Zelda RP (STARTING SOON/CLOSED)

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[HEADING=2]Once upon a time...[/HEADING]​

When the three Goddesses created the realm that would become Hyrule, the Great Sea and everything beyond, they also created a holy item known as the Triforce. It was a powerful gift that could grant the wish of anyone who used it. It wasn't long before this power was abused and used to create chaos. In order to prevent its further misuse, the Goddesses separated the Triforce into three pieces. These shards of the Triforce representing Power, Wisdom and Courage would be bestowed upon mortals chosen specifically by the Goddesses.

Through some divine prank, the Triforce of Power found its way into the hands of the Moblin King Ganon. Ganon combined his divine power with dark sorcery to become the strongest being in the realm. Ganon rallied armies of Blins, Lizalfos, Darknuts and countless others under his banner. He ravaged the land of Hyrule, spreading a wave of terror and violence as he sought the remaining shards of the Triforce. Ganon soon found the Triforce of Wisdom within the Princess Zelda, who was captured by Ganon after seizing Hyrule Castle.

But when all hope seemed lost, a boy clad in green came from across the Great Sea bearing the Triforce of Courage. He is said to have been strong, fast, cunning, handsome and fearless above all else. A mage of all schools, a warrior without peer, a musician of endless talent and an explorer of countless dungeons. And rather than ride or hide from Ganon, the boy came charging into his fortress on Death Mountain with a magic sword in hand. With that sword he slew Ganon, rescued Zelda, brought peace to Hyrule and, without speaking a single word, left as suddenly as he arrived.


[HEADING=2]Half a Century Later[/HEADING]​

As the years went by, the people of the realm recovered from the War of the Triforce. Peace flourished throughout Hyrule and beyond, with the races doing their best to put old hatreds aside for the greater good. There is a better understanding between the races as they slowly share culture and values with one another. These days the Hylian virtues of Power, Wisdom and Courage (or as the Blins like to call it - Brawns, Brains and Balls) are less religious doctrine and more common morality.

The world feels like it has woken up from a bad dream, and now arisen to the dawn of a golden age. There is hope in the air, enthusiasm and excitement among all races that something amazing is on the way.

And that something is the Festival of the Trinity! Originally a Hylian-exclusive holiday celebrating the Golden Goddesses, it had been transformed over the years into a celebration of peace. Every year, the festival is held within the Castle Town of Hyrule. All people from all races are invited to join in the excessive feasting, excessive drinking and excessive splurging at the market stalls that comes with all festivals. There are parties, dances, plays...and most importantly, music!

As a symbol of goodwill between races; the Kokiri, the Gorons and the Zoras bring their people's most valuable treasures ? the Kokiri Emerald, the Goron Ruby and the Zora Sapphire. These three great gems are brought together and placed atop the great fountain in Castle Town square, with an excessive amount of guards, to openly display the peace and unity between races.

The Festival of the Trinity is a truly a wonderful day. And for one reason or another, you're coming to Castle Town just in time for it!

Welcome to the Escapist's First Official Zelda RP! I call it that because, as far I can tell, this board has never had a Zelda RP before. If I'm wrong and there has been a Zelda RP before, then shut you damned mouth and never mention it to me.

Now I made this interest thread because I, personally, am in the mood for some HIGH ADVENTURE. And if some other people are in the mood for HIGH ADVENTURE, then we can go on HIGH ADVENTURE together in this wonderful RP I've got planned.

Excitement! Romance! Mystery! Rock Hard Goron Nipples! Pirates! All of these things and more await! So what are you waiting for? Make a damned sheet already!

This RP takes place in no specific Zelda setting and has no place in timeline. It is a mishmash of different stuff from the Wind Waker, Ocarina of Time, Twilight Princess and goddesses know what else.

If you're curious about how the races and geography are different in this setting, feel free to read the sections about races and geography below. If you have other questions, hit me up with a PM.

0. Have fun.
1. Obey the Escapist forum rules, blah blah etc.
2. Don't be a prick.
3. No Mary Sues, no godmodding etc.
4. No plot armour. Have your characters think and handle situations smartly unless you want them to die. If you have your Deku merchant charge headlong into a dragon as its about to breath fire, don't act surprised when he gets burnt to a crisp.
5. Please try to have proper grammar. I'm not going to get anal about this, since I forget to proofread and make grammatical errors all the time, but please for the love of Nayru don't post liek ur on myspaec lol omg XD
6. Romance is fine and encouraged. Turning this RP into an ERP isn't, so keep it in your pants.
7. NO MEANS NO
 

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Among other things shamelessly stolen from hiei82's 7th Sea RP. Your character can pick from the following backgrounds for special benefits. A character gets one background point to spend.

Magic: Your character is a practitioner of one of the five magic schools and knows Basic tier magic within that school. For further details, consult the Magic section below.

Artifact: Your character owns an artifact item of exceptional rarity, power or value. This can be one of the tools that Link comes across during his own adventures, or some crazy product of your own imagination.

Allies: Your character is buddy-buddy with a specific race, faction or important individual for some reason. Having friends, even when they're not always around, can be very beneficial. Specific who or which if you pick with this background.


Descendants of the Goddesses, the Hylians are among the dominant peoples in the realm. They live primarily in the Kingdom of Hyrule, and are famous for their pointed-ears and magical prowess. Hylians worship the three Goddesses - Din, Farore and Nayru - and promote the values of Power, Courage and Wisdom respectively.

While Hylians are seen by their allies as peaceful and civilized, certain others (read, Blins and Gerudo) consider them to be a bunch of arrogant, self-righteous airheads.

All Hylians have magic blood and are able to use Basic Artificing as a result.


A dark-skinned, crimson-haired race consisting entirely of women who live in the Gerudo Desert. The Gerudo co-exist as a series of tribes and outlaw gangs, primitive but more civilized than some of their neighbours. Even though the Gerudo are normally an all-female race, a male Gerudo is born once every century and is commonly made the leader of their collective tribes. Lucky bastard.

Although they bare closest resemblance to Hylians, the two races have a strong animosity between them. Gerudo are commonly stereotyped as thieves due to their culture of...well, thieving. Hey, it's not their fault they live in a desert with no resources or members of the opposite sex.

The Gerudo possesses excellent dexterity and are famous for their skills in horsemanship, archery, stealth and survival.

Widespread throughout Hyrule and the Great Sea, the Blins are a family of similarly savage and bestial races. They are noted for their primitive cultures, high populations and ferocity in battle. There is varying intellect between members of Blin races - some being dumber than a sack of hammers and others being borderline tactical geniuses.

Although dead, many Blins worship their old leader Ganon as a deity. They follow a cruel, survival of the fittest philosophy modelled after the beliefs of Ganon. Most other races fear or despise the Blins, those snobby Hylians in particular, because of this. The Gerudo and Lizalfos are among the few exceptions.


The essential Blin subfamily. Moblins are large, pig-faced individuals famous for their brutish and aggressive attitudes. They are physically the strongest of the Blins, but are often lacking in cunning. Because Ganon was a Moblin King, the Moblins stubbornly consider themselves superior to other Blins. Other blins dismiss this as "literally pig-headed" behaviour. They mostly inhabit the Death Mountain range, but can also be found travelling the Great Sea and in small pockets all around Hyrule.


The lanky, bat-faced Bokoblins are considered the weakest of the Blins. Lacking the toughness and ferocity of their sister races, Bokoblins are often seen running away from battle rather than towards it. But they make up for their cowardice when it comes to skill and cunning. Bokoblins are among the more intelligent Blins, and can fulfill roles as scouts, thieves, sailors and survivalists. Their lack of aggression also helps them get along better with other races. Many choose to live in either the forests or the Great Sea.


