her father’s men could rescue her. The Deku King, in his rage and despair, blamed the only party he could; the forest monkeys. To this day a standing bounty of 200 rupees is offered to any scrub who can bring a monkey, alive or dead, before the court. The Deku Kingdom has become wary of outsiders, and although they maintain a peaceful and pleasant relationship with the rest of the swamp-dwellers and the other factions, no non-scrubs are allowed to set foot in the castle walls. The swamp as a whole remains relatively safe, and the tourist industry in the south has expanded considerably in the last thirty years, making it a popular vacation spot. A very quaint town built at the entrance to the swamp has sprung up, known to most as Marshfall. Mostly comprised of hotels, restaurants, and theaters, Marshfall is built almost entirely on a network of docks and floating houses, but offers little in the way of permanent housing. The Deku Kingdom provides soldiers to protect the waterfront settlement in exchange for hefty taxes, making it too expensive for most people to live in the vacation town anyway. The less populated areas of the swamp are rather quiet and safe, and some Deku who do not swear fealty to the Royal Family live in small settlements here and there throughout the swamp. Travelers are strongly advised to stay away from the Woods of Mystery. It is said that the Swamp Hag Kotake haunts those woods, looking for her missing twin sister Koume and turning lost travelers into monsters doomed to roam the labyrinthine forest forever. Others claim that such tales are simply to keep young scrubs from wandering too far from the castle, but few who enter the woods these days return alive. Woodfall Temple has been repurposed into the tomb of the Royal Family in honor of the Swamp Oathkeeper and the Deku Princess – the temple is arguably more tightly guarded than the castle itself, according to some, but few have reason to venture that way anymore these days so most consider such details to be of little importance.
The mountains have enjoyed thirty years of normal, mild weather since Darmani quelled the storm of Snowhead. The north is generally considered one of the quietest and most peaceful places to live in all of Termina, and the Gorons like to keep it that way. The current chieftain of the Gorons, Darunia, was only a bawling child when his father (the elder) and his greatest hero (Darmani) passed away, but he has since grown into a capable leader who is genuinely concerned with the well-being of his people and their home. Rumors say that Darunia has suffered from insomnia ever since his father died, and often goes days without sleeping a wink. Wary of another long winter, Darunia decided to have Snowhead Temple cleared of monsters and stocked with food and supplies. Snowhead would serve as the greatest stronghold the Gorons had to offer, but at present it is sealed shut until their hour of need. The humans that make their home in the mountains live in the Mountain Village, the first stop on any traveler’s journey to the north. The small smithing village has expanded in the past thirty years, mostly because of the great Gold Dust Boom that occurred twenty years ago. A blacksmith named Zubora and his business partner, Gabora, found great quantities of the valuable Gold Dust in one of the many mountain caverns near the village, causing scores of ambitious families to flock to the mountains to capitalize on this literal goldmine. Although the primary boom died out within a year, Zubora made himself a very rich man in the process, and expanded his measly one-hearth forge into an impressive smithing conglomerate that operates primarily within the mountain, where good steel can be mined alongside rare deposits of the coveted gold dust. This burgeoning franchise, called the Frozen Hearth Smithing Company, supplies much of Termina with refined steel as well as finely crafted weapons. Darunia, seeing a wise business opportunity, decided to partner with Zubora, supplying Goron warriors to protect the Mountain Village in exchange for his own supply of steel and access to Zubora’s shipping network to distribute some of the Goron’s main exports, such as bombs and powder kegs. Some tensions simmer beneath this arrangement, however, as Darunia considered the now almost depleted Gold Dust to be a sacred treasure of the Goron people, and also did not take kindly to Zubora’s miners destroying some of the natural beauty of the mountain. The two are currently (and for the most part, successfully) working together to ensure that future mining projects are conducted in a more environmentally conservative fashion. In honor of Darmani the Oathkeeper’s sacrifice, a fighting tournament, open to everyone who is willing to enter, takes place a week after the Carnival of Time each year. The cash prize is often hefty, but the victor also usually receives an ingot of a rare and precious metal for their efforts as well.
The Zoras of Great Bay have preferred a more private existence since the dissolution of their famous rock band, the Indigo-Go’s, and have focused more on developing Great Bay into a nicer place to live. With Mikau the Oathkeeper dead and Lulu’s voice lost forever, the Indigo-Go’s split up despite massive fan outcry. Although the remaining members had brief solo careers, a Zora band hasn’t performed at the carnival for about 28 years. Nonetheless, Great Bay has maintained its reputation as an excellent vacation spot and a bustling port; every day ships come and go, carrying valuable cargo from faraway lands. A port town by the name of Cape Floria has been established along the western coast of Great Bay, sporting a massive boardwalk, several fisheries, and an intricate web of docks run with a great deal of efficiency. The Frozen Hearth Smithing Company also maintains a branch here, specializing in business overseas. Mostly populated by Zoras and humans, Cape Floria is not without its dangers; with the large and daunting Pirate Fortress nearby, the town is subject to costly pirate raids from time to time, either at port or out at sea. A standing navy of Zoras and other fishermen has been established to protect the town and visiting ships, but as it is a volunteer force, it is not as effective as it could be. Closer to the fortress is a somewhat smaller coast town by the name of Pirate’s Landing. A “safe” haven for criminals all over Termina, lawmen seldom venture inside this Gerudo dock village, which is home to independent thieves or smaller gangs of pirates and smugglers. The construction of Pirate’s Landing was funded almost entirely by the master of the fortress, Aveil, who made a small fortune selling Lulu’s eggs on the black market after Mikau the Oathkeeper failed to recover them. Pirate’s Landing is an excellent place to go to escape the long arm of the law, but don’t expect to be safe there either; the landing is considered one of the few places where it’s almost mandatory to sleep with one eye open and a dagger under your pillow. Evan, the former bandleader of the Indigo-Go’s and current mayor of Cape Floria, has tried several times to negotiate peace with Aveil, but the pirates refuse to negotiate; after all, raiding merchant ships and robbing hapless tourists seems to be working out pretty well for them.
