Results 31 to 48 of 48
Thread: Hyrulian Races
-
2005-06-22, 09:58 PM (ISO 8601)
- Join Date
- May 2004
- Location
- Realm of Terra, Sol
Re: Hyrulian Races
The Triforce is more of a Relic or Artifact. Created by the goddesses for the people of hyrule to use.
There was a great war fought over it, I would love to play a game set in that time period, a Pre-Ganon adventure.
The best thing Ganon did was polarize most of the worlds evil around himself, becoming the greatest threat, and doing a good job of killing off the others or setting them up to be killed by the various Links that arose to fight him.
-
2005-06-23, 02:22 AM (ISO 8601)
- Join Date
- Jun 2005
- Location
- Everywhere
-
2005-06-23, 02:27 AM (ISO 8601)
- Join Date
- May 2005
Re: Hyrulian Races
Link, the one in Ocarina of Time.
-
2005-06-24, 07:04 PM (ISO 8601)
- Join Date
- May 2004
- Location
- Realm of Terra, Sol
Re: Hyrulian Races
Yes, the Ocarina of Time was meant to be the beginning, the origins of Ganon are there, everything to start it off.
Wind Waker is meant to be the ultimate end, it has the death of Ganon and the final destruction of Hyrule.
-
2005-06-25, 02:34 AM (ISO 8601)
- Join Date
- Jun 2005
- Location
- Everywhere
-
2005-06-25, 07:03 PM (ISO 8601)
- Join Date
- May 2004
- Location
- Realm of Terra, Sol
Re: Hyrulian Races
The water is never drained out, and there is no Old or New Hyrule.
There is one, and only one hyrule.
Hyrules beginnings are in the game Ocarina of time, which is not truly an ultimate beginning, but it is at least the beginning of Ganon's many attempts to take Hyrule and the Triforce.
At some point, Ganon will try, no great Hero will appear, and Ganon will win. But, the gods will not let him win so easily, and will simply have hyrule buried underneathe miles of endless ocean.
In Wind Waker, Ganon finds a way out, and FINALLY a new hero arrives to stop him. In the end, Ganon is not sealed away, HE IS KILLED. Once and for all! Than Hyrule is destroyed, not merely buried, HYRULE IS OBLITERATED!
The Oceans never recede. Hyrule is gone.
...Captain Tetra, and the Hero of Winds, journey to create a new land after that.
-
2005-06-25, 09:12 PM (ISO 8601)
- Join Date
- Jul 2004
- Location
- United States of America
Re: Hyrulian Races
Ganon isn't dead, he's just been turned to stone at the end of Wind Waker. Notice how, when Link stuck the sword in his head, he turned all grey? That's because he was petrified.
Age of Avarice - A homebrew SF setting featuring neo-colonialist humans and primitive aliens (offsite hosting)
-
2005-06-26, 03:04 AM (ISO 8601)
- Join Date
- Jun 2005
- Location
- Everywhere
Re: Hyrulian Races
wwww.legendofzelda.com/
They've got the storyline and timeline that nintendo have said is correct,
Also, if there's no different hyrules, how come Hyrule changes between a link to the past and Ocarina of Time?
ganon has dabbled in dark magic too far too die, now he's even too powerful for the master sword to kill him, hat's why he turned to stone. eventually even that won't work, and the new reincarnation of Link will have to find a new weapon with which to defeat him.
Thjere are only 4 great weapons in the world though,
The master sword
The four sword
The magic sword
The geart fairy sword
And soon, none of them can defeat gannondorf, at which point he will gather all the pieces of the Triforce as he did in a Link to the past, but then, then he won't have taken over the sacred realm, he'll have taken over Hyrule, and all the lands nearby, until he eventually ruled the world.
And still, after saying all that, I'm still in a good mood, ;)
-
2005-06-27, 11:49 AM (ISO 8601)
- Join Date
- Jun 2005
- Location
- Everywhere
-
2005-12-29, 02:13 AM (ISO 8601)
- Join Date
- Dec 2005
- Location
- Dungeon of Doom
- Gender
Re: Hyrulian Races
oh and just to mention, kokiri don't ever age physically, but they can die of old age, if not in a forest.