Red-eyed, green-skinned and horned. What's really scary about Bulbins isn't their appearance, but their cunning. They possess a good deal of intellect, most of their members being able to speak second languages like Hylian. Bulbins have also remained very militaristic even after the fall of Ganon. They value the skills of archery, cavalry and stealth which they've learned from their generous Gerudo neighbours. Some have a crude sense of ethics, and are considered to be honourable yet barbaric.

Another widespread race, the Lizalfos are renowned above all else for their raider culture. For centuries they travelled around the land in roaming tribes, sacking and salvaging temples for their treasures. They would adapt whatever stolen goods were of use to them and trade the rest to other races. Due to the failure of the Lizalfos to civilize alongside other races, this culture has slowly been dying however.

Many races, the Zoras and Gorons especially, resent the Lizalfos for their ways. Their allegiance to Ganon fifty years ago really didn't help improve relations either. Like their former Blin allies, some Lizalfos worship Ganon as a deity. Others are either atheist or worship great beasts such as dragons and sea serpents.

All Lizalfos have minor regenerative properties, allowing them to recover from minor damage like arrow wounds without the need for healing. On the downside, they can't stand the cold as they are vulnerable to it.


Found throughout Hyrule and the Great Sea, the green-scaled Lizalfos are a common sight these days. Many have tried to adapt to the cultures of other races, believing their old tribal way of life to be flawed. Their reputation often finds them landing work as mercenaries or relic hunters. They are often lightly armed and armoured, preferring to utilize their dexterity in combat.


The meaner, tougher and bigger brothers of the Lizalfos. Labelling themselves under a different name, the Dinolfos have mostly stuck to their raider roots. They continue to live in tribal societies and seek to raid the temples of other races for their spoils. Dinolfos are often more heavily equipped than their cousins, in addition to being more savage.


The aquatic dwellers of Zora's Domain, Zoras are renowned as being graceful and elegant. Their sense of aesthetic is evident in the beautiful craftsmanship of Zora's Domain and their underwater temples.

The Zora are considered a civilized race and are close friends with the Hylians, who they share Lake Hylia with. They acknowledge the Goddesses but choose to worship them through the great fish, Lord Jabu-Jabu. Weirdos.

They're excellent swimmers; being able to breathe underwater as well as they do on land. They can also detach their fins and use them as natural boomerangs. Zoras hate the heat and cold alike, both of which have negative effects on their health.


Gorons. They're made of rock, they live in rock and they eat rock. They can also curl up into a ball, roll out and crush everything that gets in their way. Pretty badass. Gorons are a friendly race who inhabit Death Mountain. They've long had good relations with their Hylian and Kokiri neighbours, but have a history of hatred when it comes to reptiles. They're also really fond of calling everyone "brother" for some reason.

Gorons are probably the toughest race out there, able to get hurt and dish out hurt like it's nobody's business. Despite this, they lack dexterity and are dead slow unless they're rolling around as a ball. Their massive weight also makes simple tasks like swimming or climbing a ladder impossible. They also loathe the cold.


Eternally children, the Kokiri have always lurked in the woodlands of the south. Their collective minds were blown to the sky and back when it was discovered that they could actually leave the Kokiri Forest. Since that day, the Kokiri race's enthusiasm to explore the world hasn't faltered in the slightest. They are known to be very curious and friendly, almost annoyingly so.

Having childlike bodies, the Kokiri are rather frail and can't put up much of a fight. Their size can be a benefit though when it comes to sneaking, getting through tight spaces, avoiding people, stealing and other morally questionable things.

All Kokiri also come with a Fairy companion. This Fairy is with them for life, and can be both frustratingly annoying and helpful. A Kokiri's Fairy is a master of lore, and can help point out things that would otherwise be unnoticeable. Or point out the complete obvious...

Kokiri have good relations with Fairies in general, who will allow the Kokiri to approach them. Great Fairies are willing to communicate with them and healing Fairies will allow themselves to be bottled.


Hailing from Dragon Roost Island, the Rito are the only race not native to the mainland. They are said to be distant cousins of the Zoras, although the two races bear as much of a family resemblance as birds and fish can. Like their cousins, the Rito are considered very graceful by other races. This combined with their ability to fly has earned them popularity as diplomats, envoys and general messengers.

The Rito acknowledge the Hylian Goddesses, but prefer to pay their respects to Valoo - the great red dragon who sits atop the volcano of their home island. Way cooler than that silly fish their cousins worship.

Flight is the most famed ability of the Rito, and while having wings can be a great benefit there are some disadvantages. Rito are incredibly light and only slightly weigh more than the Deku. Because of this, strong winds can pick them up easily and they lack the physique to take much pain.


Strange beings made up of the same foliage their forest homes are. The Deku are known for being easily irritable, jumping out of bushes and pelting people with nuts just for disturbing their sleep. They're also a bit cowardly though, and will usually stop if someone pelts them back. Despite their tempers, the Deku aren't a hostile people and don't mind helping strangers in need. Though most live in the forests alongside the Kokiri, many have travelled abroad to work as merchants.

The Deku have their share of weaknesses. Fire is a Deku's bane and can kill one within seconds. Their light frame also makes them vulnerable to both physical damage and gusts of wind. On the plus side, their tiny size can also be used to their advantage in any feat of dexterity. Every Deku also has a natural ranged weapon in the form of their nuts.

NO MEANS NO


A nigh extinct race. The Sheikah were a clan that served the royal family of Hyrule for many centuries. But one day, a group of Sheikah betrayed the royal family to pursue dark practices. The period of history that followed is shrouded in mystery and half-truths. All that is known for certain is that the Sheikah were almost wiped out. Only one lives to this day.


There is no race more fearsome than the Darknuts. Wearing some of the strongest armour in realm and possessing a greater thirst for battle than any Blin, they are truly great warriors. If it were not for their tiny numbers and strict code of honour, Darknuts might have taken over Hyrule and the Great Sea long ago. Some wander the land in search of battle and glory, although they have a permanent settlement in the western Gerudo Desert known as the Darknut Stronghold.


A rare member of the Lizalfos family. Aeralfos have wings, making them the subject of envy and scorn from their ground-walking brothers. They are arrogant and think highly of themselves because of this. Aeralfos are considered greedy treasure hoarders even by their race's standards. They are often lightly armoured and wield equally light weapons.
 

Deu Sex

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"Dare you enter my magical realm?"

Because I can't draw maps for shit! You may end up going to any, all or none of these places.

The best brief explanation of the geography is that it looks a lot like Twilight Princess' map, with a Great Sea in the north.


The central region of Hyrule. It is the smallest yet most important of any province, being home to both Castle Town and Hyrule Castle. It is the capital of Hyrule and a pinnacle of civilization, home to the largest condensed population in the realm. It is known for the great fields of Hyrule it surround and connect it to the other provinces.


The eastern province of Hyrule. Eldin is home to great, sweeping plains and rocky valleys. It's most famous settlement is Kakariko Village, the second most populated town in Hyrule and the original home of the Sheikah. It is also home of the Shadow Temple and similarly spooky places. Kakariko also leads up to the base of Death Mountain. Other sights of interest include the Bridge of Eldin (also known as the Great Safety Hazard of Eldin due to its lack of railings) that connects to Lanayru.


Hyrule's western province. Lanayru is a pleasant region full of fresh water rivers, the most famous of these being [color]Lake Hylia[/color] which is shared with the Zoras. There are several underwater temples at the bottom of Lake Hylia built by them. Following up river, past waterfalls and the Great Bridge of Lanayru, one can find the majestic Zora's Domain. This home of the Zora race contains both fresh and salt water streams, which connect to many places such as Lake Hylia, the Great Sea and Snowpeak. Lanayru also has access to Gerudo Valley in the west.