Clock Town has remained the bustling, cosmopolitan center of culture, commerce, and carnivals over the last three decades, and the standard of living has generally improved since the New Day. Aside from the four commercial districts known to most everyone, the seldom seen residential districts have seen some development too. The permanent citizens of Clock Town have grouped into three distinct neighborhoods based primarily on social class (all of which have horrible time-related puns for names). The wealthier families stick to the Dawn Heights, a well-kept and aesthetically pleasing gated community that borders West Clock Town (the merchant district). Aside from the lavish estates, the Heights are also home to Clock Town Preparatory, a private academy that only the wealthy elites of Clock Town can afford to attend. The majority of Clock Town lives in Noon Square, home to the middle class. Small houses, apartments, and inns line the cobblestone streets of this intricate plaza, which borders East Clock Town (the entertainment district). In the center of Noon Square lies the Oathkeeper Shrine, a small chapel that houses statues of each of the four Oathkeepers. On the Oathkeeper’s Dawn, all of Clock Town gathers here to honor their. The lowest of the low inhabit Dusk Row, which is more or less a decrepit series of back alley slums festering on the edge of South Clock Town. Crowded, dirty, and dangerous, Dusk Row is made up mostly of shacks and tents all competing for space. During the day it is mostly empty, as the beggars and thieves are out in the rest of Clock Town begging and thieving. At night, however, the Row becomes a very dangerous place to be (for their own safety, the Clock Soldiers elect not to patrol the Row after dark) due to the violent gangs that call the place home. In order to keep these slums safe, a group of vigilante teens known as the Bombers Secret Society of Justice keep watch over Dusk Row, offering protection to all those who need it.
The political situation of Clock Town has grown more delicate since the New Day, with two groups fighting for control of Clock Town’s political might. The Clock Society, established by former Clock Soldier Captain Viscen after he retired, is primarily concerned with keeping Clock Town safe, clean, and well-managed. They stand in clear opposition to any further development and expansion, and believe that more needs to be done to improve the city before one can think about building new districts. Their opponents, the Carnival Committee, led by Gorman, former manager of the Indigo-Go’s, represent the interests of the merchant class and the wealthier citizens of Clock Town. They seek to secure Clock Town’s outward expansion with trade agreements that will further the town’s economic might, and are also heavily in favor of increasing the budget of the Carnival of Time, believing this festival is Clock Town’s primary source of income and its largest tourist attraction. So far the elderly and long-standing Mayor Dotour has managed to keep the two groups at bay (mainly with stalling and indecision), but given the recent announcement of his retirement at the end of this term, both parties have been more adversarial than ever in their attempts to promote a replacement candidate. Most expected Dotour’s son, Kafei, to run for office once he stepped down, but he mysteriously went missing about thirty years ago.
The safest route through Termina Field is the Milk Road, a long stretch of highway leading directly from Romani Ranch to Clock Town’s south gate. The ranch, once a popular vacation spot and the biggest supplier of milk in all of Termina, has seen better days. Frequent bandit raids and attempts to block the entrance to the ranch have made it difficult for the two sisters, Romani and Cremia, to get their stock to their investors. After many missed shipments and poor service, most of the ranch’s contracts went to the newly established Gorman Brothers Ranch nearby; strangely, the brothers never seemed to have much of a problem with bandits or roadblocks along the Milk Road. Over the years the Gorman Brothers have slowly begun to buy up more and more of Romani Ranch’s land to expand their own ranch, which is known for its popular horse track (at which a great deal of gambling takes place under the table) and its rather poor treatment of dairy cows. Despite their attempts to do so, the brothers have never managed to produce the magical Chateau Romani milk their former competitors were known for. Although Romani Ranch is now just a fraction of its former size, it still scrapes by as the only exporter of this rare and coveted magic milk. Due to mysterious and unfortunate circumstances, however, the few cows that the sisters have keep disappearing around the same time every year, leaving them with only a handful of Chateau cows left. Cremia, the elder of the two sisters, still manages the ranch despite her advanced age, as her younger sister is considered by many to be somewhat… mentally unhinged, after a certain incident thirty years ago (and subsequent reoccurrences of that incident in the following years). As a final act of greed by the covetous Gormans, several guard posts along the Milk Road have been set up to collect hefty tolls from passerby, allegedly in the interest of keeping travelers “safe” on what was already considered one of the safest roads in the land. A second branch was added to the Milk Road once Marshfall rose to prominence, leading directly into the swamp town, yet it is still plagued with those pesky Gorman tolls.