-
2005-12-29, 08:39 AM (ISO 8601)
- Join Date
- Dec 2005
- Location
- Bergen
Re: Hyrulian Races
Farore had an avatar. A book keeping oracle of secrets.
-
2005-12-29, 10:22 AM (ISO 8601)
- Join Date
- Dec 2004
- Location
- The Land of Angles
Re: Hyrulian Races
God damnit, how did I miss this thread?
I've given a lot of thought for a D20 Hyrule campaign setting... Although I haven't worked on it for ages. Here are some things I came up with:
Keese
Keese
Tiny Magical Beast
Hit Dice 2d10-2 (9 hp)
Initiative +3
Speed 5ft. (1 square), fly 50ft. (perfect)
Armour Class 15 (10+ 2 size, +3 Dex), flat-footed 12
Base Attack/Grapple +4/-6
Attack Bite, +5 melee (1d6-3 plus Blood Drain)
Full Attack Bite, +5 melee (1d6-3 plus Blood Drain)
Space/Reach 2-½ ft./0ft.
Special Attacks Blood Drain, Chatter
Special Qualities Blindsight, Cold Resistance 2, Dark Vision 60ft., Fire and Ice, Fire Resistance 2, Light Blindness, Low-light vision.
Saves Fort +1, Will +1, Ref +6
Abilities Str 4, Dex 16, Con 8, Int 6, Wis 8, Cha 5
Skills Spot +1, Listen +7*
Feats Flyby Attack (bonus feat), Weapon Finesse (Bite).
Environment Any
Organization Solitary, pair, or flight (2-6 plus 1d2 Fire Keese).
Challenge Rating 1
Treasure None
Alignment Usually Chaotic Evil
Advancement 3-6 HD (Tiny)
Level Adjustment –
This creature resembles a small bat, with large, pointed fangs. It emits an annoying squeeking sound as it flies at you.
Keese are bat-like creatures created from evil magic. They are generally harmless on their own, but in large numbers they can be overwhelming.
Keese are around one foot long, and weight 20 pounds.
Combat
Keese usually swoop in quickly, suck blood, and then retreat. In larger numbers they tend to surround oponents, sucking them dry.
Blindsight (Ex): A Keese can sense any creature within 50ft. as if it could see it. If deafened or silenced, a Keese cannot use its blindsight.
Blood Drain (Ex): Whenever a Keese hits with its bite attack, it drains some of the target’s blood. The target must make a Fortitude save (DC 10) or take 1 point of Constitution damage from blood loss. The save DC is Constitution-based.
Chatter (Ex): A Keese constantly emits annoying, high-pitched squeeks. Every round, any creature other than a Keese must make a Concentration check against DC 10 or suffer a –1 penalty to attack rolls against any Keese for that round. This is a sonic mind-affecting effect.
Fire and Ice (Su): Any Keese which comes into contact with flames (or is attacked with a fire damage dealing attack) immediately transforms into a Fire Keese. Also, any Keese which comes into contact with Blue Fire (or is attacked with a cold damage dealing attack) immediately transforms into an Ice Keese. This ability cannot be suppressed.
Light Blindness (Ex): If subjected to any form of bright light (a Daylight spell, for instance), a Keese becomes temporarily blind. It must rely on its Blindsight ability until it reaches darkness.
Skills: *Keese have a +5 racial bonus on Listen checks, thanks to their keen ears.
Fire Keese
Tiny Magical Beast
Hit Dice 2d10 (11 hp)
Initiative +3
Speed 5ft. (1 square), fly 50ft. (perfect)
Armour Class 15 (10+ 2 size, +3 Dex), flat-footed 12
Base Attack/Grapple +4/-6
Attack Bite, +5 melee (1d6 plus Blood Drain)
Full Attack Bite, +5 melee (1d6 plus Blood Drain)
Space/Reach 2-½ ft./0ft.