The joint southern provinces of Hyrule. An agriculturally rich region with good soil and plentiful trees, Faron-Ordona and its denizens retain strong ties with nature. It is home to thriving farming settlements such as the Lon Lon Ranch and Ordon Village. The region also borders the Deku Forests on every side except the north.


Covering everything east of Hyrule is the rocky land known as the Death Mountain range. So named for the active volcano that dominates the landscape, there are several smaller mountains and valleys that make up this region. Most of these are home to the Goron race, who control such locations as Goron City, the Hot Springs and the Goron Mines. Within the volcano itself lies the sacred Fire Temple.

Gorons are not the only inhabitants of this region however. Many Blins and Lizalfos tribes live in the Death Mountain range, mostly in the southern parts. There is also Dodongo's Cavern near the base of Death Mountain, a place loathed and avoided by the Gorons.


To the west of Hyrule, beyond rocky hills and steep valleys, lay the Gerduo Desert. With sand dunes covering everything within sight, it is easy to get lost in the desert and even easier to die. The only safe way to enter the Gerudo Desert from Hyrule is through the Gerudo Valley near the Lanayru Province.

Those who follow the valley's path will end up near the Gerudo's Fortress, the unofficial capital of the Gerudo people. Cocky adventurers who explore the Haunted Wasteland beyond it may be fortunate enough to find other Gerudo locales such as the Desert Colossus and Arbiter's Grounds.

Near the latter of those two lies the Bulbin Camp, where many Blins have made their home in recent years. Further west one might see an impressive fortress build into a mountain, known as the Darknut Stronghold. Along the northern coast, there is a small Gerudo port that connects to the Great Sea.


A seemingly endless collection of forests south of Hyrule. So named its famous Deku foliage, these woods are home to many creatures both plant and animal. The most common are the Deku people who can be found in every inch of the forests. The Kokiri Forest is one of the few settlements found in this region, wedged between Hyrule and the Death Mountain range.

Don't wander too far into the forests, or you may find yourself in the Lost Woods - a magical maze of trees so deep and thick that unwary travellers can get lost forever in it. Those cunning enough to navigate the Lost Woods may be able to find the Sacred Forest Meadow, another maze, and the [color]temples[/color] that lay beyond it.


With strong winds and freezing temperatures, this icy mountain is already deadly to half the races in Hyrule. This combined with Snowpeak's treacherous climbing conditions and monstrous inhabitants make it a truly inhospitable place. There is no sign of civilization, besides an abandoned manor that lay near the summit. Many expeditions have been launched on the rumours of lost treasure in the ice, but they always return empty handed if they return at all.

Snowpeak is visible along the northern coast of Hyrule. It can be accessed through both tunnels in Zora's Domain and tunnels in the northern Death Mountain range.


A magnificent body of water that covers everything north of the mainland. There are dozens of islands scattered throughout the Great Sea, some more significant than others. The most popular of these is Windfall Island in the north. An independent island, Windfall is populated by a plethora of different races from all corners of the realm.

To the east of Windfall is the equally famous Dragon Roost Island, home of the Rito. Further north of Windfall lies Gale Island, where the infamous sorcerer Vaati lurks. And to the west of that is the Forsaken Fortress. Previously a stronghold created by Ganon, the Forsaken Fortress is now home to many Blin and Lizalfos pirates.

The closest island to the coast is Outset Island. A small island owned by the Kingdom of Hyrule, it is often used as a rest stop by travelling sailors.



EI NATH

In the fantastical realm of Hyrule, magic is delightfully commonplace. If you picked the magic background then your character may be able to use ONE school of magic. Additionally, no characters start with Advanced Magic spells. These spells are exceptionally powerful, and can only be learned during the RP through acquiring magical tomes or learning them from veteran mages.

Artificing is the ability to use magic items. Its practitioners are known as Artificers and it is the most widely practiced form of magic in Hyrule and the Great Sea. There are many enchanted tools such as rods and medallions that can only have their magical effects activated by Artificers. Some items need to consume magic energy for use, while others will work regardless as long as the user is an Artificer. Hylians have Basic Artificing by default.

Basic Artificing allows someone to use magic items.

Someone who knows Advanced Artificing can enchant items to have magical properties.

A form of magic tied to the Goddesses and Great Fairies that serve them. People who know Fairy Magic are either born blessed by the Goddesses, were given the ability by a Great Fairy or learned the art through years of religious devotion to the Goddesses. The spells usable through Fairy Magic are considered very powerful, but also taxing on one's magic energy.
Knowledge of Basic Fairy Magic grants one the spells of the three Goddesses ? Din's Fire, Farore's Wind and Nayru's Love. People with this talent are also able to interact with and approach Fairies, some of whom will even allow themselves to be bottled. Fairy Mages also occasionally receive visions from the Goddesses in their dreams.

Advanced Fairy Magic allows for the spontaneous summoning of Light Arrows, which can be used for great effect against things of darkness. Mages at this level can also seal away evil and pray directly to the Goddesses.

The practitioners of this art have many names; sorcerers, witches, black mages and wizzrobes being the most common. Sorcery is the subject of paranoia in Hyrule, its harmful potential causing it to be feared and loathed. Some races like the Blins or Lizalfos have a strong respect for sorcery though and elevate sorcerers into positions of power.

Those who know Basic Sorcery are able to cast elemental bolts, summon weak monsters like Keese or Bubbles, teleport within a short distance, levitate and create temporary illusions.

Advanced Sorcery doubles a wizzrobe's arsenal in terms of variety and power. Veteran sorcerers can possess people against their will, create magic bindings, raise the dead and forcibly teleport others.

The Sheikah might be dying but their craft continues to endure. Through the discovery of scrolls in Kakariko and beyond, the knowledge of the Sheikah's Arts will be carried on even after they have gone extinct.

Basic Sheikah Arts consist of a variety of useful abilities. This includes the power to see through illusions and discover the truth, seeing with the eyes of a hawk, communicating with the ancient Gossip Stones, sensing when items of great value are nearby, deciphering Ancient Hylian and silencing the movements of one's body entirely.

Advanced Sheikah Arts consist of a single damnable practice - cursing. Sheikah curses are among the most terrifying hexes known to mortal beings. Someone can be cursed into taking the form of a beast, or perhaps a partial beast. Curses can cause someone's body to meld with inorganic materials, turn their body into stone or remove their senses. A practitioner with the power to curse is truly something to be feared.

Possibly the most powerful form of magic in the realm. Music is capable of bending reality through a magical instrument and a magical musician. Certain songs can turn night into day, summon up rain clouds or even turn back time.

The power of music depends on three factors; the song, the instrument and the musician. Only special songs are capable of warping reality to the musician's will. These magic songs are not widely known; mostly being passed down from musician to musician, sold by travelling merchants at a great price or discovered in the form of ancient lost tablets. Every magic song has one specific effect. In order for a magic song to work, the instrument being used must also have magical properties. Lastly, the musicians must be gifted at their art and have a strong spiritual connection for the song to work.



These are people of great fame or infamy, who your characters may or not run into during their travels.

Twelve of her name. Or Thirteenth, maybe. Nobody really keeps track of this anymore. The current Princess Zelda is the current ruler of Hyrule despite her status, having managed the Kingdom for the better part of a year since her father fell ill. The current Princess Zelda is the descendant of the same Zelda kidnapped by Ganon half a century ago. She is famous for her talent in Fairy Magic due to a strong connection with the Goddesses. Zelda is beloved by the people of Hyrule, who look up to her as the pinnacle of wisdom and grace.