The Southern Swamp is still steeped in pure, untainted water and abounds in lush plant life, but this prosperity does not extend to its inhabitants. The Princess of the Deku Royal Family never made it back to her people, and perished in her cell in Woodfall Temple before her father’s men could rescue her. The Deku King, in his rage and despair, blamed the only party he could; the forest monkeys. To this day a standing bounty of 200 rupees is offered to any scrub who can bring a monkey, alive or dead, before the court. The Deku Kingdom has become wary of outsiders, and although they maintain a peaceful and pleasant relationship with the rest of the swamp-dwellers and the other factions, no non-scrubs are allowed to set foot in the castle walls. The swamp as a whole remains relatively safe, and the tourist industry in the south has expanded considerably in the last thirty years, making it a popular vacation spot. A very quaint town built at the entrance to the swamp has sprung up, known to most as Marshfall. Mostly comprised of hotels, restaurants, and theaters, Marshfall is built almost entirely on a network of docks and floating houses, but offers little in the way of permanent housing. The Deku Kingdom provides soldiers to protect the waterfront settlement in exchange for hefty taxes, making it too expensive for most people to live in the vacation town anyway. The less populated areas of the swamp are rather quiet and safe, and some Deku who do not swear fealty to the Royal Family live in small settlements here and there throughout the swamp. Travelers are strongly advised to stay away from the Woods of Mystery. It is said that the Swamp Hag Kotake haunts those woods, looking for her missing twin sister Koume and turning lost travelers into monsters doomed to roam the labyrinthine forest forever. Others claim that such tales are simply to keep young scrubs from wandering too far from the castle, but few who enter the woods these days return alive. Woodfall Temple has been repurposed into the tomb of the Royal Family in honor of the Swamp Oathkeeper and the Deku Princess – the temple is arguably more tightly guarded than the castle itself, according to some, but few have reason to venture that way anymore these days so most consider such details to be of little importance.
The mountains have enjoyed thirty years of normal, mild weather since Darmani quelled the storm of Snowhead. The north is generally considered one of the quietest and most peaceful places to live in all of Termina, and the Gorons like to keep it that way. The current chieftain of the Gorons, Darunia, was only a bawling child when his father (the elder) and his greatest hero (Darmani) passed away, but he has since grown into a capable leader who is genuinely concerned with the well-being of his people and their home. Rumors say that Darunia has suffered from insomnia ever since his father died, and often goes days without sleeping a wink. Wary of another long winter, Darunia decided to have Snowhead Temple cleared of monsters and stocked with food and supplies. Snowhead would serve as the greatest stronghold the Gorons had to offer, but at present it is sealed shut until their hour of need. The humans that make their home in the mountains live in the Mountain Village, the first stop on any traveler’s journey to the north. The small smithing village has expanded in the past thirty years, mostly because of the great Gold Dust Boom that occurred twenty years ago. A blacksmith named Zubora and his business partner, Gabora, found great quantities of the valuable Gold Dust in one of the many mountain caverns near the village, causing scores of ambitious families to flock to the mountains to capitalize on this literal goldmine. Although the primary boom died out within a year, Zubora made himself a very rich man in the process, and expanded his measly one-hearth forge into an impressive smithing conglomerate that operates primarily within the mountain, where good steel can be mined alongside rare deposits of the coveted gold dust. This burgeoning franchise, called the Frozen Hearth Smithing Company, supplies much of Termina with refined steel as well as finely crafted weapons. Darunia, seeing a wise business opportunity, decided to partner with Zubora, supplying Goron warriors to protect the Mountain Village in exchange for his own supply of steel and access to Zubora’s shipping network to distribute some of the Goron’s main exports, such as bombs and powder kegs. Some tensions simmer beneath this arrangement, however, as Darunia considered the now almost depleted Gold Dust to be a sacred treasure of the Goron people, and also did not take kindly to Zubora’s miners destroying some of the natural beauty of the mountain. The two are currently (and for the most part, successfully) working together to ensure that future mining projects are conducted in a more environmentally conservative fashion. In honor of Darmani the Oathkeeper’s sacrifice, a fighting tournament, open to everyone who is willing to enter, takes place a week after the Carnival of Time each year. The cash prize is often hefty, but the victor also usually receives an ingot of a rare and precious metal for their efforts as well.
The Zoras of Great Bay have preferred a more private existence since the dissolution of their famous rock band, the Indigo-Go’s, and have focused more on developing Great Bay into a nicer place to live. With Mikau the Oathkeeper dead and Lulu’s voice lost forever, the Indigo-Go’s split up despite massive fan outcry. Although the remaining members had brief solo careers, a Zora band hasn’t performed at the carnival for about 28 years. Nonetheless, Great Bay has maintained its reputation as an excellent vacation spot and a bustling port; every day ships come and go, carrying valuable cargo from faraway lands. A port town by the name of Cape Floria has been established along the western coast of Great Bay, sporting a massive boardwalk, several fisheries, and an intricate web of docks run with a great deal of efficiency. The Frozen Hearth Smithing Company also maintains a branch here, specializing in business overseas. Mostly populated by Zoras and humans, Cape Floria is not without its dangers; with the large and daunting Pirate Fortress nearby, the town is subject to costly pirate raids from time to time, either at port or out at sea. A standing navy of Zoras and other fishermen has been established to protect the town and visiting ships, but as it is a volunteer force, it is not as effective as it could be. Closer to the fortress is a somewhat smaller coast town by the name of Pirate’s Landing. A “safe” haven for criminals all over Termina, lawmen seldom venture inside this Gerudo dock village, which is home to independent thieves or smaller gangs of pirates and smugglers. The construction of Pirate’s Landing was funded almost entirely by the master of the fortress, Aveil, who made a small fortune selling Lulu’s eggs on the black market after Mikau the Oathkeeper failed to recover them. Pirate’s Landing is an excellent place to go to escape the long arm of the law, but don’t expect to be safe there either; the landing is considered one of the few places where it’s almost mandatory to sleep with one eye open and a dagger under your pillow. Evan, the former bandleader of the Indigo-Go’s and current mayor of Cape Floria, has tried several times to negotiate peace with Aveil, but the pirates refuse to negotiate; after all, raiding merchant ships and robbing hapless tourists seems to be working out pretty well for them.