Special Attacks Blood Drain, Chatter
Special Qualities Blindsight, Cold Vulnerability, Dark Vision 60ft., Fire Resistance 5, Heat, Light Blindness, Low-light vision
Saves Fort +3, Will +1, Ref +6
Abilities Str 10, Dex 16, Con 10, Int 6, Wis 8, Cha 5
Skills Spot +1, Listen +7*
Feats Flyby Attack (bonus feat), Weapon Finesse (Bite).
Environment Any
Organization Solitary, pair, or flight (4-8 ).
Challenge Rating 2
Treasure None
Alignment Usually Chaotic Evil
Advancement 3-6 HD (Tiny)
Level Adjustment –
A high-pitched chattering fills the warming air, as this flaming, bat-like creature dives down at you.
Fire Keese are a more powerful version of an ordinary Keese, imbued with powers of fire. They generate intense heat, making it uncomfortable to be in the same room as them.
Fire Keese are around one foot long, and weight 20 pounds.
Combat
Fire Keese tend to use their Heat ability in conjunction with their Bite and Blood Drain, to devastating effect.
Blindsight (Ex): A Fire Keese can sense any creature within 50ft. as if it could see it. If deafened or silenced, a Fire Keese cannot use its blindsight.
Blood Drain (Ex): Whenever a Fire Keese hits with its bite attack, it drains some of the target’s blood. The target must make a Fortitude save (DC 11) or take 1 point of Constitution damage from blood loss. The save DC is Constitution-based.
Chatter (Ex): A Fire Keese constantly emits annoying, high-pitched squeeks. Every round, any creature other than a Keese must make a Concentration check against DC 10 or suffer a –1 penalty to attack rolls against any Keese for that round. This is a sonic mind-affecting effect.
Heat (Su): Fire Keese produce an amazing amount of heat. When within 20ft. of a Fire Keese, any creature not a Fire Keese must make a fortitude save (DC 10) or suffer 1d2 points of subdual damage. Also, whenever a creature is damaged by a Fire Keese’s Bite attack, the creature takes an additional 1d3 points of fire damage.
Light Blindness (Ex): If subjected to any form of bright light (a Daylight spell, for instance), a Fire Keese becomes temporarily blind. It must rely on its Blindsight ability until it reaches darkness.
Skills: *Fire Keese have a +5 racial bonus on Listen checks, thanks to their keen ears.
Ice Keese
Tiny Magical Beast
Hit Dice 2d10 (11 hp)
Initiative +3
Speed 5ft. (1 square), fly 50ft. (perfect)
Armour Class 15 (10+ 2 size, +3 Dex), flat-footed 12
Base Attack/Grapple +4/-6
Attack Bite, +5 melee (1d6 plus Blood Drain)
Full Attack Bite, +5 melee (1d6 plus Blood Drain)
Space/Reach 2-½ ft./0ft.
Special Attacks Blood Drain, Chatter
Special Qualities Blindsight, Cold, Cold Resistance 5, Dark Vision 60 ft., Fire Vulnerability, Light Blindness, Low-Light Vision.
Saves Fort +3, Will +1, Ref +6
Abilities Str 10, Dex 16, Con 10, Int 6, Wis 8, Cha 5
Skills Spot +1, Listen +7*
Feats Flyby Attack (bonus feat), Weapon Finesse (Bite).
Environment Any
Organization Solitary, pair, or flight (4-8 ).
Challenge Rating 2
Treasure None
Alignment Usually Chaotic Evil
Advancement 3-6 HD (Tiny)
Level Adjustment 
The air begins to chill, as a bat-like creature swoops down, emitting an ear-splitting screech.
Ice Keese are Keese imbued with cold magic, making them absorb heat from around them, and destroying it.
Ice Keese are around one foot long, and weight 20 pounds.
Combat
Ice Keese hate warm-blooded creatures, and attack them on sight, even other Keese. They make use of the same hit-and-run tactics as other Keese.
Blindsight (Ex): An Ice Keese can sense any creature within 50ft. as if it could see it. If deafened or silenced, an Ice Keese cannot use its blindsight.