The leader of the Knights of Hyrule and the fiercest among them. Sigrid is an amazingly skilled and courageous warrior, capable of taking on foes like Darknuts on her lonesome. She wields a longsword that she's fond of shooting beams out of and wears a magic suit of armour that protects her from any harm.

The last living Sheikah. Although very old, Impa continues to serve the Kingdom of Hyrule with great efficiency. She used to be the former Sage of Shadow, but gave the position over to the Moblin sorcerer Skrof as a gesture of good will. Her power and influence has not dwindled since then though, as Impa continues to oversee the internal policies of Hyrule as Princess Zelda's regent.

Chosen from six of the most powerful magic users in the land, the sages hold position of great honour and influence within Hyrule. They are often picked from other races, in order to strengthen relations between them and the Hylians, and are assigned to one of six elements. The current sages are the Forest Sage Saria of the Kokiri, the Fire Sage Darunia of the Gorons, the Water Sage Ruto of the Zoras, the Shadow Sage Skrof of the Moblins, the Spirit Sage Beak of the Rito and the Light Sage Jen of the Hylians.

A sorcerer of incredible power, Vaati is widely despised and feared throughout Hyrule. Twenty years ago, the former Light Sage Madel was invited to Vaati's home on Gale Island. Over a year passed and the Sage had still not returned home or been heard from. The Kingdom of Hyrule sent a message to Vaati, demanding that he explain what was going and return the Sage Madel at once. Vaati responded by sending a black-clothed Rito with a vase of ashes to Hyrule Castle.

Vaati has not been heard from in the years since then. He lives on Gale Island with his many wizzrobe apprentices, among other aspiring magic users. He is famous for his ability to manipulate the wind.

The self-made chief of all Bulbins. Since the fall of Ganon, King Bulbin has been responsible for keeping many the various Blin tribes inline. Although many Blins respect or fear King Bulbin, the Moblins dislike him and see him as an inferior heir to Ganon. He is surprisingly liked by the Hylians however, as his authority has kept many Blins from raiding Hyrule in recent years.

King Bulbin is rumoured to be unkillable. He is said to have battled with the Hero four times under the command of Ganon, and survived each encounter despite having lost brutally. He is enormous for a Bulbin and usually wields a greataxe, unless he is riding atop his armoured steed Lord Bulbo.

The rare male Gerudo born once every hundred years. Despite his young age, Shah holds the position of leadership over the Gerudo clans. He is notable for his fiery attitude and xenophobic hatred of Hylians, which has helped inflate hostility between the two peoples in recent years. He is rash and known for making troublesome remarks without thinking.

Shah is also a highly gifted archer, even by Gerudo standards. It is said he can shoot the wings off a butterfly and leave the rest unscathed. Shah is very proud of himself and is eager to accept any challenge thrown his way.

A Dinolfos shaman hailing from Death Mountain. Dragonhead is so named for the fact that he wears the skull of Volvagia as a mask. He is the chief of the Red Skulls, one of the largest and most vicious of the old Lizalfos tribes. He is a known master of sorcery and is said to be the priest of an unknown deity.

Dragonhead is rumoured to sit on a hoard of treasure. Artifacts, lost relics, magic scrolls, sacred tables and rupees of every colour - there is little that Dragonhead does not own. Still though he continues to raid, adding more items of value every day to his dragon's nest.

A legendary darknut, Bercilak has travelled across Hyrule and the Great Sea for countless years. He is recognizable from the green, gold-trimmed armour he wears and the mighty war axe he wields. Bercilak has explored dungeons and temples in the darkest corners of the realm, and is known for slaying any man or monster that gets in his way. He is a scholar as well as a warrior, seeking knowledge just as eagerly as he does battle. He is rumoured to be friends with the sorcerer Vaati.

A pirate who has terrorized the Great Sea for many years. Captain Dagon is a source of mystery and speculation; nobody knows anything besides his name, not even what he looks like. He is said to be some non-mortal being however. His ship, known as The Deep One, is something of a dreadful mystery too. It submerges itself underwater, allowing the Captain to raid ships from below where they cannot fight back. Once a ship is attacked by The Deep One, it is dragged under the waves never to be seen again.

Name: Self-explanatory.

Age: ^

Race: Pick one from the lists please.

Appearance: What you look like.

Background: Again, pick from the lists.

Biography: Significantly different from background. You can feel free to PM this if you want to keep it a secret for one reason or another.

Personality (Optional): If you'd prefer to leave this section empty and have your character's personality revealed through their actions in the RP, that's perfectly fine.

Skills: What useful abilities do you possess? Are you trained with a sword? How about a bow? Can you brew potions or sail boats? Do you know how to sneak or perform acrobatics?

Magic School: If you picked one.

Equipment: Arms, armour and junk.

Motivation: What is your character's goal in life? To seek glory and riches? To get revenge and fulfil an oath? To win the heart of a childhood crush? Or do they just love the thrill of adventure?

Other:
 

Deu Sex

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Moving this to user group.

And geez whiz, that was a big post.
 

IFS

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Looks pretty cool, although some images with the races would help (me at least) remember what each of them are. I'll get started working on a character.


I did have sort of a cool idea for a minish character who would be one that got left behind when the others all vanished (as they do every what? Hundred years or something I think). He'd get around the size problem with magic (which would probably be his only magical talent). Seeing as they aren't mentioned in your OP (and only appear in one game in the series to my knowledge) I'm guessing that won't work, so I'll figure something else out.
 

Deu Sex

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IFS said:
Yep, I'm going to add some images to the race sections and others in a bit. And sadly, I'm going to have to say no-go on the Minish character. Sorry.
 

IFS

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Deu Sex said:
IFS said:
Yep, I'm going to add some images to the race sections and others in a bit. And sadly, I'm going to have to say no-go on the Minish character. Sorry.
Yeah I kinda figured that would be the answer, do you mind if I ask why exactly?
 

Deu Sex

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IFS said:
The size factor would be a big problem, and while it certainly could be worked around via Artificing magic combined with a magic item that increases the Minish's size, only one of those two vital components would be available from the start because of the background system Also because of SPECIFIC PLOT REASONS THAT MAY OR MAY NOT HAVE TO DO WITH THE EXISTENCE OF MINISH.
 

IFS

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Mar 5, 2012
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Deu Sex said:
IFS said:
The size factor would be a big problem, and while it certainly could be worked around via Artificing magic combined with a magic item that increases the Minish's size, only one of those two vital components would be available from the start because of the background system Also because of SPECIFIC PLOT REASONS THAT MAY OR MAY NOT HAVE TO DO WITH THE EXISTENCE OF MINISH.
Huh, I was thinking he'd have a magic song actually since that's how Ezlo seems to alter your size. Alternately I was considering him being stuck at human/child size, do to messing around with something he wasn't supposed to (he would also be hiding his Minish nature somewhat as the Minish are generally (as far as I remember at least) considered a fairy tale/myth). I suppose I can do nothing but go "Oooh interesting" at the plot reasons thing though :p

At any rate I'll stop filling up space here talking about it, and get to work on coming up with a different idea. If you're willing to try to work out the minish idea then let me know, I feel kinda sad about letting it go, but oh well.
 