Clock Town has remained the bustling, cosmopolitan center of culture, commerce, and carnivals over the last three decades, and the standard of living has generally improved since the New Day. Aside from the four commercial districts known to most everyone, the seldom seen residential districts have seen some development too. The permanent citizens of Clock Town have grouped into three distinct neighborhoods based primarily on social class (all of which have horrible time-related puns for names). The wealthier families stick to the Dawn Heights, a well-kept and aesthetically pleasing gated community that borders West Clock Town (the merchant district). Aside from the lavish estates, the Heights are also home to Clock Town Preparatory, a private academy that only the wealthy elites of Clock Town can afford to attend. The majority of Clock Town lives in Noon Square, home to the middle class. Small houses, apartments, and inns line the cobblestone streets of this intricate plaza, which borders East Clock Town (the entertainment district). In the center of Noon Square lies the Oathkeeper Shrine, a small chapel that houses statues of each of the four Oathkeepers. On the Oathkeeper’s Dawn, all of Clock Town gathers here to honor their. The lowest of the low inhabit Dusk Row, which is more or less a decrepit series of back alley slums festering on the edge of South Clock Town. Crowded, dirty, and dangerous, Dusk Row is made up mostly of shacks and tents all competing for space. During the day it is mostly empty, as the beggars and thieves are out in the rest of Clock Town begging and thieving. At night, however, the Row becomes a very dangerous place to be (for their own safety, the Clock Soldiers elect not to patrol the Row after dark) due to the violent gangs that call the place home. In order to keep these slums safe, a group of vigilante teens known as the Bombers Secret Society of Justice keep watch over Dusk Row, offering protection to all those who need it.
The political situation of Clock Town has grown more delicate since the New Day, with two groups fighting for control of Clock Town’s political might. The Clock Society, established by former Clock Soldier Captain Viscen after he retired, is primarily concerned with keeping Clock Town safe, clean, and well-managed. They stand in clear opposition to any further development and expansion, and believe that more needs to be done to improve the city before one can think about building new districts. Their opponents, the Carnival Committee, led by Gorman, former manager of the Indigo-Go’s, represent the interests of the merchant class and the wealthier citizens of Clock Town. They seek to secure Clock Town’s outward expansion with trade agreements that will further the town’s economic might, and are also heavily in favor of increasing the budget of the Carnival of Time, believing this festival is Clock Town’s primary source of income and its largest tourist attraction. So far the elderly and long-standing Mayor Dotour has managed to keep the two groups at bay (mainly with stalling and indecision), but given the recent announcement of his retirement at the end of this term, both parties have been more adversarial than ever in their attempts to promote a replacement candidate. Most expected Dotour’s son, Kafei, to run for office once he stepped down, but he mysteriously went missing about thirty years ago.
The safest route through Termina Field is the Milk Road, a long stretch of highway leading directly from Romani Ranch to Clock Town’s south gate. The ranch, once a popular vacation spot and the biggest supplier of milk in all of Termina, has seen better days. Frequent bandit raids and attempts to block the entrance to the ranch have made it difficult for the two sisters, Romani and Cremia, to get their stock to their investors. After many missed shipments and poor service, most of the ranch’s contracts went to the newly established Gorman Brothers Ranch nearby; strangely, the brothers never seemed to have much of a problem with bandits or roadblocks along the Milk Road. Over the years the Gorman Brothers have slowly begun to buy up more and more of Romani Ranch’s land to expand their own ranch, which is known for its popular horse track (at which a great deal of gambling takes place under the table) and its rather poor treatment of dairy cows. Despite their attempts to do so, the brothers have never managed to produce the magical Chateau Romani milk their former competitors were known for. Although Romani Ranch is now just a fraction of its former size, it still scrapes by as the only exporter of this rare and coveted magic milk. Due to mysterious and unfortunate circumstances, however, the few cows that the sisters have keep disappearing around the same time every year, leaving them with only a handful of Chateau cows left. Cremia, the elder of the two sisters, still manages the ranch despite her advanced age, as her younger sister is considered by many to be somewhat… mentally unhinged, after a certain incident thirty years ago (and subsequent reoccurrences of that incident in the following years). As a final act of greed by the covetous Gormans, several guard posts along the Milk Road have been set up to collect hefty tolls from passerby, allegedly in the interest of keeping travelers “safe” on what was already considered one of the safest roads in the land. A second branch was added to the Milk Road once Marshfall rose to prominence, leading directly into the swamp town, yet it is still plagued with those pesky Gorman tolls.