Blood Drain (Ex): Whenever an Ice Keese hits with its bite attack, it drains some of the target’s blood. The target must make a Fortitude save (DC 11) or take 1 point of Constitution damage from blood loss. The save DC is Constitution-based.
Chatter (Ex): An Ice Keese constantly emits annoying, high-pitched squeeks. Every round, any creature other than a Keese must make a Concentration check against DC 10 or suffer a –1 penalty to attack rolls against any Keese for that round. This is a sonic mind-affecting effect.
Cold (Su): Ice Keese absorb heat, destroying it. Any warm-blooded creature within 20ft.of an Ice Keese takes 1d2 of subdual damage. In addition, any warm-blooded creature hit by an Ice Keese’s bite attack sustains an additional 1d3 points of cold damage.
Light Blindness (Ex): If subjected to any form of bright light (a Daylight spell, for instance), an Ice Keese becomes temporarily blind. It must rely on its Blindsight ability until it reaches darkness.
Skills: *Ice Keese have a +5 racial bonus on Listen checks, thanks to their keen ears.
Sheikah
Sheikah, 1st level Warrior
Medium Humanoid (Sheikah)
Hit Dice 1d8+1 (5 hp)
Initiative +1
Speed 30 ft. (6 squares)
Armour Class 14 (10 +1 Dexterity modifier +2 leather armour)
Base Attack/Grapple +1/+1
Attack Rapier +2 melee (1d5/18-20) or 3 Sheikah Needles +2 ranged (1)
Full Attack Rapier +2 melee (1d5/18-20) or 3 Sheikah Needles +2 ranged (1)
Space/Reach 5 ft./5ft.
Special Attacks None
Special Qualities Dimension Door, Low-light vision, Sheikah Traits.
Saves Fort +3, Ref +1, Will +0
Abilities Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8.
Skills Listen +2, Search +2, Spot +2
Feats Weapon Finesse (rapier)
Environment Any
Organization Solitary, Protector (1 plus 1-4 charges), Squad (2–4 plus 1 3rd level captain plus 5-20 charges)
Challenge Rating 1
Treasure Standard
Alignment Often Lawful Neutral.
Advancement By character class.
Level Adjustment +1
This humanoid appears to be Hylian, although he looks very lithe and agile. It is difficult to see his face, because it is wrapped in bandages. He has a strange symbol on his chest: It appears to be an eye with a single teardrop below it.
The Skeikah, also known as the Shadow People, are an ancient tribe, almost indistinguishable from Hylians. Sheikah have been used as bodyguards for as long as anybody can remember. Loyal and fierce, Sheikah will go to any lengths to protect their charges.
Sheikah look almost exactly like Hylians, although they are slightly lighter.
Most Sheikah encountered outside their homes are warriors; the information presented here is for one of 1st level.
Combat
Sheikah are all very nimble, and are skilled in the art of stealth. They can attack from shadows without being seen by any but the most trained eyes.
Sheikah Traits (Ex): Sheikah posses the following racial traits.
+2 Dexterity, -2 Strength.
Medium size.
Low-light vision.
Automatic languages: Hylian, Sheikah. Bonus languages: Goron, Kokiri, and Zoran.
Sheikah are proficient in all simple weapons, as well as spiked chains and Sheikah Needles.
Sheikah gain a +4 racial bonus on any Craft checks related to manufacturing needles and other thin metal objects. All Sheikah are trained to make Sheikah Needles from a young age.
Sheikah gain a +2 racial bonus to Listen, Spot and Search checks, thanks to their keen senses.
Favoured class: Rogue.
Dimension Door (Sp): Once per day, a Sheikah may use the spell Dimension Door as a standard action. This works just like the spell of the same name (caster level equal to character level), except that it is punctuated by a cloud of smoke, which dissipates in 1 round, filling an area five feet by five feet.
Sheikah Needles
These are tiny exotic thrown weapons, which cost 1 GP each. On a successful hit, they deal 1 point of piercing damage (x2 critical). Those untrained with them may only throw one per attack, although those who are proficient with them may throw up to three.