Ruedyn

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Jun 29, 2011
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Name: Ingo
Age: 219
Race: Kokiri

Appearance: Like all his race, he appears a young boy, with a slim, small frame and chubby face. His eyes are usually hidden behind locks of red hair, that still manage to not impede his vision. He looks a lot like a Know-it-all-Brother, though he claims no relation, and he is usually seen frowning or scowling rather than smiling. He wears something similar to the Kokiri tunic, with a cloak made from scavenged materials, including his old hat, stitched together. He knee high leather boots and a single leather bracer for his spell slinging hand.
His fairy guardian, who he named Perci, a red thing who is usually seen flying very close to his master, annoying him endlessly.

Background: Magic

Biography: Ingo can't remember much of when he was young on this earth, time has a funny way of doing that to you. He wandered into the forest one day, and that's all he can remember. He tries not to think about it, though he came with books. With eternity on his side, he went about his life, doing whatever he pleased in the forests.

He liked playing with the other Kokiri, at least at first. He was a fairly normal Kokiri, playful and adventurous. Perhaps a bit too much. He wanted to leave the forest, and see the rest of the world after a hundred years. After awhile, he thought the exit lay in magic. So he studied, his books gave him knowledge on how to do it, and Perci always encouraged him. He spent his time somewhat responsibly between play and study, though he steadily declined further and further as time wore on...

This descent was stopped when the Kokiri forest was invaded. He practiced his attack magic on them, though after a particularly bad scrap he was run out of the forest. He had no idea what he was doing, but when his wits returned he realized he was several steps out of it. He feared for his life, but continued onward out of morbid curiosity. And he kept going, wandering around for weeks, fearing his life would end at any second but at the same time challenging death to approach him... He felt invincible.

When he returned, The Hero in Green had cleaned up the fine mess they'd made, and he simply left forever, wanting to see more of the world after disproving that myth. He and Perci wandered, Ingo steadily becoming more and more sad. He'd seen the devastation, and tried to help with what magic he knew, quickly learning to mistrust the 'blin from his Hylian neighbors, knowing them to be the one who tried to take over the world, and ruin his peoples forest. Ingo also learned several new types of magic, learning how to teleport, how to throw bolts other than ice and fire, how to even lift himself into the air!

But no matter his achievements, he was forever to be known as a kid. He decided to become known for his magic, which had served him well, seeking out the Wing Sage Vaati to refine his skills and techniques, and perhaps find a way to grow... He found nothing on his search, but has improved vastly, and he left once he figured he lost a bit of patience and thought himself "good enough." Taking what he could, he ventured out again, to see a bit more of the world.

Skills: His small body lets him hide and sneak easily, though he mostly relies on his wits, intelligence, and ability to throw fire at people he doesn't like. He's decent with a slingshot, however, though he considers himself too old for such things.

Magic School: Sorcery

Equipment: 3 Bottles, a slingshot, and his Fairy Friend, named Perci. He relies on his magic for most things, and is fond of the five finger discount.

Motivation: He just wants to experience the world, and hopes to one day be able to grow up, at least to an adult. He also wouldn't mind being the richest man in the kingdom, but that's neither here nor there.

Made a second sheet for fun. Won't use it, likely enough.

Name: Donnil
Age: 19
Race: Bokoblin

Appearance: Donnil has a dark pink skin color, and a tall, lanky build with some warriors muscle. He doesn't have much, however, and his pointy face usually sports some fearful expression. His voice is usually a higher pitched squeak, and his eyes are constantly shifting around the room, taking all in at once. He has short grey hair, worn short and slicked and spiked back.

Background: Artifact

Personality: Donnil has intelligence only equaled by his cowardice. He is extraordinarily cunning in combat, but he has no great power, relying on his allies to take an enemy down, and his courage will only kick in when he has a plan and is definitely stronger than his opponent. He makes friends easily, but he has trouble standing up to them, and he dislikes making his talents known. Oddly for a 'blin, he follows the Goddess Nayru, and other Hylian deities.

Skills: The Bokoblin is rather gifted with his weapon of choice, the trident, and is a bit of a scrapper with his hands. He has a sharp mind and wit as well, and is competent with basic cleaning and maintenance.

Magic School: None, yet. Studying Artificing.

Equipment: His weapon is the only thing worth speaking of, though he wears basic iron armor over his vitals. He wields a trident blessed by Nayru, with the ability to control bodies of water. He can make whips of water, barriers of ice, and can even collect all the water in a room in a giant ball, to use as a bomb! Or, he would, if he knew how to work the damn thing...

Motivation: He wishes to redeem his species in the eyes of the others in his world, feeling deep shame for their following of Ganondorf. He knows his goals are lofty, however, and that he will likely never see his mission accomplished in his lifetime.
 

Arcanist

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Feb 24, 2010
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Name: Lynd

Age: 28

Race: Hylian

Appearance: A hylian with an average build and short brown hair, with matching brown eyes. He dresses simply, wearing either his guardsman uniform when on duty or a red tunic with brown pants when off-duty. A garish yellow glove adorns his right arm, bearing the Icon of Courage quite prominently. While not the frequent subject of gossip amongst women, he's been described by many as reasonably handsome, though his simple dress does little to accentuate this.

Background: Artifact

Biography: Lynd never, ever wanted to be an adventurer. Or hero. Or whatever nonsense his peers saw fit to call the fools that risked their lives for whatever flighty cause. He just wanted to get a simple job, live a simple life, die a simple death. Nothing complicated and frustrating, like fighting dragons or negotiating with Gerudo or whatever else the tale had the dashing hero do. To that end, after drifting from apprenticeship to apprenticeship to one trade or another, he eventually settled on becoming a grunt in Castle Town's guard. It was just what he was looking for - an easy, low-responsibility position where he could kick back and let other people fret needlessly about this or that crisis.

Fate, however, had other plans.

With the Festival and its ensuing ruckus fast approaching, Lynd shanghaied two of his friends in the guard - a pair of misfits named Janne and Tern - into taking an extra patrol out into the fields. Another easy, simple assignment that would let him avoid all the needless hassle the Festival would surely bring. On their patrol, they came across a strange gauntlet half-buried in one of the plains. It was a large, gaudy thing that looked like it was built more for a gorgon than a hylian. Amused by its appearance, Tern dared Lynd to put it on. When he did so, he was shocked to find its size suddenly retract to constrict around his hand! He instinctively tried to tear it off, only to find it was stuck! He groaned to himself - he was clearly the victim of some sort of curse - and headed back to Castle Town to see if something could be done to remove it.

On the way to town, however, the group was set upon by a group of bandits. A large one, too - outnumbering the hapless guards three to one! They drew their weapons, ready to fight their way to safety, when the bandits moved in to attack.

What happened next depends on who you talk to - Lynd insists the bandits ran when they called for help, but Janne and Tern tell a much different story of each crook coming up to assault Lynd, and each one being rebuked with supernatural skill. For every move, every swing, he maneuvered to counter with supernatural precision. After giving the fourth bandit in a row a beating, the remainder decided to cut their losses and run for the hills.

It was clear the gauntlet they found had something to do with this sudden transformation, and so Lynd wasted no time in speaking with the local priest to Farore. He informed him that the glove around his hand was a sacred Farorian artifact known as the Gauntlet of Courage, and that rumor had it that it granted its wearer supernatural skill in battle.

Lynd couldn't help but sulk at the priests further insistence that he was powerless to help him remove it. This was clearly the start of a whole mess of trouble he wants nothing to do with...

Personality (Optional): If you'd prefer to leave this section and have your character's personality revealed through their actions in the RP, that's perfectly fine.

Skills: Even before finding the gauntlet he was competent with a wide range of weapons - indeed, that being one of the only distinguishing marks he has on record at the Guard. Aside from that, he has a smattering of various craft skills from his time as a drifter, but nothing truly workable.