The Isolation of Ikana
The most mysterious of the four corners is undoubtedly Ikana Canyon, to the east. When Dampe the Oathkeeper vanquished Twinmold atop the Stone Tower, the legions of undead that seemed to be the valley’s only inhabitants vanished along with the curse that held them there. For a time, the once great kingdom to the east lay empty and silent, out of sight and out of mind for most of Termina. Much to everyone’s surprise, however, exactly one year after the dawn of the New Day, fifty (living!) Ikana Knights rode to Clock Town to bring the news of the revival of the most powerful kingdom in Ikana. Most were skeptical at first; after all, Ikana’s powerful army fell into ruin hundreds of years ago. Yet, here stood fifty living, breathing swordsmen of Ikana, heralding the return of Igos Du Ikana and bringing the news that King Igos was recruiting soldiers for the first time in centuries (humans only, of course). Remembering tales of the glorious and renowned Ikana Knights, many warriors (both retired and upcoming) uprooted their families and moved to Ikana Canyon to pledge their swords to King Igos. News spread of the growing Ikana army and the rapid development of the once desolate Ikana Village into a bustling city more fitting for such an illustrious kingdom. Knights once again stood guard on the walls of Ikana Castle and the steps of the Stone Tower, and the kind and generous King Igos sent his armies out into the field to slay monsters and protect travelers. The Terminians extended their gratitude to the gallant King, and for a while, it seemed Termina was truly on the path to becoming a better place. Without warning, however, the Kingdom of Ikana suddenly recalled its patrols and closed its borders, constructing a large stone wall to keep the rest of Termina out. All attempts to contact King Igos failed, and all those who attempted to sneak in were either slain approaching the gates or captured and never heard from again. This impenetrable gate has become known as the Wall of Bones, named for the many arrow-riddled skeletons that litter its surroundings. Ikana, however, appeared very much alive and well beyond the gate, and still growing. More soldiers seemed to man the wall every day, and far in the distance, the Stone Tower seemed to be getting taller and taller each day, eventually disappearing into the clouds.
The 30th Carnival of Time since the New Day is in three days, and the Carnival Committee has spared no expense in preparing for the occasion. For weeks, merchants, tourists, and performers from all over Termina began arriving in droves, and Clock Town is busier than ever before, so much so that the festivities have poured out into the field to alleviate the crowding. A small city of tents surrounds the walls of Clock Town, growing larger by the day as caravans arrive to set up for the carnival. In the midst of the chaos, news from the east shocks everyone. After 25 years of silence, the public finally hears word from the Kingdom of Ikana; the prince of Ikana, Davos Du Ikana, will travel to Clock Town on the eve of the Carnival of Time to discuss a trade agreement with Mayor Dotour that will finally reopen Ikana’s borders to the rest of Termina. News of the end of Ikana’s solitude spreads to all corners of Termina within hours, drumming up even more hype for the upcoming carnival.
Not all news of the carnival is good, however. Over the last few weeks, a series of murders have been reported both inside and outside the town gates. All of them seem to be the work of the same killer, who prefers to end lives in a manner as gruesome as it is mysterious. All of the victims have been found missing their faces and petrified stiff, although with no knife work involved at all. The corpses are free of cuts or wounds, appearing like faceless mannequins with nothing but a smooth emptiness where their face once was. The Carnival Committee has done their best to keep these killings a secret from the public, but whispers of this murderer have been to circulate around the town, although most think they’re just rumors due to the Committee’s gag order. Perhaps this may have something to do with the sudden reappearance of a certain smiling man making his way around the massive city of tents in the dead of night, carrying a hefty backpack of unknown contents, but most have forgotten his face by now…
Not all news of the carnival is good, however. Over the last few weeks, a series of murders have been reported both inside and outside the town gates. All of them seem to be the work of the same killer, who prefers to end lives in a manner as gruesome as it is mysterious. All of the victims have been found missing their faces and petrified stiff, although with no knife work involved at all. The corpses are free of cuts or wounds, appearing like faceless mannequins with nothing but a smooth emptiness where their face once was. The Carnival Committee has done their best to keep these killings a secret from the public, but whispers of this murderer have been to circulate around the town, although most think they’re just rumors due to the Committee’s gag order. Perhaps this may have something to do with the sudden reappearance of a certain smiling man making his way around the massive city of tents in the dead of night, carrying a hefty backpack of unknown contents, but most have forgotten his face by now…
Below is all the information you'll need to create a character. There are no reservations, and characters will not be selected on a first come first serve basis. There are six open spots for applicants, and once we feel we have seen enough sheets, we will make our decisions on the final roster. We expect to close applications in about a week to a week and a half, but it's not a set deadline so if you need more time that's fine.
• No godmodding. This should go without saying, given this is High-Casual.
• No metagaming. This is especially important given the free-form nature of this RP. Many players will have ulterior motives and secret plans, so make sure to keep OC and IC knowledge separate. No one likes to have their carefully crafted master plan deduced in seconds, so please don't metagame and be that guy. Tolerance on this matter is very low.
• 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, but anything mini-boss level and above are to be controlled by the GMs. Town Guards, Knights, or warriors of other races are NOT minor monsters.
• All loot dropped, stolen, found in chests, etc. is to be determined and set by a GM or co-GM.
• Please try to get at least one post up every two days. If you're going to be gone, let me know so I can handle it. If you don't post by the third day (without letting me know you won't be posting), I will puppet your character as I see fit. If you don't post for two weeks without warning me, your character will be killed/written out entirely. No whining.
• If you decide to enter a PvP fight, please note that your characters can be killed in the ensuing fight, as long as it's done fairly and squarely. However, oneshotting someone from the shadows is not something that I will allow; PvP fights are to the death only if both combatants have willingly entered. Stealing from, assaulting, or otherwise provoking another character counts as willingly entering.
• Please note that your character can be killed in fights with mini-bosses and above; this is simply a hazard that I will expect you to be aware of. But hey, if you don't do stupid shit to get yourself killed, we'll all get along fine.