When used as a melee attack, they are deal 1 point of piercing damage on a successful hit (x2 critical). As they are not meant for this purpose, all characters suffer a –4 penalty for not being proficient with them. This does not stack with the normal penalty for not being proficient with them.
Sheikah Society
Sheikah do not have a visible society, as most live far away from any of their kind, protecting their charges. Sheikah usually develop deep friendships with their charges, devoting their entire lives to them and their family. Sheikah live for many centuries, and usually stay with the same family their entire lives.
The Sheikah symbol, an eye with a single teardrop below it, is eerily similar to the symbol that is carved into the Gossip Stones. In fact, the Gossip Stones were created by the Royal Family, and the symbol was engraved apon them to honour their Sheikah friends.
The symbol represents the many hardships the Sheikah race has been through. Some say that the Sheikah are actually the true Hylians of the world, the ones created by the three Goddesses themselves. Indeed, Sheikah seem to never age, due to their incredibly long life spans.
Sheikah Characters
Sheikah are almost always rogues, although some have been known to become monks, rangers, or bards. Sheikah clerics are rare, but those who do choose the path of a cleric usually worship Din, Farore, or Nayru.
Worshippers of Din gain access to two of the following domains: Fire, Good, Protection, and Strength.
Worshippers of Farore gain access to two of the following domains: Air, Courage, Good, Growth and Protection.
Worshippers of Nayru gain access to two of the following domains: Good, Knowledge, Love, and Protection.
Sheikah with levels in NPC classes have a challenge rating equal to their levels in that class. Sheikah with levels in PC classes have a challenge rating equal to their levels in that class +1.
Zora
Zora, 1st level Warrior
Medium Humanoid (Zora) (Aquatic)
Hit Dice 1d8 (4 hp)
Initiative +1
Speed 30 ft (6 squares), swim 50 ft.
Armour Class 13 (10 +1 Dex +2 leather armour)
Base Attack/Grapple +1/+2
Attack Longsword +2 melee (1d8+1/19-20) or hand crossbow +2 ranged (1d4/19-20)
Full Attack Longsword +3 melee (1d8+1/19-20) or hand crossbow +2 ranged (1d4/19-20)
Space/Reach 5ft/5ft
Special Attacks None
Special Qualities Amphibious, Fire Vulnerability, Resistance to Electricity 5, Zora Traits
Saves Fort +2, Ref +1, Will +0
Abilities Str 13, Dex 13, Con 10, Int 10, Wis 11, Cha 8.
Skills Hide +3, Swim +7*, Listen +2, Spot +1, Search +1
Feats Weapon Focus (longsword)
Environment Temperate aquatic.
Organization Squad (2–4), company (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd–6th level), or band (30–100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating 1
Treasure Standard.
Alignment Usually Good (any)
Advancement By character class.
Level Adjustment +1
Before you stands a fish-like humanoid, with pale, silvery skin, and large, black eyes. The creature’s hairless head ends in a long, fishlike tail, which reaches down two thirds of the humanoid’s height. Both of the humanoid’s legs have long fins sprouting from the ankles, which are about the same length as the creature’s arms. The creature also has two fins sprouting from its wrists, which are about the length of its hands.
Zoras are the amphibious humanoids of Hyrule’s rivers and lakes. They are generally reclusive, although they are in no way xenophobic. They gladly welcome visitors to their domains, as long as they bear no ill will towards them.
A Zora’s skin ranges from silvery blue to light green. Their eyes can be any dark colour, although most are black or dark blue. An average male Zora stands at around six and a half feet, and weighs about one hundred pounds.
Zoras speak Zoran and most also speak Aquan and Hylian.
Most Zoras encountered outside their homes are warriors; the information presented here is for one of 1st level.
Combat
Zoras use the water to their advantage, diving in and attacking with ranged weapons. If no water is available, Zoras prefer to fight hand-to-hand, using their excellent manual dexterity to hit accurately.
Zora Traits (Ex): Zoras posses the following racial traits.
+2 Dexterity, +2 Wisdom, -2 Constitution.
Medium size.
Amphibious: A Zora can survive indefinitely on land.