Magic School: Basic Artifice, by way of being Hylian

Equipment: A sword, shield, and a set of light standard-issue guardsman armor, a lantern and a backpack to hold his belongings, along with a wallet for what little money he manages to save.

Motivation: For the moment, he just wants that damned glove off his arm so he can go back to being a slacker.
 

DarkRawen

Awe-Inspiringly Awesome
Apr 20, 2010
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Name: Rio

Age: 17

Race: Zora

Appearance: Looks like every other Zora, with the fins and the fishiness, although he has a slight purple tint, rather than a blue one, as well as a bit more in height than the average Zora. When on land, he opts to wear a long, white robe, if only for the purpose of staying warm when it's cold, and carries a wide-brimmed hat to shield himself from the sun should it be too much.

Background: Magic.

Biography: Born in Lake Hylia, Rio is a Sea Zora whom was trained as both a guard of the lake, and a musician, his father teaching him songs that would calm whoever listened, and show them true beauty. His mother was said to have left the lake to walk on land, and never returned. And so, he grew up thinking that only what the Zora had created, and the under-sea nature was beautiful. Upon expressing this to an older, more experienced Zora, that Zora laughed, and called him naive. Taking pride in his skills and judgement, Rio opted to take the bet offered by the older Zora, saying that if he found a place more beautiful than the lake on land, he would swallow his pride and accept defeat. The older Zora agreed, and told him that the best way to find such a place would be to start with the festival of the Trinity, as the older Zora had never seen such beauty anywhere else before. For what it's worth, so far, Rio is not impressed, although that is partly his own stubbornness.

Truthfully, the reason the older Zora brought up a bet was to make Rio leave the lake, so that they could make him play at the festival, as he has refused every time before. However, Rio doesn't realize this, and will be pretty annoyed when he do.

Skills: Rio can do a couple of things. As a Zora, he is capable of detaching his arm-fins and using them as boomerangs. He is also capable of great dexterity in water, although his ability to move on land is more limited. Rio is accustomed to using a spear, and, as he has been swimming for most of his life, he has decent physical strength, despite his looks.

Magic School: Music. A gifted musician, taught by his father, Rio is capable of using the magic of music. His chosen instrument is an instrument that looks like a tin-flute made from a completely blue crystal, and has a calm, pure sound. Currently, he knows a song that will calm whoever listens to it, as well as a song that can temporary restore the beauty of an area as an after-image, which disappears the second he stops playing.

Equipment: His flute which is a magic tool given to him by his father father, as well as his clothes, a back-pack, and a couple of jars, currently empty. He doesn't carry any armor, but he does carry a Zora spear on his back, which he will use if there seems to be danger ahead.

Motivation: To determine what worth the world above the sea have, as Rio, somewhat cynically, has come to doubt the world itself. Rio sees only beauty in objects and art, and so he is not looking for kindness or the good winning over the evil, but simple beauty.

Here's my sheet. You weren't that clear on the magic school of music, so I made up two, not that strong, songs. The first one basically calms people, but it's far from strong enough to calm someone who is hostile, like a foe. The second one, while seemingly stronger, only produces an after-image that does not last for long, but as the first one, it's good for entertainment purposes.

So, feedback is good, and all that.
 

SamtheDeathclaw

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Aug 8, 2009
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Name: Bannog Spearcatcher.

Age: 65.

Race: Bulbin

Appearance: A fairly typical example of a bulbin, Bannog has dark green skin, deep-set red eyes, and a pair of curved horns, sharpened and ready for stabbings. He lacks the stooped stature common to the bulbin people, however, and carries himself entirely upright, moving with long, easy motions. He has a dramatic scar stretching from under his chin to his right armpit, angling almost directly downwards, and another poorly healed scar on his stomach, roughly three inches long, from the spear he caught.

Background: Allies. As described in the Bio, he saved King Bulbin, and has since been the King's right-hand man.

Biography: Bannog was born for one purpose: fight in Ganon's glorious army. He hardly knew his parents, instead being raised by harsh trainers and their whips. By the time he was fifteen, he was pressed into service, in the company of the man who would become King Bulbin. He was expected to throw himself on the sword of the enemy, if that is what was required of him.

Bannog preformed admirably, though by this time it was clear Ganon would lose to the Hero. In a minor skirmish, one of the commander's honor guard was slain, and the commander was left open to attack. Rather than allow that to stand, Bannog lept into the open place, just in time to be struck by a spear thrown by the Hylians they were battling. The 'blin forces were ultimately victorious, and Bannog gained the semi-mocking name of Spearcatcher. However, King Bulbin ,touched by a footsoldier's blind devotion- or, perhaps realizing he finally had an able servant who would not betray him- promoted Bannog into his personal guard.

During the final skirmishes of Ganon's war, King Bulbin squared off against the Hero one more time. Bannog stepped in and tried to help, and was given his scar by the Master Sword. He didn't die, miraculously, and neither did King Bulbin. They were two of the only five who had survived the "Hero"'s genocidal rampage through their unit, stationed as they were outside Death Mountain. Soon after, Ganon was slain, and the 'blin people were left leaderless for a time.

King Bulbin declared himself king eventually, and Bannog helped him in his war for peace. Bannog served King Bulbin faithfully, and fought ferociously to unite the 'blin peoples. He was declared something that might be translated to general, and he more or less ran the campaign when King Bulbin couldn't be bothered.

Eventually, the 'blin people were more or less united behind King Bulbin, and Bannog served in the royal court for a time, as it were. He became less of a general or bodyguard and more of a sheriff, hunting down anyone who raided without King Bulbin's permission. By this time, he was in his fifties, ancient for 'blin who was bred solely to serve in Ganon's army. He was fighting a clan of rogue bokoblins who'd only ever heard of Ganon through stories when Bannog realized he simply didn't want to keep fighting for his entire life. He was, to be cliche, "getting too old for this shit."

So, with King Bulbin's blessing, he set out to be an "offical envoy of the Bulbin Nation" to the wider world. For the most part, he wandered around, seeing the world that Ganon had wanted to destroy. He eventually became disillusioned with the new religion that many 'blins had taken, worshipping Ganon for his cruel power. Bannog was left sort of adrift, having little purpose in the world. He checked in with King Bulbin every few months, but was mostly left to his own devices. He wandered more, from the Great Sea in the north to the ruins of Ganon's dread fortess perched on Dread Mountain. He fell in love with the land, in his own way, visiting the scenes of great battles and terrible losses. He felt a great rage at Ganon, he eventually realized, who had thrown away innumerable 'blin lives in his mad dash to gain some sort of power.

So, he turned away from his wandering lifestyle and dedicated himself to improving the lives of 'blins however he could. Many of them refused his aid, still believing in Ganon's mentality of survival of the fittest. He accepted those who held that view, but ignored their wishes, cleaning out nearby monsters and brokering truces with other peoples, as best he could. He stopped plots against King Bulbin and fought in the minor civil wars that occasionally erupted. Basically, he did his best to help the 'blin people, and few thanked him for it. Part of him realized that no true bulbin would think or say the things he did, and despite his skill at arms, he'd never once tried to usurp King Bulbin, wildly out of character for a proper bulbin.

He had a midlife crisis, to put it simply. He left his beloved King for a time, to wander the world again, and try to figure out just what had gone wrong in his head to make him such a strange example of the bulbin race.

These wanderings eventually landed him in Castle Town, during the Festival of the Trinity. He wasn't sure why he stayed in town for the festival- the Goddesses had obviously thrown in with the Hero, who'd mercilessly slaughtered any 'blins he could find. In Bannog's book, they were just as bad as Ganon. But something made him stay. He abstained from most of the revelry, choosing quiet contemplation of his long life thus far instead.