Note that “Terminian” refers to all people who live in Termina, not just the humans. For example, you could have a Terminian Goron or a Terminian Zora. This is the equivalent of saying someone is Hyrulean, as opposed to the man-like race of Hylians. For the sake of this RP, we will call the race of men “humans” and leave Terminian as a term for describing nationality.
Human: The most prominent race of Termina. Although not Hylian, some of the humans of Termina have been known to have pointed ears as well. Although primarily based in Clock Town and the Ikana Kingdom, humans can be found all over Termina. Humans are all-rounders in terms of physical and magical abilities, and can choose any combination of skills and magic elements. You may not play a human born in or living in Ikana AFTER the borders closed. If you want to play a human who once lived in Ikana or was born there, they can only have lived there during the five year period during which it was a free kingdom. This is for story reasons, and I will not allow any exceptions. A month before the gates closed permanently, King Igos decreed that anyone who wanted to leave was welcome to do so.
Gerudo: This all-female faction holds an even balance between agile thieves and skilled warriors. Despite their agility, they lack brute force, making them ineffective against heavily armored opponents. They prefer to live in the Great Bay area, but can be found throughout Termina, typically up to no good. Given their reputation for piracy and other criminal acts, Gerudo have a hard time gaining the trust of other races, although most don’t particularly mind. The Gerudo have an ongoing racial feud with the neighboring Zoras of Great Bay, and are highly unlikely to get along. You may NOT play a male Gerudo.
Zora: The aquatic, elegant race of amphibious fishpeople that live in the Western Ocean and Great Bay. Aside from their obvious swimming ability and their ability to breathe underwater as well as on land, Zoras who are well-versed in the use of magic are able to generate bioelecricity from within themselves. However, the Zora people are incapable of lasting very long in environments where it's very hot or cold, as their skin has to retain a certain level of moisture in order for them to perform at their best. Racial tensions between the Zoras and the Gerudo are at an all-time high, so any friendships between the two are very unlikely. The Zora people are highly vulnerable to fire and other forms of intense heat, and as such cannot practice Fire magic.
Deku: The Deku are the small, wooden scrub people who can be found all over Termina, but primarily make their home in the Southern Swamp. The small, wooden frame of the Deku people makes them ill-equipped offensively and defensively, and vulnerable to fire. However, the Dekus are quite fast on their feet and make for powerful mages, giving them the potential to learn powerful offensive spells or healing magic. Given their extensive knowledge of flora and fauna, the Deku people are naturally suited for poison and medicine making as well.
Goron: The strong but laid-back denizens of the Northern Mountains, the Gorons are natural warriors capable of ridiculous feats of strength. Due to their naturally tough skin and rocky outer shell, they are also highly resistant to physical attacks. Although some Gorons are more skilled than others in the art of racing, all Gorons are capable of curling into a ball and rolling around at high speeds. However, given their large stature and hulking build, the Gorons are rather ungraceful and slow on their feet, and have little magical talent to speak of. Gorons may not take the Acrobatics, Sneaking, or Thievery skills, and can only practice Earth and Fire magic.
Other Races: I am open to suggestions for other races, enemy races, etc. Let me know first, however.
Hylian: No one from Hyrule has made it to Termina before; not even Link.
Kokiri/Sheikah/Twili/Skyloftians/Subrosians: See above. No Hyrulean races.
Garo: A common request. The Garo that appeared in Majora’s Mask were nothing but spirits, and the spirits were banished from Ikana when Link defeated Twinmold. The living Garo were from a foreign nation, but it likely collapsed a long time ago. No exceptions, don’t ask.
“True Ikana”: Igos Du Ikana, his royal family, and the 50 original knights of Ikana are the only true born Ikana in Termina. Although characters may have lived in Ikana (or even been born there during the five year open period), no characters are permitted to be true descendants of the original race of Ikana that once made up the ancient kingdom. This is for story reasons, and there are no exceptions.
In order to keep things fair and balanced, we will organize skills based on a three tier system, first devised by Dervish in a previous RP. At character creation, you may select one expert-level skill, three major skills and three minor skills. In order to become more specialized, you may choose to trade two skills of a lower rank for another skill of the next highest rank. For example, you could give up two minor skills for one more major skill, as well as trading two major skills for one more expert skill. This trading goes both ways, so you can trade one expert skill for two more major skills if you'd like to be more varied and less specialized. The skill list is as follows -- if you have any questions about how a given skill translates into the roleplay medium, just ask.
Combat Skills: Each of the skills below pertains to the use of a certain type of weapon, armor, or style of combat. Melee focused characters will definitely want to choose one of these skills if they want to be effective in a fight. Keep in mind that all weapons have their own strengths and weaknesses, so it may be a good idea to take more than one to aid in versatility.
• Short Blade (daggers and other short swords. As an expert or major skill, it also allows you to better conceal your weapons in the event that you’re searched)
• Long Blade (arming swords, longswords, bastard swords, or any blade that cannot be easily concealed or must be wielded with two hands)
• Axe (any axe, either one handed or two handed.)
• Blunt (warhammers, maces, cudgels, or staff weapons without a point or blade)
• Polearm (spears, halberds, glaives, tridents, pikes, and other sticks with pointy things)
• Archery (slingshots, shortbows, longbows, and crossbows, both in terms of accuracy and reload speed. Taken as a major or expert skill, a character can fletch their own arrows.)
• Projectiles (affects accuracy with ranged weapons other than slings or bows. Includes throwing knives, throwing stars, needles, and bombs. Also improves the accuracy of projectile spells if taken as a major or expert skill.)