Zoras receive a +2 bonus to Tumble and Balance checks. *Zoras receive a +8 bonus to Swim checks to perform a special action, and can always take 10 on Swim checks, even when hurried or threatened.
Automatic languages: Aquan, Hylian, and Zoran. Bonus languages: Ancient Hylian, Goron, Rito, and Zola.
Zoras are proficient in all simple weapons, and all those that Monks are proficient with. Zoras use their Dexterity or Strength modifier for unarmed attacks, whichever is higher.
Favoured class: Monk.
Zora Society
Zoras tend to live in caves by fresh water rivers and lakes, or even caves in the lakes. Zoras don’t like swimming in salt water, as it hurts their gills.
Zoras are ruled by a monarch, King Zora, who lives in Zora’s Domain, which is just under Zora Fountain in the North East of Hyrule.
Zoras worship Jabu-Jabu, the Spirit of Water.
Zora Characters
Zora leaders tend to be monks, although many other Zoras are too. Zora spellcasters tend to be bards, although there are some Zora sorcerers and clerics. Zora clerics usually worship Jabu-Jabu, and gain access to two of the following domains: Law, Protection, and Water.
Zora clerics who do not worship Jabu-Jabu still gain access to the Water Domain.
Zoras with levels in NPC classes have a challenge rating equal to their levels in that class. Zoras with levels in PC classes have a challenge rating equal to their levels in that class +1.
And that's all I can be bothered to post right now...
-
2005-12-29, 12:01 PM (ISO 8601)
- Join Date
- Jun 2005
- Location
- Redmond, Washington
- Gender
Re: Hyrulian Races
Might wanna check out this place...
Zelda D20My Plans never fail! The laws of physics simply get in the way of my success! - Red Mage 8-Bit Theater
Avatar by - That Lanky Bugger
"My name is Ozymandias, King of Kings, look upon my works ye mighty and despair..."
-
2005-12-29, 04:07 PM (ISO 8601)
- Join Date
- Dec 2005
- Location
- Dungeon of Doom
- Gender
Re: Hyrulian Races
i agree with renloth.
-
2005-12-29, 09:56 PM (ISO 8601)
- Join Date
- Sep 2005
- Location
Re: Hyrulian Races
You can just homebrew anything that's missing.
Now just to find an online group willing to run through a Zelda campaign, or merely make one myself. I wonder if there is a Final Fantasy D20 lying somewhere in the internet...
-
2005-12-29, 10:31 PM (ISO 8601)
- Join Date
- Jun 2005
- Location
- Redmond, Washington
- Gender
Re: Hyrulian Races
There is, but well... Its really horrid, and by that I mean REALLY bad.
The Returners Final Fantasy RPG looks fairly good, its not D20 though.My Plans never fail! The laws of physics simply get in the way of my success! - Red Mage 8-Bit Theater
Avatar by - That Lanky Bugger
"My name is Ozymandias, King of Kings, look upon my works ye mighty and despair..."
-
2005-12-29, 11:27 PM (ISO 8601)
- Join Date
- Sep 2005
- Location
Re: Hyrulian Races
Thanks, that looks interesting. Guess I haven't googled enough, or for the right things, to find the wealth of P&P RPG's available for Video Game settings.
-
2005-12-30, 02:12 AM (ISO 8601)
- Join Date
- Jul 2005
- Location
Re: Hyrulian Races
Yeah, the true first game is Minish Cap, for it has the Minish creating the Master Sword, which appears in OoT. The last game so far is The Adventures of Link, which has Ganon actually dead, and his followers trying to revive him. Also, for the Zelda D20 thing, I believe Kokiri should take 1d6 damage per round when they step outside of the forest. Also Gorons rolling up should take one round, and they can only move in one direction (Up, down, left, right). Zoras follow the same rules as Kokiri for places of great heat. Here are the gods.
Din-Power
Farore-Courage
Nayru-Wisdom
Majora-Chaos
Oni-War
Green frog guy(Forgot his name)-Wind
Red frog guy- Storms
That would be all I can currently thnk of. Also all Zora should have a ranged attack (Arm fins) possibly doing 2d6 damage (one per arm).