Personality: Bannog is almost comically serious. He's a soldier to the core, with a quick mind for tactics and combat, though he has recently began to attempt some sort of tact. He is harsh, rigorous, and stoic to a fault, but is not a bad person. He obviously cares far more for his 'blin people, but he has nothing against other races. He mistrusts Hylians, after the events of the War, but he has recently been trying to put that behind him. He can't, however, bring himself to trust magic of any kind. He understands its uses, and used a contingent of sorcerers to great effect in King Bulbin's war of unification, but he simply does not trust anyone with that much power.

Skills: Bannog is a spearman. He was not orignally, but once he caught his spear, he held onto it. He is now one of the foremost spearmen in the land. (Or at least, he thinks so.) Besides his spear, he is passable with a bow, as that was his original weapon, and he could probably ride a horse if you forced him to.
Outside of martial skills, Bannog is expert at living off the land. He spent years doing nothing but wandering Hyrule, hunting and gathering for food when his Rupees ran out. As such, he can hunt, fish, and forage rather well, as well as cook such food over a campfire. (Which, incidentally, he can start himself, though given the profiliteration of fire magic, this will likely be less useful.)

Magic School: n/a

Equipment: Bannog carries the spear he caught, though the half has been replaced a dozen times since. The head of the spear is simple, made of steel with no extra spikes or blades. The edges and tip are sharp, with the Hylian crest engraved deeply into one side, though time and battle have faded it severely. Now, it can only be seen if you look closely at Bannog's spear, in which case you are probably about to be impaled on it.
He also carries a simple shortbow, and a leather quiver slung across his lower back, currently containing roughly two dozen arrows.
For armor, he wears simple leather armor over most of his body, though he wears a rough iron vambrace on his right wrist, as well as iron plating on his right hand, fingers, and shoulder. He learned the hard way that, despite his spear's reach, his forward arm was still a tempting target.
He also carries two magical glass bottles, currently containing simple health potions. These bottles were gifts from King Bulbin for his loyal service, just before Bannog went off to wander Hyrule for the second time.
He also carries a wallet containing one hundred rupees, a combination of spoils and pay from King Bulbin.

Motivation: Bannog has realized most of his life has been dedicated to death, and seeks some way of perhaps atoning for his minor place in Ganon's army.
Jeez, I didn't realize that bio was that long.
Also, it was originally written as entirely different character, then changed halfway through, so feel free to point out the massive inconsistencies.

v1.0: Initial release.
v1.10: Rewrote equipment section, added minor plating on Bannog's forward arm, added survivalism to his skills.
v1.11: Minor wording adjustments, added wallet and 100 rupees.
 

Texas Joker 52

All hail the Pun Meister!
Jun 25, 2011
1,285
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Name: Sorti

Age: 13

Race: Rito

Background: Artifact (He owns the Scimitar of Din, an ancient Gerudo Relic, supposedly blessed by the Golden Goddess herself.)

Sorti is a prime example of a fit young Rito, not long after having gotten his wings from the Great Valoo, lithe, agile, and strong. Like all young Rito, he has a beak in place of a nose, in his case shaped similarly to a hawks beak, as well as bare feet that, when flying, will admirably perform as talons. Like his older brethren, whenever his wings aren't being used for flight or to create strong gusts of wind, they hang beneath his hands much like sleeves. Sorti's skin is a light tan color, while his hair is a rust brown, tied back into a simple warriors tail, and his eyes are narrow and are in the characteristic Rito red underneath rather thick, slashing eyebrows.

His clothes consist of a light and sleeveless red tunic, embroidered with gold, and a pair of heavier beige shorts. He keeps the scabbard of his mothers scimitar strapped to his back at all times, along with a black leather traveling pack to his left hip, to hold whatever items he needs to keep with him.

Sorti is best known, at least among other Rito, as being a quick-witted boy who, despite his intelligence, is prone to leaping into a situation without thinking. Despite his tendency to acting blindly, he is surprisingly good at figuring out puzzling problems, so long as he can rein in his enthusiasm.

Almost boundlessly enthusiastic, Sorti usually takes things in good cheer, and is always eager to make a new friend. This extends to his attitude that he should be an example of the Rito people to others who don't know much of them. However, this all belies an explosive temper, should something ever push him past that edge. That usually requires some sort of personal offense, or harm to come to someone he holds dear.

Otherwise, Sorti is a passionate individual, immensely fond of flying as well as swordplay, and is always willing to learn more sword techniques.

As a Rito, particularly a young Rito, Sorti is a strong flyer, well able to fly straight and true for long distances, so long as he isn't weighed down or in high winds, though with the wind at his back, he can only fly faster. Both in and out of the air, however, he can use his wings to create strong gusts of wind, which he had heard was similar to the gusts that Deku Leaves from the Forest Haven could create.

As a swordsman, Sorti is a talented amateur, fighting with an agile and showy style, consisting of flipping slashes, jumping attacks, and few thrusts. In fact, he focuses solely on offense, with little to no attempt to defend against attacks besides flipping away or to the side. Despite that, his sword style is surprisingly effective, if overly flashy.

In general, Sorti is a very athletic and agile boy, capable of a myriad of different acrobatic feats, such as flips or rolls, while he is strong enough to wield his adult-sized scimitar effectively. Lastly, he has a keen sense of direction, and has a none-too-shabby singing voice, should he care to join in song.

Sorti's tale began on Dragon Roost Island, as all Rito's stories are: Born to his mother, an avid adventurer herself who made a living flying from island to island in search of relics, and his father, a Postman who specialized in the more dangerous Islands that hardly anyone ever wanted to go. That was exactly how they had met. On a small, but dangerous island infested with Peahats, Boko Babas and Chu Chu's, his father had stumbled upon his mother, who was busy fighting for her life in the middle of a swarm of the slimes.

Though her sword was quick, if he hadn't intervened, she would have fallen. On the way back to Dragon Roost, they got to know each other, and decided to work together: While he delivered his mail, they would protect each other, even as she searched for treasure to loot. Before long, they fell in love, and when Sorti was conceived, they settled down on Dragon Roost, retiring on the substantial pile of Rupees that his mother had accumulated.

As such, Sorti's childhood was spent in awe of his parents stories, particularly his mothers. It was also quickly apparent that he was a smart boy, quick to pick up most subjects, such as reading and writing, though the one thing that they couldn't teach him to do, even to this day, was the age old lesson of looking before one leaped.

But the one subject that he was most eager to learn was swordplay, and even with his young age, his mother decided to teach him, though she kept her scimitar far away from her son, even though it held a particular kind of awe with him. As it turned out, swordsmanship came naturally to Sorti, and at any spare moment that wasn't spent helping in the sorting room or otherwise doing the odd errand around the island, he practiced with his wooden sword.

When he came of age, however, he started to long to leave the Island, particularly once he received his wings from Valoo. It was then that he went to his father, asking him to teach him the ins-and-outs of flight, which his father happily agreed to.

It was after several years of sword practice and flying as a novice postman that Sorti went to his parents and told them of his plan: To follow in his mother's footsteps as an adventurer, and travel to Hyrule in search of glory and treasure. While they were worried about the danger involved, they realized that Sorti was far from helpless, and gave him their blessing, along with several other things.

When he left he island, he took his fathers Mail Pouch, a family heirloom, his mothers Spoils Bag from her own travels, and her Scimitar, the stories of which he remembered vividly: It was supposedly an ancient Gerudo relic, from the mainland of Hyrule, and was blessed by one of the Golden Goddesses themselves: Din, Goddess of Power, whose flame could burn all but the most resilient of foes, though the blessing had long since faded.