• Block (shields, of any size or construction. Even without a shield, it improves a character’s ability to block or parry incoming blows, allowing for better defensive weapon use.)
• Unarmed (skill in unarmed combat, obviously, including throws and grapples.)
• Heavy Armor (plate armor or heavy mail of any kind. Although heavier armor provides a great deal of protection from harm, it is also difficult to move around in and makes it more difficult to cast magic. These disadvantages become less significant if Heavy Armor is taken as a major or expert skill.)
• Light Armor (leather, fur, hide, scale, or light chainmail. While not nearly as protective as heavier armor, light armor affords greater freedom of movement, yet still inhibits spellcasting to a certain degree. If light armor is taken as a major or expert skill, it becomes more effective at protecting the wearer from harm.)
• Athletics (determines how quickly your character can move, and how much stamina they have. Does not govern acrobatic capability or weapon/reload speed, only movement.)
• Acrobatics (determines how high your character can jump, how quickly they can climb or otherwise negotiate obstacles, and how effectively they can perform acrobatic maneuvers, such as flips, rolls, pivots, lunges and sidesteps. Does not govern movement speed. A popular skill for thieves and warriors alike.)
Spellcasting Skills: For magic, skills are divided up based on their elemental type. Having an element of magic as one of your skills not only grants you access to spells of that element, but it also improves your efficiency in using and learning spells of that element. For example, a mage who has Fire Magic as an expert skill consumes less magic power when casting fire spells than a mage who only has it as a minor skill, and also learns new fire spells more quickly than less experienced mages. See the “Spells and Magic” section for more details.
• Fire (at expert level, casters can wield the more powerful Blue Fire.)
• Water (at major level, casters can use Ice magic. At expert level, casters can use Red Ice.)
• Wind (at expert level, casters can use storm magic to incorporate lightning into their spells)
• Forest
• Light
• Shadow
• Earth
Non-Combat Skills: These skills have little application in combat, but are useful off the battlefield.
• Alchemy (the ability to create potions, medicine, and poisons from various found ingredients. Also entails a certain amount of skill with general chemistry, and cooking.)
• Smithing/Armoring (how well your character can forge and repair weapons, armor, and other basic tools.)
• Sneak (how well your character can conceal themselves and move without attracting attention. Lends itself well to sneaking past guards and dealing with enemies quietly.)
• Thievery (governs the ability to do roguish and nefarious things, like pick pockets, crack safes, pick locks, and create forgeries. Best used for very naughty little boys, mmmyes.)
• Arcane Knowledge (your character’s ability to detect the use or presence of magic in their surroundings. Also allows your character to identify enchantments on magical items, see through magical illusions, and sense the remaining magic power of other mages.)
• Mechanics (your character’s ability to analyze, design, build, and repair tools, traps, and other structures. Overlaps with smithing somewhat, but with more of a focus on projects that are not related to weapons or armor. Also affords an aptitude for higher scientific study of physics, chemistry, and engineering.)
• Medical Knowledge (your character’s ability to diagnose illness, administer effective first aid, and perform advanced medical procedures on themselves or others. Also associated with knowledge of the anatomy and physiology of the different races of Termina. Pairs well with healing magic and alchemy for more efficient and accurate healing.)
• Hunting/Tracking (your character’s ability to effectively find people, monsters, or animals based on the tracks they leave behind, and their ability to detect enemies who are in hiding or in disguise. Those who take this as a major or expert skill will also be aware of the strengths and weaknesses of the many fearsome monsters that lurk in the darker parts of Termina.)
When creating a character, you may opt to pick one of the elemental magics as one of your skills. For more information on skills, see the appropriate section. You can pick as many magic skills as you like, as long as you stay within the limits of the tier system. Because no one element is suited for every situation, characters who rely on magical talent are strongly advised to choose more than one element. Note that some races are restricted in the types of magic they can choose. See the races section for more information.
Magic spells manifest in one of several varying elemental types; these types are Wind, Water, Earth, Fire, Forest, Light, and Shadow.
Every element is weak to a different element; the only exceptions are Light and Shadow, which are weak against no elements, counter no other element, and cancel each other out. These weaknesses are as follows. "-->" denotes weakness to the subsequent element.
Fire --> Water --> Wind --> Earth --> Forest --> Fire
As previously stated, Light Magic and Shadow Magic are not weak to any element, but also counter no other elements. If a light spell collides with a shadow spell, they will cancel each other out; an even draw.
Magic in Termina is tied to Magic Power, which is basically your character’s reserve of magical energy. Without it, your character can’t cast spells or use any form of magic whatsoever. Although it slowly recovers on its own, magic power can be restored with green or blue potions.
Magic use is typically divided into two categories; formal spells and free magic. Formal spells are specific techniques that are always cast the same way and have a consistent form. Formal spells are the main offensive output of magic, and allow for things like throwing fireballs and lightning bolts. Conversely, free magic refers to the utilitarian, practical uses of magic ability. For example, a fire mage, due to his skill with wielding flame, would obviously be able to light a torch unassisted. A water mage would be able to create and partially manipulate small volumes of water. A light mage would be able to illuminate dark areas. However, these applications of free magic are typically rather limited and have little to no offensive potential or use in combat. Just like casting regular spells, using free magic requires both focus to complete the casting and magic power to manipulate the magic. You cannot utilize free magic unless your character is at least of major skill in that element. If you are unsure of what you can do with free magic, ask a GM. DO NOT ASSUME ANYTHING. When in doubt, remember that free magic is very limited by nature; don't expect to rely on it for any meaningful use in combat.