Taking them gratefully, he bid his parents farewell, and flew to Hyrule, knowing that there, if anywhere, would be the place he could find an adventure worth having.

The bulk of his equipment consists of his mothers scimitar, which is supposedly an ancient Gerudo relic, called the Scimitar of Din. Its crossguard and pommel are a dark gold, while it's grip is wrapped in bright red wrappings, with a single red ribbon hanging from the pommel itself. It's blade is a shining steel, with a crest resembling the Crest of Hyrule at the base of the blade itself in gold, but instead of the Triforce being incorporated into it, it has the etchings for the Mark of Din, but the Mark is suspiciously missing.


The rest of Sorti's equipment includes a trio of Glass Bottles, one of which is filled with Elixir Soup, his fathers Mail Pouch, his mothers Spoils Bag, and a change of clothes, just in case.

For money, he has one of his mother's old Big Wallets, along with 100 of his own hard-earned Rupee's from his short stint as a Junior Postman.

Motivation: Sorti thirsts for adventure, glory, and excitement, as well as new locales. In fact, he left Dragon Roost Island for the very purpose of seeing the sights of Hyrule, knowing that the other Islands in the Great Sea were already explored by the other Rito, particularly the various Postmen like his father.

Other: - Sorti has the odd quirk of occasionally ending a sentence with "Yea?", a verbal tick that he picked up from his mother, who spoke in much the same way.
 

drmigit2

New member
Dec 25, 2008
1,195
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Any reservations against an adult-friendly skull kid? Maybe one that got captured and was taught to be less of an asshole?

The reason I ask is because thematically, the Skull Kids are some of the more interesting characters and the possibilities with their music magic are endless. I already have a ton of ideas spinning.
 

All Hail Lelouch

New member
Feb 5, 2010
2,240
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Name: Ragnar Silverscale.

Age: 22

Race: Dinofos.

Appearance: Red eyes, with dull silver scales from head to toe, a rare mutation in their species where the pigment in their scales mutates after exposure to air during incubation, resulting in a complete bodily transformation after hatching. Unlike the rest of his silver body, his hands, feet, and tailtip fade from silver to black near his wrists, calves, and about two thirds of the way down the tail, giving him a very unique appearance unlike any of his other kind. One would say he was a whole new species if he didn't tell you otherwise. Normally, he is found wearing larger versions of the skullkid outfit, due to not having very much to work with in the forest, some simple clothes fashioned in the form of a bright orange shirt, yellow pants, and a Orange hat, looking rather odd on the Dinolfos, but then again, he doesn't know any better.

Background: Artifact (Clawshot)

Biography: From the moment he was hatched, Ragnar was seen as a defective. His silver coloring was nothing like the lime green and white of his hatch-brothers and sisters. The elders of his tribe deemed his existence to be more of an abomination than anything, despite being hatched larger and obviously bulkier than his siblings. Like everything else that their tribe finds useless, he was doomed to be cast out of the tribe and into the forest below, as per Dragonhead's decree ever since he became head of the tribe. Ragnar was cast out and left for dead inside of the Lost Woods, thrown from the cliffs overlooking the forest below. Encased in nothing but a simple basket, the infant Dinolfos plummeted into the heavily wooded region, vanishing beneath the verdant canopy and presumed dead to everyone.

Fortunately for the infant Ragnar, he was found by a lone Skull-kid, dangling from a tree limb with the basket skewered just above his head. The imp took the scale-kin in and raised him in the forest learning to play pranks and tricks on people. He was unable to learn to play any instrument from them however, due to the nature of his mouth structure. As he grew older and much larger than the Skull-kid that took him in, his savior soon explained the truth of how he found the Dinofols in the forest, telling him that he was thrown from the cliffs and luckily survived. With that knowledge, Ragnar was furious, tearing through the forest and unleashing his rage and sorrow upon the forest around him, leveling clearings of ancient trees in his rampage. When he finally calmed down to the point of reason again, the Skull-kid explained that there was a festival coming up that would bring together all the races of the land within one city, and that he could probably find a lead about where his tribe was. Before he departed, the Skull-kid granted the Dinolfos a Clawshot that he had found in the same area of the forest as Ragnar, presumably from another reject hatchling that was deemed defective and tossed over the cliffside. The skullkid went on to explain that the tool had the word "Ragnar" Etched into the metal of the handle, hence where he got the name for the Dinolfos. Ragnar thanked the Skullkid for everything and left the forest, armed with his gifts and knowledge and a few rupies he had picked throughout his life in the forest.

Personality (Optional): Would rather let you see.

Skills: Skills natural to Dinofols like enhanced strength and agility, as well as the ability to breathe fire for a short period. (they were able to do that, in Ocarina of Time). He knows how to sneak, pickpocket, and steal, thanks to his training in pranks by the skullkid.

Magic School: If you picked one.

Equipment: He has simple cloth clothing, covering his chest and groin, but little more. His clawshot. And 50 Rupies.

Motivation: Vengance against the tribe that tried to kill him as an infant.

Other: None that I can think of.
 

Deu Sex

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Aug 26, 2012
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Ruedyn said:
Solid sheet. Can't see anything wrong with it, or think of any specific critiques.

Arcanist said:
Ooh, I like this character. There's little more amusing than a Rincewind-style reluctant adventurer.

DarkRawen said:
I only have some minor critiques for this sheet. In Rio's bio that he is a Sea Zora, yet was born in the freshwater, landlocked Lake Hylia. His bio also seems a little on the short. His second magic song seems a bit underpowered to me, considering music is a potentially reality-bending craft in this setting.

SamtheDeathclaw said:
A neat character, I like him quite a bit. Couldn't spot any major inconsistencies either.

Texas Joker 52 said:
That's a lotta text!

Pretty detailed sheet. I can't think of any real critique for it.

drmigit2 said:
Reservations indeed. Skulls Kids are not intended to be a playable race, sorry.

All Hail Lelouch said:
A few things I'm curious about, like why a Clawshot would be tossed off the mountainside along with a reject hatchling. The character concept is definitely interesting though. The bio and appearance feel a bit on the text-light side, but that's not really a problem.
 

DarkRawen

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Apr 20, 2010
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Deu Sex said:
DarkRawen said:
I only have some minor critiques for this sheet. In Rio's bio that he is a Sea Zora, yet was born in the freshwater, landlocked Lake Hylia. His bio also seems a little on the short. His second magic song seems a bit underpowered to me, considering music is a potentially reality-bending craft in this setting.
Well, according to the wiki, Sea Zora are used for the friendly Zora, while River Zora would be the hostile Zora. They are normally just referred to as Zora, and while I do admit that the fact that the Zora living in a lake are referred to as sea Zora is a bit strange, I was doing it to differentiate between the two different kinds. (Wiki-Entry: http://zeldawiki.org/Zora)

As for the Bio being a bit short, I do suppose so, but he's also only a child (17 is still a child :p), who has spent all of his life in the lake, so there are no noticeable events that has gone down to speak of, which is sort of the idea behind the character (or part of it). I'll try to think of something, though.

Finally, I wasn't sure how strong to make the second song. Would it be better if it creates an interactive afterimage for 5 minutes? That way, it could be things like temporarily restoring a book in order to be capable of reading it, and seeing the original state of an area or an object, and being able to interact with it. It's sort of a window to the past then, without actually taking someone there.
 

IFS

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Mar 5, 2012
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I'm going to have to withdraw my interest, since I can't seem to come up with a new character idea that I like. Good luck with the rp.