Your character’s starting spell selection depends on their level of skill with each of the elements, both in terms of quantity of spells and spell power. If your character has a magic skill at expert level, they can start with seven spells of that element (Two High tier spells, three Middle tier spells, and two Low tier spells). If your character has a magic skill at major level, they can start with five spells of that element (two middle, three low). If your character has a magic skill at minor level, they can start with two low tier spells of that element. Obviously, taking multiple magic skills will allow you to choose more spells at character creation; for example, taking Expert Fire and Major Wind would net you twelve spells total (seven fire, five wind). You cannot trade tiers of spells like you can trade tiers of skills.
As mentioned above, magic spells are separated into Low, Middle, and High tiers based on things like casting time, MP consumption, and effectiveness. Low tier spells are generally rather weak offensively or have minor practical use otherwise, but do not require as much magic power or casting time as higher tier spells. High tier spells allow for incredible magical feats, but require more time and focus to cast, and consume a lot of MP (usually at least a half of one’s total Magic Power). Middle tier spells, obviously, strike some middle ground between the two. If you have any questions about what tier a specific spell would be, ask a GM. Here are some example spells to use as a reference. As a rule of thumb, it’s better to be specific rather than vague.
~Purify (Water/Low)~
After a moment of preparation, Link places his hand above a small volume of water (no more than a few gallons). The water begins to glow, and is subsequently purified for drinking. The more water being purified, the longer the process takes and the more magic power is consumed during the spell.
~Close Wounds (Light/Middle)~
With adequate time and concentration, Link can cause his hand to glow with a white, healing aura. If Link then touches an open wound on himself or another person, the wound will begin to rapidly heal itself. The spell consumes magic power as long as the healing aura is active. The spell cannot mend broken bones or cure diseases or curses.
~Summon Fairy (Forest/High)~
Link can expend all of his magic power to summon a pink forest fairy to assist him. With the fairy’s aid, Link can revive an injured comrade on the brink of death and put them back in fighting shape. The fairy will disappear after it has offered its healing or once five minutes has passed, preventing it from being stored indefinitely. Link cannot use this spell if he himself is on the verge of death, as he needs to be able to focus to perform the summoning.
[The following three spells have been created to illustrate the way a similar spell would be improved at the various tiers.]
~Flare (Fire/Low)~
Link creates a small, softball-sized fireball in the palm of his hand. Once the fireball has been fully formed, he then throws the projectile at his target, causing it to burst on impact. Although the flames burn briefly, the fire quickly dissipates unless it has an ample fuel source to sustain it.
~Fireball (Fire/Middle)~
Link creates a basketball-sized orb of flame, which is then launched at his target once it has been fully formed. Link does not need a free hand to cast this spell, but it takes moment of preparation to create the fireball. The orb follows and arcing trajectory and explodes on impact, forcefully enough to stagger foes or even knock less sturdy ones to the ground. The fire quickly dissipates unless it has an ample fuel source to sustain it.
~Inferno (Fire/High)~
After five seconds of uninterrupted focus, Link thrusts both hands forward, firing a concentrated and fast moving beam of roaring blue flame that travels in a straight line towards his opponent, exploding violently on impact. The force of the explosion is so great that it can easily throw the unlucky recipient of the spell across rooms and even through walls. The flames left behind by this spell will linger for up to thirty seconds without a fuel source, burning rather intensely while doing so. This spell consumes nearly all of Link’s magic power.
As mentioned in the skills section, the higher your skill with a particular element is, the more efficient you are at casting lower-level spells of that element. So, for example, if you were an expert fire mage, you may be able to cast the Flare spell mentioned above near-instantly, without waiting for the fireball to form. So, if you want to be throwing dozens of fireballs around with a mere flick of the wrist, it is to your benefit to invest in higher level magic. However, regardless of your skills, High tier spells will consume a lot of magic power and require casting time, without exception.
Certain combinations of elements can yield interesting "combined" element attacks. For example, a Fire/Water mage can cast spells that generate steam and smoke. A Fire/Earth mage can generate lava and molten rock. The sole exceptions are again with Light and Shadow; while you may choose to wield both light and shadow magic, you can never mix the two in the same spell. However, note that combining elements will cost more magic power. In order to combine elements, you must have both elements used as major or expert skills.
Name:
Race:
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 well 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: (See the Skills section for more details. In listing your skills, you should also give some description as to how they acquired these talents – this should make sense given your character’s backstory. It’s very unlikely, for example, for a street urchin who never went to school to be an expert in Mechanics. That’s not to say it’s impossible, but that’s where the description comes in. Please list skills like this:
<Skill (Tier)> – <Justification for skill.>
Magic: (If you have no magic skills, skip this section entirely.
If applicable, list your spell(s). See the magic and spellcasting section for more information.
Please list spells like this:
~Spell Name (Element/Tier)~
(Spell Description)
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, pack light. For the same reasons mentioned in the Weapons section, you must describe where your character keeps these items on their person. 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. For story purposes, your character cannot have ever been in Ikana after the gates closed. No exceptions. If you wish to keep your backstory secret, you MUST PM me what you have in mind beforehand so I can fact check it and such and give valid reasons for keeping it from the rest of the players.)
Wallet: (The currency is Rupees. You may start with up to 100. If your character carries a wallet, please denote where they keep that wallet in the inventory section.)
Feel free to ask any questions you may have about creating a character. You may post your sheets here if you'd like, or PM them to FM (known by her stupid new screen name Baklava) and I for further review. Thanks, and good luck.